5 min read
Introducing the Diving System in V2.0 – Explore Gameplay Beneath the Surface

Version 2.0 of the Modular Third-Person Framework unlocks a new dimension of gameplay with the fully modular Diving System. Built for seamless transitions, intuitive camera-driven control, and full integration with the Breath System, diving lets developers add underwater exploration with minimal setup and maximum flexibility. 


🔄 Seamless Transitions Between Swimming & DivingDiving is part of the unified movement architecture — no hacks, no glue code. 

  • Entry: PlayerEnterDiveState checks submersion ratio (via DiveConfig) and switches to diving when thresholds are met.
  • Exit: PlayerExitDiveState handles surfacing or climbing out.
  • Integration: All states inherit from PlayerMovementBaseState, ensuring smooth transitions across swimming, climbing, and parkour.

 Want to add underwater stealth or treasure hunting? This system makes it plug-and-play. 


🎮 Natural Camera-Driven DivingMovement follows the camera, giving players intuitive control underwater. 

  • PlayerDiveState calculates vertical and forward motion using depth values and dive thresholds.
  • Motion feels fluid whether descending, ascending, or gliding.
  • Orientation math ensures stable rotation without jitter.

 No need to reinvent underwater movement — it’s already built and ready to extend. 


💨 Breath System IntegrationDiving ties directly into survival mechanics — with no extra setup. 

  • Breath: Managed by the standalone Breath System. Breath decreases while diving and regenerates when surfaced.
  • Health Impact: If breath depletes, health begins to drop until the player resurfaces.
  • Events: All changes broadcast via delegates for seamless UI binding.

 Need to simulate drowning or timed exploration? It’s already wired in. 


🌊 Water Volume DetectionSetup mirrors swimming — fast and frictionless. 

  • Add the WaterVolume script to your water object.
  • Collider defines bounds; depth auto-calculates for dive detection.
  • Fully integrated into the movement state machine.


⚙️ Config Spotlight – DiveConfigFine-tune diving behavior with the DiveConfig ScriptableObject: 

  • Dive speed multipliers (forward, vertical)
  • Thresholds for entering/exiting dive states
  • Timeouts for transitions
  • All parameters are runtime-editable for rapid iteration


🧠 Architecture Overview 

  • MonoBehaviour: PlayerCoreOrchestrator – orchestrates logic for all states
  • States: PlayerEnterDiveState, PlayerDiveState, PlayerExitDiveState
  • Interaction Component: WaterVolume – shared with swimming
  • Configs: DiveConfig, BreathConfig  


 Quick Setup Checklist 

  • Add a WaterVolume collider to your water object
  • Create and configure a DiveConfig asset
  • Enable and link the Breath System
  • Test entry, exit, and depth thresholds in play mode
  • Adjust Animator blend times to match dive clips  


🎞️ Notes on AnimationsThe framework is code-only. Developers should: 

  • Import production-ready dive animations
  • Map clips in the Animator (recommended: sub-state machine for Diving)
  • Sync timeouts with Animator clip lengths for smooth transitions

  

🧩 Final NotesThe Diving System in V2.0 deepens the Modular Third-Person Framework by adding seamless underwater exploration. With camera-driven movement, ScriptableObject configs, and direct Breath System integration, diving becomes a production-ready mechanic that saves time and adds depth — literally — to any genre.Whether you're building a survival game, an underwater puzzle, or a stealth mission, this system gives you the tools to do it fast and clean.


👉 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

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