Tip: if you want the gun to aim only when when holding down the button, use this instead: if (Input.GetButtonDown("Fire2")) { animator.SetBool("Scoped", true); } else if (Input.GetButtonUp("Fire2")) { animator.SetBool("Scoped", false); } Great video btw
Excellent tutorial! One comment I'd make is, rather than doing a CoRoutine to determine when to display the Scope Overlay, I would trigger it based upon the Scop animation trigger. Basically, once the Scope Animation is playing, we know the transition is complete, and we're ready to show the Overlay. My two cents.
For those working on it more recently and on URP, you will have some trouble for the cameras. The solution is to make your new camera Render Type as an Overlay, and to put it in the main camera stack tab.
Brackeys, Could you please on your FPS series or a seperate video do a video on making Zombies or Creatures that can kill the player, And you kill zombies with your weapons! This would be really cool and i think would help many people with their projects!
You should probably add a secure connection to your website, like those https with greenlocks, if you want people to pay you by cards over the internet. Atleast I usually see them in major retailers on the internet.
Amazing Tutorial, helped me very much, but I have a small problem: My Scene camera (that view in which I fly around the scene has a very short render distance (after the tutorial)... I don't know why, that's why I'm here in the first place... For example when I fly towards my weapon, it just cuts of any only the skybox is rendered... I need help, please ;(
When I input the exact modern weapon asset, the quality of the asset is terrible on my end. The graphics on the weapon looks very poor. Any reason why my quality is different than what this video displays?
TheNewGameEvolution If its still actual: As soon as u aim downsighty access the script wgich controls ur camera rotation. There should be a float/int that defines the sensitivity. Change this value as u want. If there is no float/int that defines the sens. just declare one and put it at the camrera script to the spot where the sensituvity value is defined. This could look like this: using... Class... public float sensitivity = 4.5; Void Update () RotateCam sensitivity*Time.deltaTime Pls don't blame my grammar
i need help it says only this error: Assets/Scripts/Scope.cs(22,18): error CS0103: The name `OnScoped' does not exist in the current context the script is here: using System.Collections; using System.Collections.Generic; using UnityEngine; public class Scope : MonoBehaviour { public Animator animator; public GameObject scopeOverlay; private bool isScoped = false; void Update () { if (Input.GetButtonDown("Fire2")) { isScoped = !isScoped; animator.SetBool("Scoped", isScoped); if (isScoped) StartCoroutine(OnScoped()); else OnUnscoped (); } } void OnUnscoped () { scopeOverlay.SetActive(false); } IEnumerator Onscoped () { yield return new WaitForSeconds(.15f); scopeOverlay.SetActive(true); } } P.S. i wrote it in notepad sooo :/ i jjust got sick of that stupid visual studio startup time and the annoying login things!!1
I think the example scene is broken when I import the package and open the scene and I see weird items in the hierarchy, then when I press play Unity crashes :(
Tip: If you have a reticle, you can disable it by using a slightly modified script: { public Animator animator; public GameObject scopeOverlay; public bool isScoped = false; public GameObject weaponCamera; public Camera mainCamera; public GameObject reticle; public float scopedFOV = 15f; private float normalFOV; void Update () { if (Input.GetButtonDown("Fire2")) { isScoped = !isScoped; animator.SetBool("Scoped", isScoped); if (isScoped) StartCoroutine(OnScoped()); else OnUnscoped(); } } void OnUnscoped() { scopeOverlay.SetActive(false); weaponCamera.SetActive(true); reticle.SetActive(true); mainCamera.fieldOfView = normalFOV; } IEnumerator OnScoped() { yield return new WaitForSeconds(.15f); scopeOverlay.SetActive(true); weaponCamera.SetActive(false); reticle.SetActive(false); normalFOV = mainCamera.fieldOfView; mainCamera.fieldOfView = scopedFOV; } }
Reversible just don't do dual cameras at all. It's simply not right, it's fighting the symptoms but not the actual disease. instead of two layers, just increase the colliders dimensions, so that two players cannot walk through each other. That's how the real world works. Also, separate layers probably introduce an unnecessary overhead for the computer.
Johannes Vollmer Yeah this works great! Thanks just wondering since you made intros. Do you think since I know some blender I should make my own or pay someone. I probably will use unity time line but model everything in blender if i make my own intro
I think you might need to add a little bit extra to what he wrote in 15:23. Copy the if statement and paste it under the end of the original if statement. Then, in the condition part (of the pasted "if" statement), change GetButtonDown to GetButtonUp and see if that works. Basically, how I see it is that... GetButtonDown is enabled exactly when you press the button and that's when the "scoping in" happens. On the other hand, GetButtonUp is enabled exactly when you release that button and that is when the "scoping out" should happen.
