Microsoft's C# style guide actually states that public members, including fields, should be PascalCase. However, Unity mostly uses camelCase for public fields. I don't think it really matters, as long as it's consistent. It's a bit messy that Unity is using both here.
Ah okay, thanks for the clarification. I've mostly used C# within Unity so I assumed they were following C# standards. Guess not! But yes, they are doing two different conventions and it is very strange.
Thank you so much! I know is a bit late because this video was uploaded after 2 years, but i was going crazy because why my UI dind't work in game mode, but it worked in simulator mode. 😂🙇♀
one more thing: I recommend changing the _threshold value in the First/ThirdPersonController script to 0.001f, as the defualt value of 0.01f makes it so slow mouse movements won't register. Definitely an important change if your game needs precise movement, like in a shooter.
I never thought I could fall in love with someone's coding style and skill. Just casually correcting the Unity templates and explaining why 👁👄👁. Great content for those who known C# very well yet they're new to Unity!
Great job! One question: what's the process for adding a new input, say pressing the "P" key? I assume you would copy code from say jump in StarterAssetsInputs, but then would you update the FirstPersonController script somehow, or create a new one, and what would it contain? Thanks.
This is way more in depth and helpful than the tutorial on Starter Assets released by Unity. Thanks so much for this content, it's really useful! I have a question -- Is it possible to automatically detect if the user is on a mobile device, vs. PC, and disable the touchscreen UI accordingly? After watching the video it looks like the script will automatically detect if the user is on mobile vs. using the computer, but I don't know how to disable the UI sprites when using the PC. Anyone know how to do this?
I agree. It's refreshing to find someone who knows what they are talking about, goes in depth & explains (and explains well) instead of running through it at mad speeds and is probably more interested in monetizing their channel, harvesting subscribes and likes and marketing crap that they will have you believe is the secret sauce to making you a pro-programmer\CG artist, and that if you do your research, is freely available from a variety of different sources. Pffft!! Rant over.
By the way as for the people that maximize and put play mode but didnt know how to exit it you can just use the shortcut of ctrl+P to exit play mode and go back to editing the game
Yeah i would also like this. Im very new to coding and tried to add an attack, it worked except it just loops the attack animation forever eventhough the "loop time" is off.
Hi, great channel and terrific tutorials! Would you have a suggestion for modifying the joystick camera controls in “UIVirtualTouchZone” to behave more like a swipe / touchzone?
Loving your channel! Great content! Is it possible you can create a tutorial on how to turn the 3rd person controller into a top down with mouse look rotation controller?
Hi Sam Another Great video as always have you tried switching the third person asset to Universal Windows Platform the controls don't work if you do any pointers to help fix it Cheers
You can add a new action to your input action asset, copy one of the existing buttons in the sample (make a prefab if you'd like to put it on the other scene), change the graphic with what you want, and then in the Player Controller or another script that subscribes to that action pressed event, implement your interaction functionality. Or you can use the On Screen Button component from the new input system which pipes the button input into your specified input action and then in some script you can get a reference to the player input component and subscribe to that action and check the value manually. Similar to how it would be with the On Screen Joystick ua-cam.com/video/zd75Jq37R60/v-deo.html But I'd stick with the first option to keep the scripts consistent.
Is it just me, or is the default Input System mode set to "Fixed updates" for everyone when they create a project from this template? This was creating massive stuttering issues for me when looking around with the mouse. Out of curiosity, I implemented a point/click system with a cursor and sure enough the lag was terrible. The lag went away completely when I switched to "Dynamic updates" in the player settings.
If i wanted to take this existing script and shape it around a rigidbody movement system, would I even need to do the lerp that is shown in the move method?
Did I understand correctly that we write a variable such as movement in the code as "Movement" if it is a property, "movement" if it is a public variable and "_movement" if it is a private variable?
Thank you samyam, great video thanks you FPS Controller look problem when playing my Unity game on my smartphone: On call of duty Mobile, when I press my finger and drag the look camera where I want to look too. On my current fps controller, you press right on the look screen the look camera just spins in a circle going right. In call of duty mobile when I press the right side of the look screen the look camera does not spin in a circle constantly. What setting would I change in the Inspector panel would I adjust to stop my FPS Controller from doing this? also thank you for the video getting my game to a smartphone really helpful thanks.
here if we want that camera exactly on the back side of character and character should rotate on the same dirction of camera in look n joystick code than what changes should i do in code?
