Building a Dynamic Cover System in Unity: Raycasting, State Management, and Animation

Posted by Gemma Ellison
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July 16, 2025

The satisfying thunk of bullets impacting the concrete wall beside you. The desperate gamble of peeking out, firing a quick burst, and ducking back into safety. Cover systems are more than just a visual flourish in games; they’re a strategic cornerstone. But creating a good cover system, one that feels intuitive and responsive, can be surprisingly complex. This article isn’t just about gluing your player to a wall; it’s about building a smart, dynamic system that enhances gameplay. We’ll dive into the nitty-gritty of raycasting, state management, and animation, equipping you with the knowledge to create a compelling cover mechanic in Unity.

Raycasting: Your Eyes on the Environment

The foundation of any cover system is understanding the environment. Raycasting is your tool of choice. We’re not just looking for any obstacle; we need to identify suitable cover.

First, establish a raycast originating from the player’s position, forward direction.

Ray ray = new Ray(transform.position + Vector3.up * 0.75f, transform.forward); //Small offset to avoid self-collision.
RaycastHit hit;
float coverDistance = 2f; //Max distance to consider cover.
LayerMask coverLayer = LayerMask.GetMask("Cover"); //Define a 'Cover' layer.

if (Physics.Raycast(ray, out hit, coverDistance, coverLayer))
{
    //We hit something potentially usable as cover!
    Debug.Log("Potential cover found: " + hit.collider.gameObject.name);
}

Challenge: Many beginners use overly broad layer masks. This can lead to the player incorrectly sticking to non-cover objects like crates or even other characters.

Solution: Create a dedicated “Cover” layer in Unity and assign it to all objects intended to be used as cover. This ensures accurate detection.

Player State Management: Defining “Covered”

Entering cover changes the player’s behavior. We need a robust state management system. An enum works well for this:

public enum PlayerState {
    Idle,
    Moving,
    InCover
}

public PlayerState currentState = PlayerState.Idle;

void Update() {
    switch(currentState) {
        case PlayerState.Idle:
            //Handle idle behavior
            break;
        case PlayerState.Moving:
            //Handle movement behavior
            break;
        case PlayerState.InCover:
            //Handle cover behavior - limited movement, different camera angle etc.
            break;
    }
}

public void EnterCover() {
    if(currentState != PlayerState.InCover){
        currentState = PlayerState.InCover;
        //Adjust movement speed, camera perspective, animation, etc.
    }
}

public void ExitCover(){
    if(currentState == PlayerState.InCover){
        currentState = PlayerState.Idle; //Or Moving, depending on input
        //Revert movement speed, camera perspective, animation, etc.
    }
}

Pitfall: Neglecting to properly revert player state upon exiting cover. This can lead to the player retaining cover-related limitations (e.g., slow movement) even when no longer near cover.

Solution: Ensure the ExitCover() function meticulously resets all relevant player attributes to their default values.

Animation Adjustments: Blending Seamlessly

Simply snapping the player to the cover position is jarring. Animation is key to a smooth transition. Use Unity’s Animator Controller to blend between idle/movement animations and a “cover” animation.

Create a blend tree in your animator. Input parameters should include:

  • IsInCover (boolean): Controls the transition to/from the cover state.
  • HorizontalInput (float): Influences the player’s animation while in cover (e.g., leaning left/right).
//Example code (simplified) for controlling the animator:

animator.SetBool("IsInCover", (currentState == PlayerState.InCover));
animator.SetFloat("HorizontalInput", Input.GetAxis("Horizontal"));

Example: Think of games like Gears of War. The transition into cover is a deliberate animation, not just a teleport. They use animation masking effectively.

Input Handling: The User’s Control

Players need intuitive control over entering and exiting cover. A simple approach is using a dedicated “Cover” key (e.g., ‘Q’ or a gamepad button).

void Update() {
    //... (Previous code)

    if(Input.GetKeyDown(KeyCode.Q)) { //Example input
        if (currentState == PlayerState.InCover) {
            ExitCover();
        } else {
            //Check if cover is available using raycasting (as shown earlier)
            Ray ray = new Ray(transform.position + Vector3.up * 0.75f, transform.forward);
            RaycastHit hit;
            float coverDistance = 2f;
            LayerMask coverLayer = LayerMask.GetMask("Cover");

            if (Physics.Raycast(ray, out hit, coverDistance, coverLayer)) {
                EnterCover(); //Only enter cover if valid cover is detected.
            }
        }
    }
}

Common Mistake: Failing to check for valid cover before initiating the cover entry sequence. This leads to the player incorrectly snapping to a “covered” state even when no suitable cover is nearby.

Remedy: Always perform a raycast to confirm the presence of valid cover before calling EnterCover(). Only transition to the cover state if the raycast hits a designated cover object.

Advanced Considerations: Beyond the Basics

Once you have a basic system, you can add complexity:

  • Blind Firing: Allow the player to fire without fully exposing themselves.
  • Moving Between Cover: Implement a system for smoothly transitioning between adjacent cover objects.
  • Destructible Cover: Integrate a system where cover objects can be damaged or destroyed, forcing the player to adapt.

The strength of a cover system lies not in its complexity, but in its responsiveness and integration with the overall gameplay. Strive for a seamless, intuitive experience that empowers the player to make strategic decisions. Don’t just stick your player to a wall; give them the illusion of safety, and the power to control their vulnerability.