Versatile Third-Person Controller – System Architecture Overview

Versatile Third-Person Controller – System Architecture OverviewExplore the modular, scalable, and production-ready architecture behind the Versatile Third-Person Controller.This detailed visual presentation provides a comprehensive breakdown of the systems, patterns, and best practices that power our controller, including:

  • Movement System: State-driven, extensible, and easy to customize
  • Input Command System: Command pattern for modern input workflows
  • Interactable System: Interface-based, scene-friendly, and designer-ready
  • Vitality Systems: Health, stamina, and breath—all modular and data-driven
  • IK, UI, Camera, and Debugging Tools: Built with flexibility, performance, and rapid iteration in mind
  • ScriptableObject-Driven Data: Every core value is easy to tune, test, and extend

Key Features Highlighted:

  • State, Command, Template Method, Factory, and Observer patterns
  • Enums for all actions and systems—never strings
  • Fully decoupled, event-driven, and editor/runtime separated for maximum performance

Ideal for:

Developers, technical artists, and asset store customers looking to understand or extend the system. 

Download the full presentation or browse the slide images below to see exactly how the Versatile Third-Person Controller is built to support both indie prototypes and production games.