> For the complete documentation index, see [llms.txt](https://rigonix3d.gitbook.io/rigonix3d-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://rigonix3d.gitbook.io/rigonix3d-docs/readme.md).

# Rigonix Third Person Controller

A modular, production-ready third person character controller for Unity.

> **One character. A dozen focused modules. Zero spaghetti.**

Rigonix is a modular third person character controller for Unity, built for developers who want a controller they can actually *read*. Walk, run, sprint, crouch, go prone, jump with real arc physics, aim, dodge, climb stairs, plant feet on uneven ground with IK, react to surfaces underfoot, pick things up, and collapse into a physics ragdoll on death — every behaviour a small, self-contained module behind its own inspector tab.

[**⬇️ Get Rigonix on the Unity Asset Store →**](https://assetstore.unity.com/publishers/rigonix)

{% hint style="info" %}
**New here?** The fastest path is the Quickstart — an FBX to a walking, jumping character in about a minute.
{% endhint %}

## Why Rigonix?

Most character controllers grow into a single 4,000-line class that nobody dares touch. Rigonix takes the opposite bet: **every capability is a module**. Need to tweak how jumps feel? Open the Airborne tab. Footsteps sounding wrong on grass? That's the Footstep system. Nothing is buried, nothing is entangled, and you only pay attention to the parts you care about.

And because the character's *body* is separated from whatever *drives* it, the same locomotion, jumping, and ragdoll code powers a keyboard-and-mouse player and a camera-less AI agent alike — without a line of duplication.

<table data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><strong>🏃 Fluid Locomotion</strong></td><td>Walk, run, sprint, crouch, prone, aim, and strafe — with smooth stance transitions and automatic stair handling.</td><td></td><td></td></tr><tr><td><strong>🤸 Physics Ragdoll</strong></td><td>Auto-built from the humanoid skeleton, with presets from heavy-and-grounded to full arcade chaos.</td><td></td><td></td></tr><tr><td><strong>🧩 Modular by Design</strong></td><td>Every behaviour is an isolated module behind its own inspector tab. Read it, tweak it, or ignore it.</td><td></td><td></td></tr></tbody></table>

## A quick look

<figure><img src="https://images.unsplash.com/photo-1636622433525-127afdf3662d?auto=format&#x26;fit=crop&#x26;w=1400&#x26;h=700&#x26;q=80" alt="Rigonix character controller — placeholder image"><figcaption><p>Placeholder — swap for a screenshot of your demo scene.</p></figcaption></figure>

## What's in the box

Everything below ships in the base controller — no add-ons required:

<table><thead><tr><th width="220">System</th><th>What it does</th></tr></thead><tbody><tr><td><strong>Input</strong></td><td>One device-agnostic intent surface for keyboard, mouse, gamepad, and touch — the single source of truth every module reads from.</td></tr><tr><td><strong>Locomotion</strong></td><td>Speeds, stances, strafe/free movement, rotation, and stair-stepping.</td></tr><tr><td><strong>Airborne</strong></td><td>Gravity, ground detection, coyote time, and context-aware standing / walking / running jumps.</td></tr><tr><td><strong>Camera</strong></td><td>A self-contained third-person rig that re-frames for crouch, prone, aim, and sprint — or swap in Cinemachine.</td></tr><tr><td><strong>Ragdoll</strong></td><td>Auto-built physics ragdoll with tunable presets and a bone builder.</td></tr><tr><td><strong>IK System</strong></td><td>Foot, head, and torso IK that keeps the character grounded and looking alive.</td></tr><tr><td><strong>Footsteps</strong></td><td>Surface-aware audio, particles, and decals driven by animation events.</td></tr><tr><td><strong>Interaction</strong></td><td>A tiny interface that makes any object interactable — press, hold, tap, or automatic.</td></tr><tr><td><strong>And more</strong></td><td>Health &#x26; stamina, inventory, dodge, emotes, teleport, and audio.</td></tr></tbody></table>

## Built for the long haul

{% columns %}
{% column %}
**Buyer-safe by design.** Deprecated fields are preserved and clearly labelled rather than deleted, so a Rigonix update never silently breaks your existing prefabs.
{% endcolumn %}

{% column %}
**Add-on ready.** Melee, AI, and shooting add-ons attach through defined seams and never modify the core — so the controller you rely on stays stable.
{% endcolumn %}
{% endcolumns %}

## Start building

<table data-view="cards"><thead><tr><th></th><th></th><th></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><h3>⚡</h3></td><td><strong>Quickstart</strong></td><td>FBX to a playable character in a minute.</td><td></td></tr><tr><td><h3>🧩</h3></td><td><strong>The Modules</strong></td><td>Every module, explained.</td><td></td></tr><tr><td><h3>🔌</h3></td><td><strong>Cinemachine</strong></td><td>Drop in a Cinemachine rig, no core edits.</td><td></td></tr></tbody></table>

### Ready to build your next game?

[**Buy Rigonix Third Person Controller on the Unity Asset Store →**](https://assetstore.unity.com/publishers/rigonix)


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