Adventure
Choose Third Person Adventure for exploration where the player can orbit the camera while the character turns toward movement rather than permanently facing the camera. Pair the View Type with the Third Person Adventure Movement Type so camera-relative input produces forward-facing travel instead of a Combat strafe stance.
Use Combat when the character should keep facing the camera’s gameplay look direction, or RPG when the camera should normally follow behind and offer temporary free-movement controls.
Set up the Adventure pair
- Select the camera with the Camera Controller component and expand View Types.
- Use the add control and select Third Person Adventure.
- Select the Adventure row to show its inherited and yaw settings, then select its radio button in the Active column. When both perspectives are installed, choose Adventure in Third Person View Type.
- Select the character and expand Ultimate Character Locomotion > Movement Types.
- Add Third Person Adventure, select its radio button in the Active column, and choose Adventure in Third Person Movement Type when both perspectives are available.
- Configure horizontal and vertical look mappings through Input.
- Enter Play Mode and verify independent orbit, movement-facing, aiming, and item use before tuning framing or procedural motion.
The Adventure View Type also accepts Four Legged as a recommended Movement Type. Use the standard Third Person Adventure pair for a humanoid exploration setup and Four Legged only when that movement model matches the character.
Configure the Adventure yaw range
- Yaw Limit sets the minimum and maximum orbit angle relative to the camera’s base rotation. A range narrower than 360 degrees constrains the orbit; the full
-180to180range allows unrestricted yaw. - Yaw Limit Lerp Speed controls how quickly the camera corrects toward the nearest valid boundary when input would move it outside a limited range.
Use a full range when the player should inspect the character and surroundings from any side. Use a narrower range when the camera may glance around but should remain within a designed rear or shoulder arc. Increase Yaw Limit Lerp Speed for a firmer boundary and reduce it for a softer correction.
Boundary correction does not automatically recenter the camera behind the character. Choose RPG when follow-behind recentering is a core requirement.
Understand Adventure movement
The matching Movement Type turns the character toward the movement direction relative to the camera. During ordinary movement, it converts the two-axis input into forward magnitude, so left, right, and backward input make the character turn and travel forward rather than play strafe or backward movement.
While input-started Aim is active, or while a Use ability has a Face Target Character Item, Adventure preserves the original input vector. Those target-facing states can then strafe or move backward while another system keeps the character oriented toward the target.
The observable result is independent camera orbit while idle, forward-facing travel during exploration, and target-facing movement only when the active aim or item-use setup requests it.
Adventure adds only Yaw Limit and Yaw Limit Lerp Speed to the shared settings documented by Third Person.
Frame and protect the orbit
| Choice | Use it when | What to verify |
|---|---|---|
| Camera Controller Anchor and Anchor Offset | The orbit needs a stable origin on the character. | Animate, crouch, and change stance; the camera should not inherit unwanted bone motion. |
| Look Offset | The character should sit left or right of center, above the anchor, or at another follow distance. | Orbit through the full yaw range and confirm the framing works from the front, sides, and rear. |
| Look Offset Smoothing | State-driven offset changes should ease instead of snap. | Enter and leave every camera state and confirm the offset settles quickly enough. |
| Horizontal Pivot Freedom | The character may move across part of the frame before the camera follows. | Move in both directions at each orbit angle and distinguish intentional freedom from input lag. |
| Collision Radius and Collision Anchor Offset | Walls or corners can block the desired camera position. | Orbit near tight geometry and confirm the camera moves inward without losing the character. |
Set the anchor first, then tune Look Offset one axis at a time. A shoulder offset that works behind the character may feel reversed or obstructed from the front, so test every permitted yaw angle.
Tune rotation, pitch, zoom, and springs
- Pitch Limit sets the minimum and maximum vertical look angle.
- Rotation Speed controls how closely the visible camera follows the calculated Adventure rotation. Higher values reduce lag; lower values add smoothing.
- Secondary Rotation Speed controls rotational overrides and alignment to the character’s gravity direction. Test it with custom gravity and moving platforms when the project uses them.
- Forward Axis applies a final orientation adjustment. Keep the default unless the project intentionally uses another camera-forward convention.
- Look Direction Distance controls how far gameplay look raycasts search ahead; it does not change camera follow distance.
Use Field Of View and Field Of View Damping for the normal lens. Adventure includes the default Zoom state, while Camera Controller Can Zoom and Zoom State determine whether state-based zoom can activate.
The inherited Step Zoom foldout adjusts distance separately. Set Step Zoom Input Name, use a Step Zoom Sensitivity greater than 0 to enable its axis event, and clamp the added distance with Step Zoom Limit. Verify state zoom and step zoom independently.
In Version 3, switching away from this View Type does not correctly unregister its Step Zoom input event. Returning can register another copy, causing one scroll input to change distance multiple times or leaving an old mapping active. For a camera that switches View Types, set Step Zoom Sensitivity to 0 on these views before Play Mode and use state-based zoom, or correct the source input cleanup before enabling Step Zoom.
Tune Primary Spring and Secondary Spring only after the orbit and framing are stable. Follow Springs when adding regular response, recoil, or a brief camera force.
