In a first-person or third-person application, a user’s character or avatarAn interface for retargeting animation from one rig to another. More info
See in Glossary usually needs some collision-based physics, so that it doesn’t fall through the floor or walk through walls. In 3D physics, you can create and configure character physics and control with a Character Controller.
You can configure character control via the
CharacterController class, or the corresponding Character ControllerA simple, capsule-shaped collider component with specialized features for behaving as a character in a game. Unlike true collider components, a Rigidbody is not needed and the momentum effects are not realistic. More info
See in Glossary component.
|Introduction to character control||Overview of the concepts and fundamental behaviours of character controllers.|
|Character Controller component reference||Reference page for the Character Controller component.|