Hm so a networking game with animations? I have a video on adding animations to a third person character here which may also help: ua-cam.com/video/583R9LgRZPA/v-deo.html
@@samyam Yes that would be super helpful and there is pretty much zero information on how to do this on youtube :) Another recommendation would be trying to integrate something like UMA 2. I have come very close to getting it to work with this controller but it fails to recognize the umadynamicavatar as a normal avatar. Thank you for the link to the video I really appreciate the time you take to do this!
I like it this review, there are many areas of improvements for this asset. Anyway, could you do the same with the invector shooter asset to find areas of improvements, please ?
Thanks? Unfortunately I don’t have that asset 😅 Also it’s most likely that their code standards are better than Unity’s in this case, seemed like a rush job on their part
@@samyam yeah the only bad thing of invector shooter is that their using old input system and their components are not modular. It means that if you want to implement a new feature on invector controller you need to modify the core code and that is something unmaintainable :')
When I use the look Joystick in the editor or through the unity remote on a Android device it goes absolutely berserk rather than being nice and steady as it is when I actually build it to a Android device.
This is a good lecture video! I've set up the joystick as you said, and when I tested it before building the project it worked fine. However, after the build, the joystick does not work in both mobile and web pages. As if the function does not work, there is no response when touched. What should I do?
I'm trying to make a full body FPS from both starter assets. But the camera of the 3PC keeps bouncing around when the player moves fast. How do I stop it?
Hi guys so I am having an issue when using first person controller. I wanted to make a ui but it seems like I cant interact with it even when Ive pressed esc. When I press a UI button the cursor disappears again. Help would be highly appreciated
Hi im currently making a mobile game and when ever i enable the mobile controls and turn off curser settings it only works on my pc it does not work on my ipad do you know how to fix this? BTW great tutorial! EDIT: if you are wondering its unity remote not suporting the new input system so it will work when you build the project
@@samyam touchpad on mobile devices to move camera. BTW I was able to implement it from your mobile input video using new input system. Thanks for your work!
Hi, thanks for this helpful video! Great introduction! I have a question: I am using First Person Controller and set its gravity to 0 when the player is inside a ladder trigger so they do not fall down until pressing a key to use the ladder. However, the player still falls down even though the gravity value is displayed correctly as 0 in the inspector. Any idea what I missed? Many thanks, Marie
samyam - i ll say something, im pretty old, start study C# few days a go...everything is VERY strange yet. Im doing a 'course' on Unity (that pathfinder) in c#. Looks like i never ll understand this scripts what you are showing up to us, but... everything have a 'start'... I can already identify a few things - nothing much more. My native language is not English, which makes it even more difficult - but I'm stubborn and I know how to go for it. But I think that's how you start - identifying some things, learning that the 'dot', for example, calls something... how to write a variable, some uses, signs, etc. I've been trying to find a tutorial about 3d + point and click. I have been unlucky and would just like to see one character in scene, 4 or 5 motion animations, a giant plane and that character or player moving around. If you know of any tutorials about, let me know? I would also like to be a 'patreon', I really liked your videos, but unfortunately in my country (Brazil) things are difficult and complicated for us and for me. Anyway, thank you immensely.
Hey! For pointing and clicking this video might help you out: ua-cam.com/video/JID7YaHAtKA/v-deo.html This tutorial is a bit advanced, but it's a 3rd person shooter tutorial (movement, shooting, camera) ua-cam.com/video/SeBEvM2zMpY/v-deo.html And then to add animations to it: ua-cam.com/video/583R9LgRZPA/v-deo.html And thanks for the support! And absolutely no worries, I appreciate the sentiment :)
URP Material Fix - the "Upgrade All" menu item is not in 2021.3.9f1; and if I search all Materials and "Convert Selected Materials" it converts more than half the pink ones but fails on four.
Can u please make a video on camera rotation using touch control without any button(camera Control like in pubg mobile ,COD and genshin impact) in starter Asset
How to fix the 3rd person character controller capsule from bouncing down the stairs. U can test this by setting up a character capsule and walking down the stairs. It repeatedly sets grounded to on and off not allowing you to jump down slopes
Hm I don't have an issue with that in the Starter Assets, you can try playing around with the character controller values, also try making the stair collider one big triangle shape
@@samyam ya it happens with character controller capsule not the robot character it comes with by default However I fixed this by watching Ketra games bounce slope video. Thanks
I find it weird when scripts described as "standards" contain messy parts. On the positive side, it looks far better than the older standard asset controllers. Then again, it's still Unity, so i assume that none of the game examples to released will ever use this new "standard".
interesting tutorial thanks. I'm trying to add a simple "Mouse Button" function but i'm having hard time. If i open the existing Input Action called 'Starter Assets' i can add a new action (e.g. 'Attack') to the list of actions. But then how can i map this new behavior to the controller? I learned from you that i should modify 'StarterAssetsInputs' script, but i don't know how.
