ThirdPersonMode
Toggleable gameplay third-person for Mycopunk: over-the-shoulder camera, local TP body locomotion, gear meshes/actions, hot-reload config, and optional ADS first-person.
| Date uploaded | 2 weeks ago |
| Version | 1.0.1 |
| Download link | Sparroh-ThirdPersonMode-1.0.1.zip |
| Downloads | 101 |
| Dependency string | Sparroh-ThirdPersonMode-1.0.1 |
This mod requires the following mods to function
BepInEx-BepInExPack_Mycopunk
BepInEx pack for Mycopunk. Preconfigured and ready to use.
Preferred version: 5.4.2403README
Third Person Mode
A BepInEx client-side mod for Mycopunk that adds a toggleable gameplay third-person camera.
Mycopunk already ships third-person models, animations, and an orbit camera (used for emotes/spectate). This mod reuses those systems for free movement and combat, without the vanilla emote locks that freeze controls.
Features
Camera
- Toggle keybind (default:
0) with hot-reload config - Over-the-shoulder orbit camera (configurable offset + distance)
- Scroll zoom while in third person
- Full movement & combat — no emote-style control locks
- Optional ADS → first person (on by default) for cleaner aiming
- Optional HUD hide in third person
- Optional start in third person on spawn
- Yields cleanly to death/spectate
Body animation
- Local third-person body uses character TP animation sets
- Idle / walk / run / jump / air-jump / jump-loop / land / slide / clamber
- Crouch animation set swap when available
- Crouch lowers the TP body (
CrouchBodyOffset) so feet stay planted - Body facing follows player yaw
Weapons & actions
- Held gun mesh attaches to the TP hand bone while in third person
- Restores first-person gun parenting on toggle off / ADS
- Equip / reload / fire / stow TP clips when the gun provides a
ThirdPersonGearAnimationSet - Melee and throwable TP action clips when available
- Throwable/utility meshes attach while that gear is active
- Wingsuit fly animation while airborne in the wingsuit
Controls
| Action | Default |
|---|---|
| Toggle third person | 0 |
| Zoom (in TP) | Mouse wheel |
Change the toggle key and camera feel in the config file (hot reload supported).
Configuration
Config path:
BepInEx/config/sparroh.thirdpersonmode.cfg
| Section | Key | Default | Description |
|---|---|---|---|
| General | ToggleKey |
Digit0 |
Unity Input System key name |
| Camera | OrbitDistance |
3.25 |
Default camera distance |
| Camera | MinOrbitDistance |
1.5 |
Min zoom |
| Camera | MaxOrbitDistance |
5.5 |
Max zoom |
| Camera | ShoulderOffset |
0.9 |
Right-shoulder X offset (higher = body farther from crosshair) |
| Camera | ShoulderHeightOffset |
1 |
Extra camera height |
| Camera | CrouchBodyOffset |
-0.55 |
Lower TP body while crouching (feet plant) |
| Camera | ScrollToZoom |
true |
Mouse wheel zoom |
| Gameplay | HideHudInThirdPerson |
false |
Hide main HUD in TP |
| Gameplay | AdsReturnsToFirstPerson |
true |
FP while aiming |
| Gameplay | StartInThirdPerson |
false |
Auto-enter TP on spawn |
Dependencies
- Mycopunk
- BepInEx 5.4.2403+ (Mycopunk pack)
- HarmonyLib (via BepInEx)
Building
dotnet build --configuration Release
Output: bin/Release/netstandard2.1/ThirdPersonMode.dll
Installing
Thunderstore / r2modman (recommended)
Install via the Mycopunk community page.
Manual
Copy ThirdPersonMode.dll into BepInEx/plugins/.
Known limitations
- Mag / dual-mag models are hidden on the TP body (FP reload still works)
- Guns without a TP animation set only show the mesh (no equip/reload/fire body anim)
- Aim-layer blending is simplified vs remote players
- Emote third-person and this mod can interact oddly if used together — prefer one at a time
Roadmap
- Polish aim/reload upper-body blending and mag visibility on TP body
Authors
- Sparroh
License
MIT — see LICENSE
CHANGELOG
Changelog
1.0.1
Fixes
- Idle no longer overrides walk/run while moving in gameplay third-person (vanilla TP animator auto-transitions stripped from loco keys; re-sync if base layer drifts)
Camera
- Clearer over-the-shoulder framing so the TP body blocks less of the crosshair
- Default
OrbitDistance2.75→3.25 - Default
ShoulderOffset0.55→0.9 - Default
ShoulderHeightOffset0.15→1 - Body position unchanged (feet stay on the true player position)
1.0.0
Phase 3b — Gear action anims
- Gun equip / reload / fire / stow on local TP animator (additive layer) from
ThirdPersonGearAnimationSet - Melee uses
MeleeAnimationThirdPerson/ throwable TP throw keys - Throwable/utility held mesh can attach to TP hands when active
- Fix: no false stow when entering TP or during melee
- Fix: loco yields to melee/throw/fly so full-body clips play
- Wingsuit: play
thirdPersonFlyAnimationwhileIsFlying
Phase 3 — TP weapon mesh
- Parent held gun
gunModelto localWeaponRootThirdPersonwhile in gameplay TP - Uses per-character
thirdPersonDatapose + scale - Hides mag models on TP body; restores FP parenting on exit / ADS / unequip
Phase 2 — Local body locomotion
- Drive
SelfThirdPersonAnimatorwith character third-person animation sets - Idle / walk / run / jump / air-jump / jump-loop / land / slide / clamber
- Crouch swaps to
ThirdPersonCrouchAnimationSetwhen available - Crouch lowers the TP body (
CrouchBodyOffset, default-0.55) so feet stay planted - Body facing follows player yaw (fixes T-pose)
Phase 1 — Gameplay third-person foundation
- Toggleable third-person camera (default key:
0) - Over-the-shoulder orbit camera with configurable distance/offset
- Scroll zoom support
- Hot-reload BepInEx config
- Optional ADS returns to first person
- Optional HUD hide / start in third person
- Harmony patches so vanilla emote TP does not lock movement or auto-cancel gameplay TP