5 min read
Solving Terrain & IK Issues: Natural Foot and Hand Placement on Any Surface

Intro: The Hidden Detail That Sells Realism When players move through a game world, the smallest details often have the biggest impact. Floating feet or stiff hand interactions instantly break immersion. These details are notoriously difficult to fix — and yet they make the difference between a prototype and a polished experience. That’s why the Modular Third-Person Framework comes with a built-in IK System that handles both feet and hands, automatically adapting to terrain and interactions. 


The Challenge: Immersion Breakers Without a solid IK system, developers face: 

  • Floating feet on slopes or stairs.
  • Clipping legs on uneven terrain.
  • Hands not reaching objects → doors open without the character touching the handle, or elevators activate without pressing a button.
  • Time wasted writing custom raycasts and animation hacks.

The Solution – IK System in the Framework The framework’s IK System provides automatic, realistic adjustments for both feet and hands. Foot IK 

  • Raycast detection → adjusts foot position to match ground height and slope.
  • Hip alignment → ensures body balance stays natural on uneven terrain.
  • Seamless integration → works across locomotion states (walk, jog, sprint, crouch, crawl).

 Hand IK 

  • Precise targeting → hands move directly to interactable points on objects.
  • Dynamic interactions → works with doors, elevators, and any interactable that follows the IK pattern.
  • Extendable logic → easily add IK for other interactions (switches, levers, terminals).

 Beyond the Player Both Foot and Hand IK can be extended to: 

  • NPCs and AI characters.
  • Creatures, robots, or mechanical rigs.
  • Any object in the scene that requires natural positioning.

Configured entirely through ScriptableObjects, the system remains easy to tweak and scale. 


Proof: Immersion in Action Without IK: 

  • Feet float above stairs.
  • Doors open without hands touching them.
  • Elevator buttons activate from thin air.

 With the framework’s IK: 

  • Feet align smoothly to terrain and stairs.
  • Hands naturally move to door handles and elevator buttons.
  • Every interaction feels grounded in the world.

Developer-Friendly by Design The IK System follows the same architecture principles as the rest of the framework: 

  • Interface-driven → IIKSystem defines clear contracts (SetHandIKTarget, SetFootIKTargetOnTerrain, AdjustLimbPlacement, ResetAllIK).
  • Event-driven communication → systems remain decoupled, no hard dependencies.
  • Factory + State Pattern → integrates seamlessly into the movement state machine.
  • ScriptableObjects → tweak ray lengths, offsets, and targets without touching code.
  • Debuggable → detailed logging can be toggled on/off via ScriptableObjects for runtime diagnostics.
  • Future-Proof Base → includes a BaseIKSystem class for extending IK logic beyond hands and feet while following the same structure.
  • Dynamic Activation → IK can be enabled, disabled, or reset at runtime, ideal for cutscenes or temporary overrides.

Use Cases 

  • Third-person RPGs → characters walk naturally and interact believably with objects.
  • Stealth games → precise IK ensures cover, vaults, and door use feel realistic.
  • AI/NPCs → extend the same IK to enemies for world consistency.
  • Non-humanoids → apply IK to claws, robotic arms, or mechanical parts.

Small Details, Big Immersion Foot and hand placement may seem like minor details, but they’re the polish that separates a simple controller from a professional framework. With the Modular Third-Person Framework, IK just works — on any surface, in any interaction, across any character. 

👉 Get the Modular Third-Person Framework on the Unity Asset Store: Modular Third-Person Framework | Game Toolkits | Unity Asset Store

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