Smooth rigidbody first person movement in Unity
Вставка
- Опубліковано 20 сер 2024
- Today I will be showcasing my best first person movement controller that I have made so far. Feel free to ask questions in the description! Also, SUBSCRIBE, It would mean a lot.
You sir have the ground work for a fantastic arena pvp shooter
Imagine a quake like arena shooter with this controller. Greatest game of all time.
This is sick love the dash abillity
Thanks
I would love to see this in the Unity Assets Store as either a free or payable asset
it aint even hard to make bruh
If you're gonna just use unity assets for your games you're not gonna get anywhere in game development.
@@nameofthename_using assets like this as a base isn't a bad thing, stop acting prestigious
The movement seems similar to Dave’s parkour movement tutorial
@@nameofthename_ sometimes its hard to get it to feel just right
this is my dream shooter. The Valve and quake side of me absolutely loves this.
Baller music, and also this looks awesome.
what would make the dash feel a LOT better would be to increase fov when you dash and have some quick particles go past you
dani aproved this because it has BEAN and physics
This reminds me of the karlson player controller
Ahh back when dani was alive
RIP DANI GANG
|
\/
Looks very nice, it reminds me of raot
nice, looks sick :)
now thats pretty cool
My brother, this look incredible. But how can we fully appreciate your work if the video is only 10 seconds ?
put this up for sale bro. a lot of people would buy this, me included.
proper sick just one question is the dash a inpulse or a velocity change or is a force applied over a couple seconds no idea what I'm talking about
this look good bro, and I would like to know did you make something like edge detection which can allow you to jump in a very low second away you leave the high ground? cause your demo seems able to do it
For ground detection, I have a racast with cayote time. To make cayote time, you save Time.time to a var (LastGroundedTime) when the player is grounded. Then check if that var plus the coyote time is greater then Time.time . Here is some pseudo code because that explanation was confusing.
If (grounded) lastGroundedTime = Time.time;
If (lastGroundedTime + 0.2f > Time.time)
{Jump();}
@@condescendingsnail3722 will u maybe make this into a asset on the asset store? I would pay for it like 20€
@@condescendingsnail3722 I know that is pseudo code, but 0.2f should probably be a variable. Just so you can test different implementations without needing to edit the script every time.
this new minecraft update is cool
I hate to say it but this is probably smoother than titanfall
That dash is so smooth man, how did u achieve that? everytime i try to make a smooth dash its just like a small teleport
I think this would a cool idea for a travel game
Could you explain what you mean by "travel game"?
@@InFrontEntry i assume he means movement shooter sorta stuff
@@pinkaltercation alr
@@InFrontEntry fr
@@pinkaltercation I like pancakes
I loved the part where there was Minecraft gameplay
(UA-cam thinks its Minecraft)
Can anyone tell me how he got these kind of maps? Like its not the usual 3D cubes is it?
I used probuilder to make the map. I also duplicated the default probuilder material to make different colors.
@@condescendingsnail3722yeah using default unity builder should be a crime tbh
guys look its utrakill behind the scenes
Dope
I still say Unity's old standard asset FPS rigidbody controller was one of the best
I will say that it is best to write the movement yourself, because there it is quite sophisticated, but the camera control is implemented really well there. I use a slightly modified version of the camera script in all my projects
Nice
Ghostrunner
BEAN
cool
Sorry to hear that you stopped working on this project! Hope you've found something better :)
Did you use the floating capsule technique for the rigidbody character or does the capsule directly collide with the ground?
It collides directly with the ground, I haven't yet tried floating capsules :)
How did you make ledge detection affect movement? it seems at 0:02 the player touches the corner a bit but never stops, instead, it goes up a little bit to go through that platform.
I reduce the player collider's height when they are in the air. When the player lands the collider is set back to the normal height. since I'm using rigidbodies, if the collider goes through the floor when landing, unity physics will push the player up until the collider is no longer in the floor.
Putting a 15 second ad on an 11 second video is unconscionable my guy
thats youtubes fault not his
dave
Ive been trying to make something similar for a game concept, but unfortunately i suck at character controllers so it never feels right lol
keep practicing bro eventually you'll get there :)
Yep, arslankhan2191 is right. You should just keep making them you will improve :)
Ghost runner
blud thinks he's spiderman
1. where is tutor ?
2. where you learning this all "coding" thinks to do this ?
3. do u use some vector project or somethink like this in this demo ?
