NOTE: This is an intermediate level tutorial, meaning I don't go through absolutely everything, like the process of dragging your camera onto your script etc. I am assuming you can figure it out, or help each other in the comments
Thank you very much for the tutorial, Jon! By the way, do you mind making another on how you implemented the blink mechanic from Dishonored? It looks absolutely flawless in your demonstration. Thanks!
@@jondevtutorials4787 Thank you very much! I can't speak for everyone, but I would personally love to learn more about any Dishonored mechanic you've knowledge about, I'm a big fan of the series. To be honest, as soon as I saw the hand in that position and the tip of the sword I thought "Is that a... Dishonored inspired project?" haha.
So i did everything exactly how you did it, set up the layer mask and all but I'm able to vault everything. I have vaultlayer = ~ vaultLayer. If i remove that, i can't vault anything anymore.
my objects gets into the ground and falls from the map even though I did the clamping. Is there any way to disable the drop and throw function when the heldObject colliding something ?
Hey! so i have managed to get this all working fine but i have an issue where for a spit second whilst vaulting my camera clips into the object mid vault, any ideas on how i can fix this?
The issue is probably with the lerp moving you through the object, so a fix would maybe be to not move forward so much, so have your second raycast hit go slightly closer to the edge. Also it could be a problem with your camera clipping into object too close to it, so change the clipping “near” property from default (i think it’s like 0.3f default) to something like 0.01. Let me know if that works!
Is there a way to make the trigger for the vault procedural? Like checking how far the player is from the top of the object instead of looking for a trigger.
i have the origin point in the middle how are you saying to add the vector.up to add +1 in that something like this "(Vector3.up * vaultHieght * playerHieght) + (Vector3.up * 1f)"
NOTE: This is an intermediate level tutorial, meaning I don't go through absolutely everything, like the process of dragging your camera onto your script etc. I am assuming you can figure it out, or help each other in the comments
Best unity tutorial ever, you explained everything clear and concisely, love it.
The visuals really bring this video home.
Just found your channel, hope you keep these videos up they're super helpful!
awesome, please keep the greate work❤
Haven't tried this yet but I bet it will great!
This is a great and easy solution, thanks!
Instant like for dark-mode code 🙏
Yo this helped a lot! It was easy to follow, and well spaced out. Maybe just an audio upgrade though 😅
thx, v helpful topic to cover!
Thank you very much for the tutorial, Jon! By the way, do you mind making another on how you implemented the blink mechanic from Dishonored? It looks absolutely flawless in your demonstration. Thanks!
Sure will do, I think it's pretty cool but wasn't sure if anyone was interested in it. On vacation now but could do a quick video in a couple weeks.
@@jondevtutorials4787 Thank you very much! I can't speak for everyone, but I would personally love to learn more about any Dishonored mechanic you've knowledge about, I'm a big fan of the series. To be honest, as soon as I saw the hand in that position and the tip of the sword I thought "Is that a... Dishonored inspired project?" haha.
Thank you bro
thx
So i did everything exactly how you did it, set up the layer mask and all but I'm able to vault everything.
I have vaultlayer = ~ vaultLayer.
If i remove that, i can't vault anything anymore.
my objects gets into the ground and falls from the map even though I did the clamping. Is there any way to disable the drop and throw function when the heldObject colliding something ?
Hey! so i have managed to get this all working fine but i have an issue where for a spit second whilst vaulting my camera clips into the object mid vault, any ideas on how i can fix this?
The issue is probably with the lerp moving you through the object, so a fix would maybe be to not move forward so much, so have your second raycast hit go slightly closer to the edge.
Also it could be a problem with your camera clipping into object too close to it, so change the clipping “near” property from default (i think it’s like 0.3f default) to something like 0.01.
Let me know if that works!
@@jondevtutorials4787 it was that cam clipping I changed from .3 down to .1 and it seems to have fixed the issue! :)
thx dude. i know this is a tiny thing for you, but it is a big thing for me.
Could I have this work with a trigger infront of the player so that the player can vault with 4 degrees of freedom (Vaulting sideways and backwards)
Is there a way to make the trigger for the vault procedural? Like checking how far the player is from the top of the object instead of looking for a trigger.
It looks like it should work just fine if you omit the layer mask.
if you do that you will be able to phase through any slim enough wall etc..@@kyle44514
Yooooo Dishonored viewmodel and blink!
Doesn't work. I just fly straight up then teleport back down at where I started.
i have the origin point in the middle how are you saying to add the vector.up to add +1 in that something like this "(Vector3.up * vaultHieght * playerHieght) + (Vector3.up * 1f)"