Great video! I tried to replicate your improvements with Third Person controller but when the character finish his jump up and start to fall down, it floats for a while before touching to the ground and can even walk mid-air. Any idea?
Do you mean blend between different cameras? I have a video on that ua-cam.com/video/wvPbSRTaH1I/v-deo.html Or you can change the cinemachine offset in the settings to position it more right or left to the character
@@samyam Thanks for response. Not blending of different cameras. Infact use camera to perform multiple actions. In third person controller of starter-assets when you press arrow keys, I want camera to go behind the character rather than following/bring sideways. Hope you got it!
You can do that with different cameras and blend between them it works nicely, or change the values of the cinemachine manually in code ua-cam.com/video/wvPbSRTaH1I/v-deo.html
Hi, thank you. Would you do a tutorial of setting 1st person camera on a 3rd person rigged body? So that when the player runs, we can see the hands or other gestures?
@@samyam We are also currently trying to do this, It would be awesome if you made a video!!
3 роки тому
Is it possible to adjust the mouse sensitivity? I'm using a third person and when I move the mouse it moves a little too much and I can't find how to adjust it.
It's not entirely obvious, but where they change the camera pivot rotation CameraRotation(), you can do something like: [SerializeField] private float cameraRotationSpeed = 2.0f; CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride * cameraRotationSpeed , _cinemachineTargetYaw * cameraRotationSpeed , 0.0f);
when i grab the Player Capsule, theres no camera to render the scenes in game view. I can just move the capsule around. How do i render the camera in 1st person to be seen in my game view
The samples should work out of the box, I'm not sure what you mean in your case. You can join our Discord server and ask in the #help channel with more details if you'd like: discord.gg/SwCKB3Q
I have a third person shooter video which I think you will find useful :) ua-cam.com/video/SeBEvM2zMpY/v-deo.html It doesn’t use the starter assets but it’s very similar, uses cinemachine and the new input system, and in the description are the time stamps so you can skip to the section you want
Aw man, for some reason i got some weird bug that makes the mouse input stutter when i touch something in the hierarchy or change a value in the inspector while the game is playing. The smoothness can be reset by opening another scene and coming back, but that doesn't prevent it from happening again. The really odd part is that gamepad input remains buttery smooth even when the mouse input is stuttering. I think it may be related to cinemachine because the effect doesn't occur (or is at least really subdued to the point of being almost imperceptible) when I remove the cinemachine package and instead make the main camera a child of PlayerCameraRoot. I also tried this on another computer with the same results. Any idea as to whats going on here?
This is a random guess, but perhaps it has to do with the cinemachine body Obstacles camera collision filter? Try using the cinemachine collider extension instead and see if that helps.
@@samyam Darn, it doesn't seem to fix the problem. I tried the extension, then I tried setting all the camera collisions to 'Nothing' but the stutter remains. I'll go ahead and make a post at the unity forums to see if anyone else has come across this. Thanks for the help
Ok I found out that this is a combination stutter problem. Having some scripts open in the inspector causes stutter, collapsing them may help. In addition, there is the known inspector stutter issue of having the transform section expanded, collapsing that may help. The 'fix' is to click on a gameobject in the hierarchy that doesn't have much going on in the inspector or collapse everything 😕
do you have a solution for using Unity Events causing input to be registered every single frame? apparently Unity Events fire when they start, when it senses a change, and when they finish, which means at minimum it seems to fire three times in a frame. EDIT: I implemented a coroutine/bool combo to add a delay but jeez it seems like there should be a built in solution for this issue?
You can access the events directly through the player input component to avoid subscribing to the events. InputAction move = playerInput.actions[“Move”]; move.performed += …
Hello, How to add more controls, like firing bullet? I added a new action in Input Actions with name Fire. Then in my script I Added: void OnFire() { StartFiring(); } But it's not working. What else I need to do? Please help. Thank you.
If you are using SendMessages behaviour on the player input then the function name has to match exactly as the component says (at the bottom it says what functions it calls). If you are using Unity events you must add in your script into the Fire event in the drop down of the PlayerInput component. This is to make sure the function is called, but if that function is called correctly and it still doesn’t work it’s an issue related to your script.
