This first section simply covers how we created the demo level that will be used throughout these videos. You don't really have to watch it, as the topic itself has nothing to do with the development of our character controller.
This section begins the creation of the 3rd-person controller itself. For this first iteration, we create only a very basic system to allow the character to move and for the camera to follow. We do not yet explore complex collisions with the camera, nor do we worry about character occlusion.
In this third section of the 3rd-Person Character Controller, we now enhance the camera system to prevent the character from being occluded. We also explore how we can cause the camera to collide with world geometry, which prevents clipping. We also look at how we can record the location of the camera before it starts compensating for geometry, which allows it to return to its original location when obstructions are no longer present.
In this fourth and final section for the system, we show how to bring in a custom character from Maya. The lecture begins by taking a look at how the character was created and animated in Maya, how it was brought over into Unity, and how we turn it into a prefab. We then supplement our character controller code to handle each of the character’s animations, as well as some new actions such as using buttons and climbing tall surfaces.