So something I'm wondering is: if you have multiple players, and all of their equipped weapons are on the "Weapons" rendering layer, when one player scopes in, wouldn't it stop rendering the other player's weapons as well? That wouldn't break any functionality obviously, but the player who just scoped in would be kind of confused as to why everyone else's weapons just vanished. Is there a way to place the current player's weapons to a "PlayerWeapons" layer and all of the other player weapons to an "OtherWeapons" layer? I would assume that would work, just setting up a script that changes the layers of certain game objects (like, every weapon is set to "OtherWeapons" by default and then the script goes through all the weapons in the current player's hierarchy and changes their layers to be "PlayerWeapons").
Multiplayer and synchronization works in a COMPLETLY different world. You don't have to worry about that at all. IF however. You are talking about splitscreen multiplayer. There is a setting on each camera "target display" which.. pretty much takes care of all of your problems.
Not Working Assets/Scope.cs(21,1): error CS8025: Parsing error using System.Collections; using System.Collection.Generic; using UnityEngine; public class Scope : MonoBehaviour { public Animator animator; private bool isScoped = false; void Update () { if (Input.GetButtonDown("Fire2")) { isScoped = !isScoped; animator.Setbool("Scoped", isScoped); }
Hi Brakeys ! I just learned lot of stuff from your Channel , i have a request can you please start a course or some videos on IK E.g IK Aiming etc ? I just watched lots of channel they are lil bit complex , Can you make simple tuts ? i shell be very thankful :) #Luv Your Videos :)
I think you might need to add a little bit extra to what he wrote in 15:23. Copy the if statement and paste it under the end of the original if statement. Then, in the condition part (of the pasted "if" statement), change GetButtonDown to GetButtonUp and see if that works. Basically, how I see it is that... GetButtonDown is enabled exactly when you press the button and that's when the "scoping in" happens. On the other hand, GetButtonUp is enabled exactly when you release that button and that is when the "scoping out" should happen.
ah good old days when me and my friend was trying to make a sniper scope. he just moved the camera further than the player model :D when i first saw it. WOW you done it! can i see the system? he showed the method he used and i was like hey put a wall in front of you. he putted opened the scope and saw through the wall. i said: well you made wallhacks congratulations :D
Brackeys, Your almost at 200 000Subscribers! Keep it up man, Your doing a great job with helping people create their dream games! My self included! Thanks!
Hey [ ], could we get more tutorials like game math theory and that lighting video, I like the ones that are broad but solve complicated problems :D And maybe stuff on mobile game input (and whats different) or how to organise your game controller scripts like scene transitions/menus/level stats... Just a few ideas :D
umm... sorry but i cant import the standard assets package. plz give me some tips. btw ur videos are awesome and i understood 99% of c# using ur tutorials. btw plz help me.
Hi, thanks for this tutorial! One question, I'm doing something similar for a "telescope" cam, and I just have a keybuttondown which flips a bool and my main camera vs my telescope camera are each enabled and disabled based on that bool, so press "T" to see telescope view and press again to revert to main camera, I'm then setting the field of view for each camera in the Inspector. That was super easy to set up, but I am curious whether my hard and fast approach of enabling and disabling two cameras on a bool is a bad way of doing things? Could it cause me any problems? Thanks for any tips/advice.
this guy is probably the most professional guy on UA-cam that uses unity really amazing thanks it really helps :D
7 років тому
Happy New Year!! and Good video!!! Keep up the great work!! If you are looking for any of the latest and greatest copyright free music for your future video check out my channel. All our music is free to use without getting a copyright strike.
When I scope out there is no animation at all, it just goes straight back to the idle animation. Is this happening to anyone else and did you fix this?
@@whoisgliese Yeah, I also noticed that it only snaps when manually clicking the Scoped box in the animator. Whenever I set up the input for going in and out of Scoped it seems to transition smoothly back and forth.
Hey Brackeys, please can you make a tutorial on how to make teams in the fps multiplayer game? and also how to make a room lobby. Where the player can choose a team and have a ready button. So if not all the player hit the 'ready' button the host can't start the game. Also, special spawn points to each team.
hi buddy I have a question I do not know how to tell you what I mean awp, awake Ak47 and shotgun to set the tab feature and waiting time I would appreciate it if you show waiting time Pubg de apw right after you shoot with the gun to shoot you can shoot the mouse clik bide muzzle You don't understand the production of flas, I would appreciate it if you show it from the beginning, if you don't say how I can do it, thank you.
