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World of Warcraft Style Third Person Movement and Camera
Separate forward, strafe, and backpedal speeds
Hold both mouse buttons to run forward
Keyboard Q/E turning, camera-relative movement with RMB
Zero-lag instant orbit with no smoothing drift
Scroll-wheel zoom with configurable min/max range
RMB snaps character facing to camera direction on press
LMB orbits freely without rotating the character
Cursor locks while orbiting and warps back to original position on release
Asymmetric pitch clamp (limited up, generous down, just like WoW)
Camera Collision
Multi-raycast collision system with instant push-in and smooth pull-out
Near-clip safety pass prevents peeking through thin geometry
Fully layer-masked
Jump & Air Physics
Running jumps lock momentum with no mid-air redirection
Stationary jumps grant limited, configurable air control
Configurable gravity, jump height, and terminal velocity
Animator Integration
Full blend tree support: IsMoving, Grounded, Jump, MoveSpeed, turning bools, directional air parameters
Dual A/B locomotion system eliminates idle dips when reversing direction by crossfading between two parameter sets instead of passing through the animation center
8-way snapped directional jump/fall blend tree parameters, locked at takeoff and held cleanly through landing
Input System
Built on Unity's new Input System
Works with PlayerInput or a raw InputActionAsset
UI-aware, blocks camera input when the pointer is over UI
Other
Autorun with configurable cancel-on-input
Ground probe for stable detection on steps and ramps
CharacterController-based, lightweight with no external physics dependencies