Ultimate Character Controller
Ultimate Character Controller provides character locomotion, camera, item, animation, and world-interaction tools for first- and third-person games. This documentation applies to Ultimate Character Controller and the related Opsive controllers that share its structure, including UFPS and Third Person Controller.
Workflow pages lead with the Unity editor setup and finish with the behavior you should observe in Play Mode. Complete the focused Manager or Inspector steps first, then verify the runtime result before adding another system.
Start here
- Open Getting Started, then use Requirements and First Decisions to choose the controller edition, perspective, input, render pipeline, and first-scene route.
- Follow Importing to add the controller and optional sample to the project.
- Build the First Playable Character with the sample CharacterContainer before configuring a project model.
- Use Quick Setup and Character Creation for the project’s own scene.
- Follow the First Hour route to add one feature at a time.
Customer-visible controls are documented with the feature that owns them. For example, Item Types explains its row icons, State Presets explains the States add menu, and Object Identifier explains the mapped ID picker.
Use the Videos alongside these steps when a visual walkthrough is helpful. Existing projects can follow the Version 3 Migration Guide; the older version 2 documentation remains available as a PDF.
How UCC Fits Together provides the beginner mental model for scene managers, camera, character locomotion, abilities, animation, items, and world systems. Use Getting Started Troubleshooting when the first character does not move, the camera does not attach, rendering is incorrect, animation does not respond, or an item cannot equip.
Character
- Character covers locomotion, movement types, abilities, and the character setup workflows.
Camera
- Camera covers Camera Controller setup, view types, perspective changes, and character attachment.
Items and inventory
- Items & Inventory covers equipping, using, dropping, and managing character items.
Animation and presentation
- Animation explains Animator integration, parameters, events, and item animation.
- Inverse Kinematics covers post-animation positioning for hands, feet, look direction, and item alignment.
- Audio covers shared audio playback, Audio Sources, and character or item sounds.
Objects and world interaction
- Objects routes to damage processing, explosions, pickups, trajectory objects, and object identification.
- Moving Platforms explains reliable character movement on elevators, vehicles, and other moving surfaces.
- Surface System covers impact sounds, decals, particles, and surface-specific responses.
Gameplay systems
- Attributes covers values such as health or stamina and how they change over time.
- Input covers keyboard, mouse, controller, mobile, and input-system setup.
- State System explains presets that change component properties for gameplay states.
- Spawn System covers spawn locations, respawning, and scene placement.
Integrations
- Integrations routes to supported Opsive and third-party connections.
- Artificial Intelligence explains how external AI systems can drive a UCC character.
Developer topics
- Component Overview identifies the main runtime components and their responsibilities.
- Organization explains the shared framework, assembly layout, and controller variants.
- Programming Concepts routes to events, object pooling, scheduling, and other code-facing concepts.
- Layer Manager documents the collision and visibility layers required by controller systems.