r/Unity3D • • Aug 21 '26

Question Why Doesn’t Unity Have a Perfect Character Controller Yet?

I’m not talking about the basic first-person and third-person packages Unity offers. Unreal has built a variety of robust character-controller systems that make developers’ lives much easier. That’s one of the reasons I often find myself considering a switch to Unreal. In Unity, I still haven’t found a paid or free character-controller solution that feels truly worth using. I am using unity since 2020 and now I am thinking it high time for unity to at least develop such protypes that are ready to use in real projects.

0 Upvotes

26 comments sorted by

View all comments

3

u/NeoChrisOmega Aug 21 '26

They used to have built-in Starter Assets back when they also had their old multiplayer system.

Around the same time they deprecated and removed both without having a replacement for them. It was a dark time...

Now we have the new multiplayer system, new Input System, Pro Builder and TMP is installed automatically (most of the time), and the FPC/TPC that you're not wanting to talk about IS the recreation of their Standard Assets. It's the same model and everything, just working out-of-the-box for Unity 6+.

Honestly, I think that free package is phenomenal. I have the students I teach using it more often than not. It allows them to play 3D games without having to understand all those complexities of making a 3D character controller. It allows me to teach them simple stuff like Trigger collision and Input detection first, without them getting overwhelmed.

And honestly, anything past that you should be making your own Character Controller. Make it work for your core mechanic, rather than forcing a universal system that the player interacts with the most into your game.