It's not entirely obvious, but where they change the camera pivot rotation CameraRotation(), you can do something like: [SerializeField] private float cameraRotationSpeed = 2.0f; CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride * cameraRotationSpeed , _cinemachineTargetYaw * cameraRotationSpeed , 0.0f);
hello, thanks for the tutorial but I got an error where when I press the joystick, the joystick does not happen anything (like not being clicked), can you help me?
Microsoft's C# style guide actually states that public members, including fields, should be PascalCase. However, Unity mostly uses camelCase for public fields. I don't think it really matters, as long as it's consistent. It's a bit messy that Unity is using both here.
Ah okay, thanks for the clarification. I've mostly used C# within Unity so I assumed they were following C# standards. Guess not! But yes, they are doing two different conventions and it is very strange.
@@samyam You think you could do tutorial on character selection in Unity Starter Assets
@@diliupg wat
@@chrheca wat-me-worry. :-D
In the two months since I've been doing Unity development, it's clear to me that most people doing it have NEVER read those guidelines.
Great improvements on the script, much less of a mess now!
Thanks stranger! 😉
I shocked even how much detailed tutorials you make. Love You so much!, keep Making in depth tutorials like this.
Great video Sam! I like how you cleaned up the scripts :)
Thank you! 🙂
10:20 is the best part for mobile thank you samyam❤❤❤🎉🎉🎉🎉🎉🎉
THIS IS SOOOOOOOOOOOOO GREAT!
Thanks!
what an awesome channel. Glad I found it. Great tuts, very complete and easy to understand. tysm for your work
Thank you! :)
Thanks you so much I have been stuck at this and I finally did it! You are so helpful!
you did awesome works
Thank you so much! I know is a bit late because this video was uploaded after 2 years, but i was going crazy because why my UI dind't work in game mode, but it worked in simulator mode. 😂🙇♀
thank you for this video. you are a huge help to me 👍
Oh very informative analysis
one more thing: I recommend changing the _threshold value in the First/ThirdPersonController script to 0.001f, as the defualt value of 0.01f makes it so slow mouse movements won't register.
Definitely an important change if your game needs precise movement, like in a shooter.
thank you so much for this!!!!
I never thought I could fall in love with someone's coding style and skill. Just casually correcting the Unity templates and explaining why 👁👄👁. Great content for those who known C# very well yet they're new to Unity!
Great job! One question: what's the process for adding a new input, say pressing the "P" key? I assume you would copy code from say jump in StarterAssetsInputs, but then would you update the FirstPersonController script somehow, or create a new one, and what would it contain? Thanks.
This is way more in depth and helpful than the tutorial on Starter Assets released by Unity. Thanks so much for this content, it's really useful!
I have a question -- Is it possible to automatically detect if the user is on a mobile device, vs. PC, and disable the touchscreen UI accordingly? After watching the video it looks like the script will automatically detect if the user is on mobile vs. using the computer, but I don't know how to disable the UI sprites when using the PC. Anyone know how to do this?
I agree. It's refreshing to find someone who knows what they are talking about, goes in depth & explains (and explains well) instead of running through it at mad speeds and is probably more interested in monetizing their channel, harvesting subscribes and likes and marketing crap that they will have you believe is the secret sauce to making you a pro-programmer\CG artist, and that if you do your research, is freely available from a variety of different sources. Pffft!!
Rant over.
By the way as for the people that maximize and put play mode but didnt know how to exit it you can just use the shortcut of ctrl+P to exit play mode and go back to editing the game
Thanks. Really thanks 🙏
I stopped the video after 7 mintues just to say:
THANK YOU!!! GOD What a wonderful wonderful overview!!!
OK I'm good, going back in.
Woo!! Thanks so much!
Good video!!!!
Thanks!
You took the STarter assets a few steps forward! It's like UNity released Version 1.0 and now it is 1.1! Excellent as usual.
Thank you so much :)!
Hi samyam!. I'm enjoying your tutorials.
Thank you!!
U made my day.. 😊
I'm gonna start to develop a game.. And ur vid is so useful to understand unity easily. Tq
Awesome glad it helped!
you think you could do a tutorial on how to extend the started assets 3rd person controller to support melee combat?
That’d be interesting! Thanks for the suggestion I’ll keep it in mind
I would also love to see this. 😍
Yeah i would also like this.