If anyone else happens to be doing this on URP and while setting up WeaponsCamera realize that Clear Flags doesn't exist, what worked for me is setting Render Type of WeaponsCamera to Overlay and then in the Main Camera adding it as a Camera under Stack.
Hi Firstly It is an awesome tutorial.Thank you so much ! I have a question for you. When I look my codes after 10 20 minutes I see them very complicated. So what do you think ? What should I do to make them very regular ?
Why doesn't this guy have more views? This stuff is awesome! :D
Der Fuchs totally agree! he's the best
because lot of young people that have lot of spare time are playing on the console. Dirty console peasent
Der Fuchs he's awesome
that's because the population nowadays prefer brainless garbage over Quality like this.
because not many people are developers
I love how you don't just learn how to make a scope function, but also so much more, if you chose to use these methods in different mechanics!
Tip: if you want the gun to aim only when when holding down the button, use this instead:
if (Input.GetButtonDown("Fire2"))
{
animator.SetBool("Scoped", true);
}
else if (Input.GetButtonUp("Fire2"))
{
animator.SetBool("Scoped", false);
}
Great video btw
I tried this and it very rapidly aims the unaims without even clicking fire2
@@thecoolguy9364 I'm sorry but it works for me
@@thecoolguy9364 try removing the else if part and just type else.
Ty sir
LOL
brackeys please do a chat tutorial for multiplayer!
Yes plssss
4 years ago?????
@@mixup887 and?
@@Capnarchie I just thought it was crazy I can’t believe how long he’s been doing UA-cam
Anyone found the tutorial?
Excellent tutorial! One comment I'd make is, rather than doing a CoRoutine to determine when to display the Scope Overlay, I would trigger it based upon the Scop animation trigger. Basically, once the Scope Animation is playing, we know the transition is complete, and we're ready to show the Overlay. My two cents.
For those working on it more recently and on URP, you will have some trouble for the cameras.
The solution is to make your new camera Render Type as an Overlay, and to put it in the main camera stack tab.
you are awesome man!!!! love your videos!
I think it's better to check if the animation is done than to wait some time, so you can use that for another weapons with different animations too.
you can use animation event
Brackeys, Could you please on your FPS series or a seperate video do a video on making Zombies or Creatures that can kill the player, And you kill zombies with your weapons! This would be really cool and i think would help many people with their projects!
And yourself. You can't just rely on tutorials to make your game for you.
Old video’s are still great!
This was a great tutorial, I am currently creating and working on game and this helps a bunch.
I am an Arab, but I understand your explanation very well, you are wonderful
:D
Thats so good , and the best part is that tutorial can be useble for pistol ak47 and anygun else
Such a great video, awesome material. Thank u man.
The best tutorial ever for the sniper scope
Awesome tutorial as ever....You are really amazing...
Where would we be without Brackeys? Sadly missed, maybe he'll come out of retirement one day and do some more!!!
You should probably add a secure connection to your website, like those https with greenlocks, if you want people to pay you by cards over the internet. Atleast I usually see them in major retailers on the internet.
professional guide thanks man 👍
Great tutorial as always!
But, will this have the problem, that when I am in multiplayer, I will not see other weapons, when I am scooped?
You only disable it on client side? O.o
Might have to layer the weapon somehow and swap the layer at runtime so only the player scoped cant see the weapon, if thats possible.
You should be able to just not set the weapon layer on weapons that aren't owned by the player.
Awesome tutorial! This shows how they made HitmanSniper
Amazing Tutorial, helped me very much, but I have a small problem:
My Scene camera (that view in which I fly around the scene has a very short render distance (after the tutorial)... I don't know why, that's why I'm here in the first place...
For example when I fly towards my weapon, it just cuts of any only the skybox is rendered... I need help, please ;(
Jaby Nator try to set the clip settings from the camera to 0
great video
I was wondering if you could show us how to make an automatic matchmaker with unet.
Wow! Thank you so much for this helped me so much i finally understand it!!!!
Will this work if i want the player to look down iron sights?
When I input the exact modern weapon asset, the quality of the asset is terrible on my end. The graphics on the weapon looks very poor. Any reason why my quality is different than what this video displays?
