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# Welcome to Rigonix

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

**Rigonix Third Person Controller** is a modular character system built for Unity. One character, assembled from small focused modules — locomotion, jumping, ragdoll, IK, footsteps, interaction, and more — each living behind a clean inspector tab and each doing exactly one job.

The design goal is simple: give you a controller you can actually *understand*. No 4,000-line god-class, no tangle of booleans. Every behaviour is a module you can read, tweak, or ignore.

{% hint style="success" %}
This documentation covers the **base controller** — everything that ships in the core package. Melee, AI, and shooting add-ons have their own docs.
{% endhint %}

### Where to go next

<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><i class="fa-bolt">:bolt:</i></h3></td><td><strong>Quickstart</strong></td><td>Go from an FBX to a walking, jumping character in about a minute.</td><td><a href="/rigonix3d-docs/documentation/getting-started/quickstart.md">Quickstart</a></td></tr><tr><td><h3><i class="fa-person-falling">:person-falling:</i></h3></td><td><strong>Set up a ragdoll</strong></td><td>Build a ragdoll, fix a slouching skeleton, and tune the colliders.</td><td></td></tr><tr><td><h3><i class="fa-cubes">:cubes:</i></h3></td><td><strong>Understand the architecture</strong></td><td>Why there's a Core and a Controller, and what the difference buys you.</td><td></td></tr><tr><td><h3><i class="fa-plug">:plug:</i></h3></td><td><strong>Integrate Cinemachine</strong></td><td>Drop in a Cinemachine rig without touching the core.</td><td></td></tr></tbody></table>

### What's in the box

The base controller gives you a humanoid that can walk, run, sprint, crouch, go prone, jump with real arc physics, aim, dodge, climb stairs, plant its feet on uneven ground with foot IK, look around with head and torso IK, react to surfaces underfoot with footstep audio, pick things up, interact with the world, emote, teleport, and collapse into a physics ragdoll when it dies — all driven by a device-agnostic input layer that speaks keyboard, mouse, gamepad, and touch.

Everything below is built to be read top-to-bottom the first time, then dipped into as a reference forever after. Let's go.


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