Compare Adventure, Combat, and RPG
| Option | Camera and character relationship | Movement feel | Choose it when |
|---|---|---|---|
| Adventure | Camera yaw orbits within its configured range while character facing follows travel input. | The character normally turns and moves forward in the requested camera-relative direction. | Exploration should allow looking around without holding a combat-facing stance. |
| Combat | The paired Movement Type turns the character toward the camera look direction. | Forward, backward, and strafe input preserve camera-facing orientation. | Aiming and action should remain coordinated with an over-the-shoulder camera. |
| RPG | The camera normally follows behind, with optional free-movement and forced-rotation inputs. | Directional travel leads the camera until another relationship is requested. | The project needs automatic follow-behind behavior rather than a freely retained orbit. |
Use the same character, scene route, input device, and Look Offset while comparing. Test both idle orbit and movement, because Adventure’s difference is clearest when the camera changes without character input and then travel begins.
Verify in Play Mode
- Stand still and orbit left and right. The camera should move independently while the character keeps its current facing.
- Press forward, backward, left, and right at several orbit angles. The character should turn toward each camera-relative travel direction and use forward movement rather than a permanent strafe or backward stance.
- Test both ends of a limited Yaw Limit with rapid input. The camera should remain inside the configured arc and correct according to Yaw Limit Lerp Speed.
- Test input-started Aim and each Use ability whose item has Face Target Character Item. Target-facing states should preserve the movement vector required for strafing or moving backward.
- Orbit near walls, corners, doorways, low ceilings, and foreground objects. Collision should move the camera inward without losing the character; use Object Fader for separate fading needs.
- Test both pitch limits, slopes, custom gravity, moving platforms, and rapid changes of travel direction. Rotation should stay controlled without unwanted roll or lag.
- Exercise state-based zoom, step zoom, recoil, and other camera forces separately. Each should settle without changing Adventure’s orbit and movement relationship.
- If both perspectives are present, switch away and back. Third Person Adventure should return as both the View Type and Movement Type with working look input. Keep Step Zoom disabled for this switching test unless its source cleanup has been corrected.
Troubleshooting
| Symptom | Check | Fix |
|---|---|---|
| Orbiting while idle turns the character with the camera. | Combat, RPG, or another Movement Type may be active. | Activate Third Person Adventure for both camera and character, then retest without movement input. |
| Left or right input always strafes instead of turning the character to travel. | A different Movement Type may be selected, or Aim or a target-facing Use ability may be active. | Restore Third Person Adventure and test with Aim and item use stopped before checking those states separately. |
| Aim or target-facing item use cannot strafe or move backward. | Aim may not have started from player input, or the Use ability may not have Face Target Character Item assigned. | Verify the active ability and item-facing setup, then test one action at a time. |
| The camera rotates beyond the intended arc. | Yaw Limit may span 360 degrees or use unsuitable minimum and maximum values. | Set the intended range and test both boundaries with rapid input. |
| The yaw boundary feels too hard or too soft. | Yaw Limit Lerp Speed controls correction toward the valid range. | Tune the speed at both ends; do not expect it to recenter behind the character. |
| The camera never returns behind the character. | Adventure retains its orbit instead of providing RPG-style follow behavior. | Choose RPG when automatic follow-behind behavior is required. |
| The character is framed incorrectly at some orbit angles. | Look Offset may have been tested only from behind. | Orbit through the full permitted yaw and tune anchor and offset for the complete range. |
| Rotation feels delayed or unstable. | Rotation Speed, Secondary Rotation Speed, springs, or an animated anchor may all add motion. | Test with a stable anchor and neutral springs, then restore one source at a time. |
| The camera clips or moves inward too early. | Collision Radius, Collision Anchor Offset, or Look Offset may not fit the space. | Tune them in the exact problem location and retest from several orbit angles. |
| Step zoom does not respond. | Step Zoom Sensitivity may be 0, the mapping may be missing, or the limits may have no useful range. |
Set a positive sensitivity, verify Input, and test distinct limits. |
| Step zoom accelerates after switching away and back, or an old axis still responds. | The previous View Type’s Step Zoom registration was retained. | Disable Step Zoom before startup for switching cameras, or correct the registration cleanup; lowering sensitivity only masks duplicate input. |
Related pages
- Third Person family settings
- Third Person Adventure Movement Type
- Combat View Type
- RPG View Type
- View Types
- Input
- Object Fader
- Springs
Developer details
Adventure is a serializable ThirdPerson View Type with recommended Movement Type attributes for Third Person Adventure and Four Legged, plus the default Zoom state. The current Inspector adds Yaw Limit and Yaw Limit Lerp Speed to the shared Third Person controls.
Rotate adds horizontal input to yaw, or lerps toward the clamped value when the configured span is less than 360 degrees, before using the shared Third Person rotation path. The runtime type also exposes RotateWithCharacter; the current Third Person Inspector control does not draw that property with the Adventure yaw fields.
The paired Adventure Movement Type calculates character yaw from the camera-relative movement direction. It normally replaces lateral input with forward magnitude, but preserves the original vector during input-started Aim or while a Use ability with FaceTargetCharacterItem is active.