Заебись, чётко делает. Всегда смотрю новые видосы от Brackeys) Thank's man
Has anyone a code for sensitivity change when scoping?
thanks in advance for your reply!
what is your problem, i would be happy to help
TheNewGameEvolution If its still actual: As soon as u aim downsighty access the script wgich controls ur camera rotation. There should be a float/int that defines the sensitivity. Change this value as u want. If there is no float/int that defines the sens. just declare one and put it at the camrera script to the spot where the sensituvity value is defined.
This could look like this:
using...
Class...
public float sensitivity = 4.5;
Void Update ()
RotateCam sensitivity*Time.deltaTime
Pls don't blame my grammar
Did anyone find a solution to this?
I think you need to change the Unity first person controller scripts using Aluu's methods
just a change mouse rotation axes by a multiplier in your controller script.
The video is useful for third person shotter??
i need help it says only this error:
Assets/Scripts/Scope.cs(22,18): error CS0103: The name `OnScoped' does not exist in the current context
the script is here:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Scope : MonoBehaviour {
public Animator animator;
public GameObject scopeOverlay;
private bool isScoped = false;
void Update ()
{
if (Input.GetButtonDown("Fire2"))
{
isScoped = !isScoped;
animator.SetBool("Scoped", isScoped);
if (isScoped)
StartCoroutine(OnScoped());
else
OnUnscoped ();
}
}
void OnUnscoped ()
{
scopeOverlay.SetActive(false);
}
IEnumerator Onscoped ()
{
yield return new WaitForSeconds(.15f);
scopeOverlay.SetActive(true);
}
}
P.S. i wrote it in notepad sooo :/ i jjust got sick of that stupid visual studio startup time and the annoying login things!!1
It is way too late but thats because of your IEnumerator is Onscoped and your are starting it as OnScoped, basically a typo
We need a video please for hosting the game in a server and stuff like that for multiplayer
where u got standard assets
You are amazing.
nice"! now i need to change the mouse sensitivity, it became too fast in scoped mode :)
Great tutorial!
If I want to ask questions about the tutrioals do I ask you by comments or there is a website ?
super as always. you save my butt ya know
what unity version is the best to create a fps games, personal or pro, the cheaper the better. thank
thanks*
Can you do aimdown sights and recoil please!!! This is awesome!!
Thank You
Hi, is there anyway you can script it so you only aim when fire2 is held down?
Hey Brackeys,Make tutorial how to change weapon on Unity
please makes some video on climbing system like splinter cell blacklist.
I think the example scene is broken when I import the package and open the scene and I see weird items in the hierarchy, then when I press play Unity crashes :(
I have always had a doubt. When to use bool and when to use trigger in parameters? I've read it's difference online but can't seem to understand it.
use bool for stuff you continuosuly do like running shooting with a machine gun etc use trigger for stuff you do once like jumping reloading etc
Tip: If you have a reticle, you can disable it by using a slightly modified script:
{
public Animator animator;
public GameObject scopeOverlay;
public bool isScoped = false;
public GameObject weaponCamera;
public Camera mainCamera;
public GameObject reticle;
public float scopedFOV = 15f;
private float normalFOV;
void Update ()
{
if (Input.GetButtonDown("Fire2"))
{
isScoped = !isScoped;
animator.SetBool("Scoped", isScoped);
if (isScoped)
StartCoroutine(OnScoped());
else
OnUnscoped();
}
}
void OnUnscoped()
{
scopeOverlay.SetActive(false);
weaponCamera.SetActive(true);
reticle.SetActive(true);
mainCamera.fieldOfView = normalFOV;
}
IEnumerator OnScoped()
{
yield return new WaitForSeconds(.15f);
scopeOverlay.SetActive(true);
weaponCamera.SetActive(false);
reticle.SetActive(false);
normalFOV = mainCamera.fieldOfView;
mainCamera.fieldOfView = scopedFOV;
}
}
if you have a dual camera setup for clipping on a multiplayer game. it gets really weird when you get close to a second player. Please help!!!
Reversible just don't do dual cameras at all. It's simply not right, it's fighting the symptoms but not the actual disease. instead of two layers, just increase the colliders dimensions, so that two players cannot walk through each other. That's how the real world works. Also, separate layers probably introduce an unnecessary overhead for the computer.
Johannes Vollmer Yeah this works great! Thanks just wondering since you made intros. Do you think since I know some blender I should make my own or pay someone. I probably will use unity time line but model everything in blender if i make my own intro
So how do you hide the rifle when scoped?
