Version 2.0 of the Modular Third-Person Framework introduces a major upgrade to the Inverse Kinematics (IK) system. Previously limited by a base-class inheritance model, the new architecture is now interface-driven, unlocking extensibility for humanoid and non-humanoid characters alike — with clean, modular code that’s easy to extend.
🔄 From Base Class to InterfaceV1.1: IK systems inherited from a shared BaseIKSystem.
V2.0: Inheritance removed — both PlayerFootIKSystem and PlayerHandIKSystem now implement the new IIKSystem interface directly.
Want to add IK to animals, robots, or props? This system makes it easy.
🧩 Unified Contract for IK The IIKSystem interface defines essential IK behaviors:
Need predictable IK behavior across systems? This interface keeps it consistent.
🚀 Benefits for Buyers
Want to build scalable IK systems for any character type? This upgrade gives you the freedom.
🧠 Architecture Overview
✅ Quick Setup Checklist
🎞️ Notes on Animations The IK System is code-only. Developers should:
🧩 Final Notes With the shift from inheritance to interfaces, the IK System in V2.0 is no longer restricted to humanoid-only use. It’s now a modular, extensible, and future-ready solution for any project that demands natural, procedural movement. Want IK that adapts to your game’s needs — not the other way around? This system gives you full control.
👉 Get the Modular Third-Person Framework on the Unity Asset Store: https://assetstore.unity.com/packages/templates/systems/versatile-third-person-controller-system-281833
👉 Already using the framework? Share your experience — leave a review here: https://assetstore.unity.com/packages/templates/systems/versatile-third-person-controller-system-281833#reviews
👉 [Documentation Hub – High-Level Overview + System Architecture]: Unity Game Development Docs | True Tactical Studio