Im very new to coding and tried to add an attack, it worked except it just loops the attack animation forever eventhough the "loop time" is off.
@@adrielpetino3344 Yes, I still hope that she will do this. 😊
thank you very much lovelots
2:40 - just to note what dragging the Reflection Probe exr file is changing: Window -> Rendering -> Lighting -> Environment -> Skybox Material
Hi, great channel and terrific tutorials!
Would you have a suggestion for modifying the joystick camera controls in “UIVirtualTouchZone” to behave more like a swipe / touchzone?
exactly!!!!!!!
did you found the solution ?
No, still need this
Very cool. Just needs uk toolkit now. :)
You r the best
Thanks! :)
Loving your channel! Great content! Is it possible you can create a tutorial on how to turn the 3rd person controller into a top down with mouse look rotation controller?
Great guide. i tried recreating the script in bolt to practice, but the same things you corrected were confusing, thanks!
The most in-depth video, but nothing covers how to work with ui and the new input system which this asset uses 😭
Hello, I recently discovered your channel! Could you ask me a question related to touch?
I love your voice.
Hay there, I'm having an issue where when I move the third person camera it dose not smoothly move it snaps/jitters. Any idea why this is?
Hi Sam Another Great video as always have you tried switching the third person asset to Universal Windows Platform the controls don't work if you do any pointers to help fix it Cheers
Cool and Clear vid as always, just wanna ask how to implement a new button for the Android virtual buttons? I wanna add an interact button.
Yeah me too but I'd like to try interacting with objects and opening doors via touch input or mouse click event.
You can add a new action to your input action asset, copy one of the existing buttons in the sample (make a prefab if you'd like to put it on the other scene), change the graphic with what you want, and then in the Player Controller or another script that subscribes to that action pressed event, implement your interaction functionality.
Or you can use the On Screen Button component from the new input system which pipes the button input into your specified input action and then in some script you can get a reference to the player input component and subscribe to that action and check the value manually. Similar to how it would be with the On Screen Joystick ua-cam.com/video/zd75Jq37R60/v-deo.html
But I'd stick with the first option to keep the scripts consistent.
@@samyam Thank you so much, I'll try it right away.
Next video upload now
Is it just me, or is the default Input System mode set to "Fixed updates" for everyone when they create a project from this template?
This was creating massive stuttering issues for me when looking around with the mouse. Out of curiosity, I implemented a point/click system with a cursor and sure enough the lag was terrible.
The lag went away completely when I switched to "Dynamic updates" in the player settings.
Hey Kenny! You still alive?
If i wanted to take this existing script and shape it around a rigidbody movement system, would I even need to do the lerp that is shown in the move method?
Did I understand correctly that we write a variable such as movement in the code as "Movement" if it is a property, "movement" if it is a public variable and "_movement" if it is a private variable?
When I drag the eye icon(camera control) of the mobile UI controllers, the camera rotates super fast.Could anyone tell me the reason ,please?
The packages have been deprecated.
Yep finally made it to this step and no render pipeline in edit menu now what
Thank you samyam,
great video thanks you
FPS Controller look problem when playing my Unity game on my smartphone:
On call of duty Mobile, when I press my finger and drag the look camera where I want to look too.
On my current fps controller, you press right on the look screen the look camera just spins in a circle going right.
In call of duty mobile when I press the right side of the look screen the look camera does not spin in a circle constantly.
What setting would I change in the Inspector panel would I adjust to stop my FPS Controller from doing this?
also thank you for the video getting my game to a smartphone really helpful thanks.
here if we want that camera exactly on the back side of character and character should rotate on the same dirction of camera in look n joystick code than what changes should i do in code?
There's an issue with the starter assets when u set the move of look for mobile it don't register u spin out of control what do I do to fix it
A tutorial on how to control this with external parameters like over a network or using AI would be amazing!
More specifically the movement and the animations on the third person controller :)
Hm so a networking game with animations?
I have a video on adding animations to a third person character here which may also help:
ua-cam.com/video/583R9LgRZPA/v-deo.html
@@samyam Yes that would be super helpful and there is pretty much zero information on how to do this on youtube :) Another recommendation would be trying to integrate something like UMA 2. I have come very close to getting it to work with this controller but it fails to recognize the umadynamicavatar as a normal avatar. Thank you for the link to the video I really appreciate the time you take to do this!
hmm seems it sort of works but only after I manually change the avatar during runtime then set it back to the same one lol what the heck :)
got uma2 to work with this but I don't know if its right, I had to disable animation culling and set it to always animate .
if i want camera and character both rotation in same direction and camera should exactly on the back side of character than what should i do?
