Overview
Top-Down Character Controller
A ready-to-use third-person character and interaction toolkit for building exploration and puzzle games in Unity. Drop in the player prefab, place a few interactable prefabs, wire them together in the Inspector, and you have a working puzzle sequence — item pickup, a locked door, a code machine, a pressure plate — with no code written.
Key Features
- Third-person character controller — CharacterController-based movement with walk, sprint, crouch, and jump, plus a smoothed follow camera with zoom, wall-collision avoidance, and screen shake.
- Interaction system — proximity-based interact prompts, tap or hold interactions, and a single-slot inventory for carrying items.
- Puzzle primitives — item locks, item placers with correct/incorrect detection, code machine keypads, pressure-plate switches, trigger sensors, and animated doors, all exposed through UnityEvents so you can chain them without writing code.
- Health & death system — four independent death modes (animated, ragdoll, instant, explosion), each with its own sound, cleanup, and event hook.
- Menu & popup framework — a full-screen menu stack plus an independent popup system (pause, message box, notifications, object inspector) with history-based back navigation.
- NavMesh-driven movement — an optional NavMeshAgent bridge for scripted/cutscene movement that shares the same character controller as manual play.
- Editor tooling — a setup window (Tools > MSJ-TDCC > ToolWindow) that checks your dependencies and can auto-configure the required project layers in one click.
- Clean, documented code — every public class and method is XML-documented, with no leftover debug scaffolding or dead code.
Requirements
- Unity 6000.3 or later
- Universal Render Pipeline (URP)
- Input System package
- DOTween (free version)
What's included
29 ready-to-use prefabs (interactables + UI), 48 documented C# scripts, a demo scene showing every system working together, and full setup documentation.