Just set it to inactive. GunGameObjectName.SetActive(false);
Glad Ce7en actually helped, and didn't say "it was in the vid you dumbass", nice job community!
Good
I am having a problem it doesn't come out only!
I think you might need to add a little bit extra to what he wrote in 15:23.
Copy the if statement and paste it under the end of the original if statement.
Then, in the condition part (of the pasted "if" statement), change GetButtonDown to GetButtonUp and see if that works.
Basically, how I see it is that... GetButtonDown is enabled exactly when you press the button and that's when the "scoping in" happens.
On the other hand, GetButtonUp is enabled exactly when you release that button and that is when the "scoping out" should happen.
i am not able to get the character controller in import packages .. do it is changed from its place anyone please
So something I'm wondering is: if you have multiple players, and all of their equipped weapons are on the "Weapons" rendering layer, when one player scopes in, wouldn't it stop rendering the other player's weapons as well? That wouldn't break any functionality obviously, but the player who just scoped in would be kind of confused as to why everyone else's weapons just vanished. Is there a way to place the current player's weapons to a "PlayerWeapons" layer and all of the other player weapons to an "OtherWeapons" layer? I would assume that would work, just setting up a script that changes the layers of certain game objects (like, every weapon is set to "OtherWeapons" by default and then the script goes through all the weapons in the current player's hierarchy and changes their layers to be "PlayerWeapons").
Multiplayer and synchronization works in a COMPLETLY different world. You don't have to worry about that at all.
IF however. You are talking about splitscreen multiplayer. There is a setting on each camera "target display" which.. pretty much takes care of all of your problems.
Oh cool, thanks!
brakey can you make a tutorial about how to have ai attack multiple ai with tags. basicly bots vs bots
use navmesh agents. he has a video on them.
Not Working
Assets/Scope.cs(21,1): error CS8025: Parsing error
using System.Collections;
using System.Collection.Generic;
using UnityEngine;
public class Scope : MonoBehaviour {
public Animator animator;
private bool isScoped = false;
void Update ()
{
if (Input.GetButtonDown("Fire2"))
{
isScoped = !isScoped;
animator.Setbool("Scoped", isScoped);
}
You are amazing!
Wait I don't have any FPS package
I am trying to do this with an axe but from axe attack its not going back to idle state! can someone help me please?
Hi Brakeys ! I just learned lot of stuff from your Channel , i have a request can you please start a course or some videos on IK E.g IK Aiming etc ?
I just watched lots of channel they are lil bit complex , Can you make simple tuts ?
i shell be very thankful :)
#Luv Your Videos :)
good aaaanimations
Hey, how would you make a scope like that one in insurgency?
could you add a version of this in the fps series?
Bro I fucking love you for this video! xD Still unbeatable :P
Could you make the other weapons playable? like the shotgun? :)
Help
In the line
animator.SetBool...
It says parser error
Hi, I really like your videos but I can't find scope images with no background like the one in the video... can you help me with that?
Thanks
André Isaque There is one in the asset
how about render target scope? :D
you are just great
when i scope out my gun just snaps back no smoothing what so ever but zooming in is just fine
I think you might need to add a little bit extra to what he wrote in 15:23.
Copy the if statement and paste it under the end of the original if statement.
Then, in the condition part (of the pasted "if" statement), change GetButtonDown to GetButtonUp and see if that works.
Basically, how I see it is that... GetButtonDown is enabled exactly when you press the button and that's when the "scoping in" happens.
On the other hand, GetButtonUp is enabled exactly when you release that button and that is when the "scoping out" should happen.
Everything else worked but when I scope all I see is black. How can I fix this?
16:02 probably that
How would you pair this with the reloading and ammo tutorial?
Nvm I figured it out
How ?please tell me
Your thumbnail showed a special effect of glass which was the reason why i clicked the video.
How to do that?
in the beginning it looks like the dudes brain is gone
I LOVE YOU
is there a way to get visual studio for free?
it is free
Lego Potato really? for me it says your 30 day free trial has ended.
just log with a Microsoft account and there you go
ah good old days when me and my friend was trying to make a sniper scope.
he just moved the camera further than the player model :D
when i first saw it. WOW you done it!
can i see the system?
he showed the method he used and i was like
hey put a wall in front of you.
he putted opened the scope and saw through the wall.
i said: well you made wallhacks congratulations :D
Teach me
@@beefedits5235 putting a camera ahead of the player is bad.. You should use something to modify the FOV of the camera
sounds like a fun memory tbh
your friend isnt the brightest crayon in the box
@@727de hes the darkest? and?
