A production-ready, highly modular third-person controller built for Unity 6. It features a decoupled architecture, New Input System native integration, and a custom auto-rigging tool.Requires Universal Render Pipeline (URP)This asset is built exclusively for URP and Unity 6. The included "Camera Dither Fade" anti-clipping system relies on URP Shader Graph and Subgraphs to function correctly.Important:Not compatible with the standard Built-in Render Pipeline.Not compatible with High Definition Render Pipeline (HDRP) (not testing).Welcome to the Zeftarim Third Person Controller framework, a highly modular and production-ready character controller built specifically for Unity 6.By prioritizing the Single Responsibility Principle, this framework completely isolates the core logic (physics, input, and camera) from the visual meshes and animations, providing an incredibly robust template for developers. Thanks to its "Drag & Drop" architecture, the single prefab layout decouples structural hierarchies at runtime. This ensures rock-solid stability and eliminates the infamous "pivotal swing" zoom bugs when strafing.The package includes a premium custom Editor tool (Model Swapper Window) that mathematically maps and transfers complex Animation Rigging constraints to any new humanoid character in seconds. This completely bypasses the need for manual bone assignment via Unity's internal API.Third-Party Notice: The bundled locomotion animations belong to the Universal Animation Library and are distributed under the CC0 1.0 Universal (Public Domain Dedication) license, meaning you can use them freely globally or replace them with your own sets.Features:Fully Decoupled Architecture: Input, movement physics, animations, and camera targeting run on independent, specialized scripts.Camera-Relative Locomotion: Movement vectors automatically flatten on the Y-axis and adapt based on the main camera's viewport orientation to prevent flying.New Input System Native: Built from the ground up using Unity's New Input System, featuring event-driven updates for movement, running, and crouching states.Procedural Aiming & Look-At: Supports dynamic bone-twisting via Unity's Animation Rigging without breaking constraints or causing non-anatomical clipping.Smart Stance & Camera Adaptability: Smooth capsule resizing during crouch sequences that dynamically updates the physics boundary and forces the independent camera target to adjust its tracking altitude organically.Automated Auto-Rigging Tool: Includes a custom Editor utility (ModelSwapperWindow.cs) to automatically transfer rigging logic, rebind procedural bones, and recompile Burst jobs for any custom FBX avatar.