I like it this review, there are many areas of improvements for this asset. Anyway, could you do the same with the invector shooter asset to find areas of improvements, please ?
Thanks? Unfortunately I don’t have that asset 😅 Also it’s most likely that their code standards are better than Unity’s in this case, seemed like a rush job on their part
@@samyam yeah the only bad thing of invector shooter is that their using old input system and their components are not modular. It means that if you want to implement a new feature on invector controller you need to modify the core code and that is something unmaintainable :')
Ah okay, well I imagine most unity packages don’t have support for the new system sadly 😢
Hi samyam.
Is there a tutorial for “full body” first-person controller using these assets?
Thank you and have a good one.
When I use the look Joystick in the editor or through the unity remote on a Android device it goes absolutely berserk rather than being nice and steady as it is when I actually build it to a Android device.
👏👏👏
This is a good lecture video! I've set up the joystick as you said, and when I tested it before building the project it worked fine. However, after the build, the joystick does not work in both mobile and web pages. As if the function does not work, there is no response when touched. What should I do?
Hi! have you fixed this problem? I'm having the same issue.
Hi! @@ikee_2947 is this fixed?
@@levitate007 yes
not working for me either
I'm trying to make a full body FPS from both starter assets. But the camera of the 3PC keeps bouncing around when the player moves fast. How do I stop it?
Hi guys so I am having an issue when using first person controller. I wanted to make a ui but it seems like I cant interact with it even when Ive pressed esc. When I press a UI button the cursor disappears again. Help would be highly appreciated
Hi im currently making a mobile game and when ever i enable the mobile controls and turn off curser settings it only works on my pc it does not work on my ipad do you know how to fix this? BTW great tutorial! EDIT: if you are wondering its unity remote not suporting the new input system so it will work when you build the project
For the Camera, I don't want a joystick. I want a trackpad. How can I implement it?
Do you mean trackpad as in a Mac laptop?
@@samyam touchpad on mobile devices to move camera. BTW I was able to implement it from your mobile input video using new input system. Thanks for your
work!
@@samyam maybe he mean touch area for change camera orbit, like minecraft
How can I get the “tools” tab?? Please and thanks.
Why is the look button go haywire whe I touch it how do I fix the look camera
The conversion is on another menu on newer Unity if someone is wondering.
Where?
Hi, thanks for this helpful video! Great introduction!
I have a question: I am using First Person Controller and set its gravity to 0 when the player is inside a ladder trigger so they do not fall down until pressing a key to use the ladder. However, the player still falls down even though the gravity value is displayed correctly as 0 in the inspector. Any idea what I missed?
Many thanks,
Marie
samyam - i ll say something, im pretty old, start study C# few days a go...everything is VERY strange yet. Im doing a 'course' on Unity (that pathfinder) in c#. Looks like i never ll understand this scripts what you are showing up to us, but... everything have a 'start'... I can already identify a few things - nothing much more. My native language is not English, which makes it even more difficult - but I'm stubborn and I know how to go for it. But I think that's how you start - identifying some things, learning that the 'dot', for example, calls something... how to write a variable, some uses, signs, etc.
I've been trying to find a tutorial about 3d + point and click. I have been unlucky and would just like to see one character in scene, 4 or 5 motion animations, a giant plane and that character or player moving around. If you know of any tutorials about, let me know?
I would also like to be a 'patreon', I really liked your videos, but unfortunately in my country (Brazil) things are difficult and complicated for us and for me.
Anyway, thank you immensely.
Hey! For pointing and clicking this video might help you out: ua-cam.com/video/JID7YaHAtKA/v-deo.html
This tutorial is a bit advanced, but it's a 3rd person shooter tutorial (movement, shooting, camera) ua-cam.com/video/SeBEvM2zMpY/v-deo.html
And then to add animations to it: ua-cam.com/video/583R9LgRZPA/v-deo.html
And thanks for the support! And absolutely no worries, I appreciate the sentiment :)
@@samyam thanks again. I ll watch all :) but i need a 'step back' and back to basic in C# (Unity course called "Junior programer"). :)
walking up stairs work for a player with capsul collider ?
URP Material Fix - the "Upgrade All" menu item is not in 2021.3.9f1; and if I search all Materials and "Convert Selected Materials" it converts more than half the pink ones but fails on four.