I want to pay you millions but i'm broke :(
I wanna hire him as my teacher, but i'm over sea and unable to afford
Same sad ;-;
someday, man...
Brackeys, Your almost at 200 000Subscribers! Keep it up man, Your doing a great job with helping people create their dream games! My self included! Thanks!
22:00 XD sounded so funneh
Yes, he's clearly cutting the video xD
Hey [ ], could we get more tutorials like game math theory and that lighting video, I like the ones that are broad but solve complicated problems :D And maybe stuff on mobile game input (and whats different) or how to organise your game controller scripts like scene transitions/menus/level stats... Just a few ideas :D
veno501 I second this idea!
I'll third it?
Fourth it
Array hey created!!
Hy... Can you please do a live stream on car racing 3d game. Please....
"Add a few references in visual studi here"
You're such an awesome teacher :O I'm learning so much, thank you! Go on like this!
now its all up to us, as he left
And I want to receive notifications from your channel
umm... sorry but i cant import the standard assets package. plz give me some tips. btw ur videos are awesome and i understood 99% of c# using ur tutorials. btw plz help me.
Hi, thanks for this tutorial!
One question, I'm doing something similar for a "telescope" cam, and I just have a keybuttondown which flips a bool and my main camera vs my telescope camera are each enabled and disabled based on that bool, so press "T" to see telescope view and press again to revert to main camera, I'm then setting the field of view for each camera in the Inspector.
That was super easy to set up, but I am curious whether my hard and fast approach of enabling and disabling two cameras on a bool is a bad way of doing things? Could it cause me any problems? Thanks for any tips/advice.
THX Of the your Tutorial
Wait this video has 0Dislikes, I have never seen a video with no dislike but like 200likes, Awesome!
this guy is probably the most professional guy on UA-cam that uses unity
really amazing thanks it really helps :D
Happy New Year!! and Good video!!! Keep up the great work!! If you are looking for any of the latest and greatest copyright free music for your future video check out my channel. All our music is free to use without getting a copyright strike.
When I scope out there is no animation at all, it just goes straight back to the idle animation. Is this happening to anyone else and did you fix this?
I'm having the same problem currently.
@@NarTheNecromancer I fixed it. Somehow. Do you have your weapon holder selected?
@@whoisgliese Yeah, I also noticed that it only snaps when manually clicking the Scoped box in the animator. Whenever I set up the input for going in and out of Scoped it seems to transition smoothly back and forth.
Please HELP, it is my first 3D tuto. I have a problem in 1:18 , i can not get Characters when doing right click - Import Package... WHY? THANKS :)
I wish Brackeys still makes tutorials, miss him on UA-cam 😢
same
same
This is an amazing scope for its price. Put it on my 22lr and works flawlessly. Also super easy to sight in.
Thank you :) You saved my sleep!!
Hey Brackeys, please can you make a tutorial on how to make teams in the fps multiplayer game? and also how to make a room lobby. Where the player can choose a team and have a ready button. So if not all the player hit the 'ready' button the host can't start the game. Also, special spawn points to each team.
Thanks helped me a lot with my FPS game
Make an Multiplayer RPG please :D With like different classes, quests, levels, bosses(?) and maybe duels :D
Great Video By the way
multiplayer = difficult. an RPG SP is better imho
Not hard for brackeys :P But yeah single player would be just as good :P but i dont think he will do it in the near future ;(
Avi3ator i know it's not hard for brackeys but it is for me or anyone else that wants to recreate it :D
naah not if you follow along :P
My main man.
When I am scoped in the field of view changes for a a second and then comes back to normal. What can I do???
hi buddy I have a question I do not know how to tell you what I mean awp, awake Ak47 and shotgun to set the tab feature and waiting time I would appreciate it if you show waiting time Pubg de apw right after you shoot with the gun to shoot you can shoot the mouse clik bide muzzle You don't understand the production of flas, I would appreciate it if you show it from the beginning, if you don't say how I can do it, thank you.
If anyone else happens to be doing this on URP and while setting up WeaponsCamera realize that Clear Flags doesn't exist, what worked for me is setting Render Type of WeaponsCamera to Overlay and then in the Main Camera adding it as a Camera under Stack.
Hi Firstly It is an awesome tutorial.Thank you so much ! I have a question for you. When I look my codes after 10 20 minutes I see them very complicated. So what do you think ? What should I do to make them very regular ?