I would love to look into this, is there any git hub repository?
now add the airstrafing from source games
can you setuo a download link?
do i see a BEAN?
can you showcase how u made it that smooth cause Iam not able to jumping and air movement feel good
To make the jumping smooth I reduce the colliders height while in the air (kind of like automatic crouch jumping), the result of this is that you almost always can make it over a jump if the camera makes it over the jump. For air movement you want low drag & low move speed, while for the ground movement you want the opposite: high drag & high move speed. hope this helps
@@condescendingsnail3722 I'm trying to make the same movement features. Please, share the code.
@@condescendingsnail3722 why do we need high drag and high speed at the same time when u just use drag = 1 and normal speed ? Im sorry if i sound rude
@@starplatinum3305 Because then the movement will be very slippery, which is good for air movement but not for ground movement.
@@condescendingsnail3722 damn thats smart, and you still have to add the physics mat to minimum the friction so the player wouldnt stuck in walls ?
i just all over the place
Ok so since nobody's asked....
Tutorial?
A lot have
Hello, i'm wondering how do you handle velocity, do you just add force until the max velocity in this direction is reached or is there something else ? thanks!
PLEASE PLEASE PLEASE MAKE A TUTORIAL
how.
Can I see some of the code for it? Not to use, just for personal study
Are you going to be doing anything more with this in the future?
I was working on a arena shooter:
reddit.com/r/Unity3D/comments/14xzxka
But the code got messy and hard to work with. I've moved on to other projects.
How to make such a game?
first of all, you need to delete your pfp
please let me know how did u not hit the wall at 0:02 did u crouch or u have a
mechanic for that ?
add motion blur
Code?
Bean
how did u implement vaulting?
i always get stuttering making rigidbody movement, how do you ppl do that?
I think I know what you're talking about. If you have your camera parented to the rigidbody it will cause stuttering. Instead, you should put your camera in a camera holder gameobject and use a script to move the camera to the desired position. Also experiment with different interpolation modes on the rigidbody.
i cant fix the clipping over walls issue in rb movement what should i do?
if you Using Rigidbodys set Collision Detection to Continuous or Continuous Dynamic
@@Hanyi_V i tried not working
@@ahmetedizbozkaya7580 try setting Fixed TimeStep to something like 0.005 under the project settings
@@Hanyi_V thanks for information
Source code?
i am developing similar movement, may i ask how did you make player to jump on ledges?
When the player is in the air, the capsule collider shrinks into a sphere and gets moved to the camera's position. when the player lands the capsule collider moves back to the default position and scale (part of the collider will penetrate through the floor but unity's physics will push it back up). Think of crouch jumping in some source games but it automatically happens. Hope this helps!
@@condescendingsnail3722 It did help and now it looks so smooth like yours, thank you!
and then you build it and it acts completely different 😭😭
How did you handle rotation? I struggle with this on rigidbody rotation
I freeze all rotation on the rigidbody
@@condescendingsnail3722 so how do you handle looking around with the mouse? on the transform or something?
The camera is on a separate gameobject that can be rotated. I also teleport the gameobject instead of parenting it to the rigidbody to avoid stutters.@@JanWillemvanCappellen
@@condescendingsnail3722so that means the Rigidbody is in an empty obj and theres another visible capsule object following it ? And is the collider in the empty obj ?
how do you make the launcher
if (Input.GetButtonDown("button that u want")
{
rigidbody.AddForce(transform.forward * a float for how much force u want, ForceMode2D.Impulse)
}
How do you handle the grounding?
I used a raycast with coyote time, however I'm thinking about changing it to a spherecast.
@@condescendingsnail3722 how bout spherecastnonalloc ?
Can this be done in free unity version?
Yes, I did not use any paid assets
anything can be done in the free version, the actual engine itself is identical
Can you show the script of type it cuz im making a game and i cant get the movement down
gimme script
oh, you dont know what karlson is? its just a game...
That I'm working on currently the 20th most wishlisted game on steam so wishlist now b0ners -dani
i want that script
XD
same, but it would be great to have it on the asset strore to either buy it or get it free, I would actually pay for it
@@ArythNeon just follow 30 minute tutorial bruh
*don't make a new project. don't make a new project. don't make a new project. don't make a new project.*
Aot fps
Itu game roblox
I want this player movement, can you give me?
release this game right now 😡😡😡😡😡😡