Can u please make a video on camera rotation using touch control without any button(camera Control like in pubg mobile ,COD and genshin impact) in starter Asset
You'd probably want to implement some swiping detection. Luckily I have a video for that!
ua-cam.com/video/XUx_QlJpd0M/v-deo.html
How to fix the 3rd person character controller capsule from bouncing down the stairs. U can test this by setting up a character capsule and walking down the stairs. It repeatedly sets grounded to on and off not allowing you to jump down slopes
Hm I don't have an issue with that in the Starter Assets, you can try playing around with the character controller values, also try making the stair collider one big triangle shape
@@samyam ya it happens with character controller capsule not the robot character it comes with by default However I fixed this by watching Ketra games bounce slope video. Thanks
Have this been issues been shared in the forums and/or to the developers?
I posted the video in the starter assets forum but haven’t made a dedicated post yet
@@samyam I did create a post in the forums for it: forum.unity.com/threads/a-lot-of-errors-in-the-unity-starter-assets-how-to-report-them.1153925/
Thank you so much!
I find it weird when scripts described as "standards" contain messy parts. On the positive side, it looks far better than the older standard asset controllers. Then again, it's still Unity, so i assume that none of the game examples to released will ever use this new "standard".
Yep, seems like a rush job unfortunately
I don't want a camera following my character. i mean, the camera can not jump when the character is jumping. Can i do this with this assets?
interesting tutorial thanks. I'm trying to add a simple "Mouse Button" function but i'm having hard time. If i open the existing Input Action called 'Starter Assets' i can add a new action (e.g. 'Attack') to the list of actions. But then how can i map this new behavior to the controller? I learned from you that i should modify 'StarterAssetsInputs' script, but i don't know how.
I have an input system tutorial that might clarify some things
ua-cam.com/video/m5WsmlEOFiA/v-deo.html
How to turn on possibility to look up and down with first person controller?
I don't have the "Tools" menu, can you help me please?
Great video! I tried to replicate your improvements with Third Person controller but when the character finish his jump up and start to fall down, it floats for a while before touching to the ground and can even walk mid-air. Any idea?
If anyone encouter the same issue, check your Layers and GroundLayer...
is there any solution to choppy camera and lag spikes? I cant figure out . something is happening wrong
One question
How to perform cinemachine camera behind the 3rd person character controller, when left/right arrow key pressed?
please reply
Do you mean blend between different cameras? I have a video on that ua-cam.com/video/wvPbSRTaH1I/v-deo.html
Or you can change the cinemachine offset in the settings to position it more right or left to the character
@@samyam Thanks for response.
Not blending of different cameras. Infact use camera to perform multiple actions.
In third person controller of starter-assets when you press arrow keys, I want camera to go behind the character rather than following/bring sideways.
Hope you got it!
You can do that with different cameras and blend between them it works nicely, or change the values of the cinemachine manually in code ua-cam.com/video/wvPbSRTaH1I/v-deo.html
I don't know much about c# code can u guide me how can I use ui panel and fixed touch panel to look around instead of joystick
You can use the On Screen Button and pipe the input to your script to read, if you don't want to use a joystick
Hi, thank you. Would you do a tutorial of setting 1st person camera on a 3rd person rigged body? So that when the player runs, we can see the hands or other gestures?
Huh, thats an interesting idea. I’ll consider it for the future :)
@@samyam We are also currently trying to do this, It would be awesome if you made a video!!
Is it possible to adjust the mouse sensitivity? I'm using a third person and when I move the mouse it moves a little too much and I can't find how to adjust it.
It's not entirely obvious, but where they change the camera pivot rotation CameraRotation(), you can do something like:
[SerializeField]
private float cameraRotationSpeed = 2.0f;
CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride * cameraRotationSpeed , _cinemachineTargetYaw * cameraRotationSpeed , 0.0f);
Is it complicated to make it usable for Network games? i've tried using with Mirror, didn't get good results, might've done something wrong.
I don’t have much experience with networked games unfortunately, but perhaps the Unity MLAPI might work for you.
when i grab the Player Capsule, theres no camera to render the scenes in game view. I can just move the capsule around. How do i render the camera in 1st person to be seen in my game view
The samples should work out of the box, I'm not sure what you mean in your case. You can join our Discord server and ask in the #help channel with more details if you'd like: discord.gg/SwCKB3Q
Why do all of these videos only show how to launch the sample scene but not how to implement the controller into your own scene?
Does someone know if I can modify this a little bit in order to be able to go up and down, like fly around with the character?
