Quick Win 3: Make it work for more than one player
This is where Unity starts to feel powerful.
So far, you built:
- A clean input reader
- A structured PlayerController
- Movement that rotates properly
Now we answer a bigger question:
What happens when you add Player 2?
Why this matters
Most beginner projects break right here.
Because they built everything assuming:
- There is only one player
- There is only one input source
- Everything lives in one object
You didn’t do that.
You separated input from movement.
That decision pays off now.
Step 1: Add a PlayerInputManager
In the Hierarchy:
Right-click → Create Empty
Rename it: GameManager
With GameManager selected:
Add Component → PlayerInputManager
Step 2: Configure it
In the PlayerInputManager component:
- Set Join Behavior to Join Players When Button Is Pressed
- Set Player Prefab to your Player object
Drag your Player from the Hierarchy into the Project window first to turn it into a prefab.
Step 3: Press play
Press Play.
Press a button on a second controller (or keyboard).
A second player spawns.
What just happened
You didn’t rewrite your controller.
You didn’t duplicate logic.
The same Player prefab works for:
- 1 player
- 2 players
- 4 players
Because your structure assumed scaling from the beginning.
This is the mindset shift
Beginners build features.
Developers build systems.
You are building systems now.
Stop here
Do not add combat yet.
Do not add UI.
Do not add health bars.
Let the idea settle: your project can scale.
Tomorrow
Tomorrow, we’ll make the camera adapt automatically to multiple players.
Dan