5 min read
Pole Climb in V2.0 – Expanding the Climb System for Vertical Freedom

Version 2.0 of the Modular Third-Person Framework expands the Climb System with a brand-new Pole Climb action. This addition builds on existing vertical climbing mechanics, giving developers more traversal variety — and making it easier to design stealth, exploration, or platforming gameplay without reinventing core systems. 


🔄 Seamless Pole Climb IntegrationPole climbing is fully integrated into the framework’s climbing architecture — no custom logic required. 

  • Entry: PlayerEnterClimbState detects poles via ClimbObject, initiating pole climb when aligned with a pole collider.
  • Core State: PlayerClimbState manages vertical traversal, handling input and maintaining alignment.
  • Exit: PlayerExitClimbState transitions smoothly to ledges or ground.
  • Extensibility: Pole Climb is built to scale — extend it without touching core logic.

 Need vertical traversal for stealth or platforming? This system is ready to drop in. 


🧱 Introducing the LedgeObject – Clean Exits EverywhereV2.0 also introduces the LedgeObject, a simple but powerful interaction tool: 

  • Alignment Across Systems: Ensures smooth exits from climbing and swimming.
  • Interaction Component: Just attach a LedgeObject to your scene — the framework handles detection and snapping.
  • Universal Use: Works across multiple systems for consistent exit behavior.

 No more awkward transitions — just clean, reliable exits. 


⚙️ Config Spotlight – ClimbConfigCustomize climbing and pole traversal with the ClimbConfig ScriptableObject: 

  • Climb speeds and acceleration
  • Timeouts for entering/exiting climb states
  • Detection thresholds for climbable surfaces and poles
  • Runtime-editable values for fast iteration

 Want to tweak climb behavior without touching code? Just adjust the config. 


🧠 Architecture Overview 

  • MonoBehaviour: PlayerCoreOrchestrator – orchestrates logic across systems
  • States: PlayerEnterClimbState, PlayerClimbState, PlayerExitClimbState – extended for pole traversal
  • Interaction Components: ClimbObject (for surfaces and poles), LedgeObject (for aligned exits)
  • Config: ClimbConfig – ScriptableObject for climb values

  

 Quick Setup Checklist 

  • Add a ClimbObject to your pole or climbable surface
  • Create and configure a ClimbConfig asset
  • Place LedgeObject components where players should exit
  • Test pole climbing and ledge exits in play mode
  • Adjust Animator transitions to match climb animations

  

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

  • Import climbing/pole animations and set them in the Animator
  • Add exit animations (for ledges/swim exits) where relevant
  • Sync timeout values with animation clip lengths for smooth blending

  

🧩 Final NotesThe Pole Climb and LedgeObject together make climbing in V2.0 more complete, natural, and modular. Pole climbing adds vertical variety, while LedgeObject ensures polished exits across climb and swim states. With ScriptableObject-driven configs, interaction-based detection, and unified architecture, these mechanics slot into your project with minimal setup.Want to add vertical traversal without building a custom system? This feature saves time and scales with your game.


👉 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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