Maybe these tutorials will help you out
ua-cam.com/video/LD9ArY0p1Z0/v-deo.html
ua-cam.com/video/J6QR4KzNeJU/v-deo.html
How do we make Shoot/fire functionality using these Starter assets for mobile.
I have a third person shooter video which I think you will find useful :)
ua-cam.com/video/SeBEvM2zMpY/v-deo.html
It doesn’t use the starter assets but it’s very similar, uses cinemachine and the new input system, and in the description are the time stamps so you can skip to the section you want
Can I use 'Starter Assets' in my commercial games?
Yep!
how to add new animation in starter asset
Aw man, for some reason i got some weird bug that makes the mouse input stutter when i touch something in the hierarchy or change a value in the inspector while the game is playing. The smoothness can be reset by opening another scene and coming back, but that doesn't prevent it from happening again. The really odd part is that gamepad input remains buttery smooth even when the mouse input is stuttering. I think it may be related to cinemachine because the effect doesn't occur (or is at least really subdued to the point of being almost imperceptible) when I remove the cinemachine package and instead make the main camera a child of PlayerCameraRoot.
I also tried this on another computer with the same results.
Any idea as to whats going on here?
This is a random guess, but perhaps it has to do with the cinemachine body Obstacles camera collision filter? Try using the cinemachine collider extension instead and see if that helps.
@@samyam Darn, it doesn't seem to fix the problem. I tried the extension, then I tried setting all the camera collisions to 'Nothing' but the stutter remains. I'll go ahead and make a post at the unity forums to see if anyone else has come across this. Thanks for the help
Ok I found out that this is a combination stutter problem. Having some scripts open in the inspector causes stutter, collapsing them may help.
In addition, there is the known inspector stutter issue of having the transform section expanded, collapsing that may help.
The 'fix' is to click on a gameobject in the hierarchy that doesn't have much going on in the inspector or collapse everything 😕
@@yuler_ Thank you! I was having the same problem and it was driving me crazy! o_O
do you have a solution for using Unity Events causing input to be registered every single frame? apparently Unity Events fire when they start, when it senses a change, and when they finish, which means at minimum it seems to fire three times in a frame.
EDIT: I implemented a coroutine/bool combo to add a delay but jeez it seems like there should be a built in solution for this issue?
You can access the events directly through the player input component to avoid subscribing to the events.
InputAction move = playerInput.actions[“Move”];
move.performed += …
Hey I am facing error when using the UI joystick controller in unity as per your video, can you help me out
What's the error?
how i can make orient ui look in x-axis only ???
Hello,
How to add more controls, like firing bullet?
I added a new action in Input Actions with name Fire.
Then in my script I Added:
void OnFire()
{
StartFiring();
}
But it's not working. What else I need to do? Please help.
Thank you.
If you are using SendMessages behaviour on the player input then the function name has to match exactly as the component says (at the bottom it says what functions it calls). If you are using Unity events you must add in your script into the Fire event in the drop down of the PlayerInput component.
This is to make sure the function is called, but if that function is called correctly and it still doesn’t work it’s an issue related to your script.
With assetpackages its worthless for me, cause i wanna learn real game dev without external stuff. Sad for me :-(
what is your vscode theme?
Godot theme, I have a video on setting it up here
ua-cam.com/video/4WWX2_tZu5Q/v-deo.html
Is there a option to get the controles working for android
It should work for Andriod out of the box!
how do you increase touch sensitivity?
It's not entirely obvious, but where they change the camera pivot rotation CameraRotation(), you can do something like:
[SerializeField]
private float cameraRotationSpeed = 2.0f;
CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride * cameraRotationSpeed , _cinemachineTargetYaw * cameraRotationSpeed , 0.0f);
@@samyam Thanks.
Animation Rigging dont work with this Armature, correct?
I haven't tried it personally but if it's Humanoid you should be able to add Animation Rigging. Is it not working?
@@samyam I found the bug. It's on the Animator!
To fix It, I created another Animator with ALL original parameters and animations
It worked for me
Great!
@@samyam I maded a render with Unity! See in my channel the result! (It's beatiful!!!)
hello, thanks for the tutorial but I got an error where when I press the joystick, the joystick does not happen anything (like not being clicked), can you help me?
What's the error?
@@samyam i cant use the controller android, joystick cant click
@@samyam I have the same error. How can I solve?
why the early optimization ? this tutorial is for beginners and you're making it more complex for very little benefits
The controller don't move