I'm having a problem with the vertical velocity. For whatever reason, it keeps jumping around when it should be grounded. This leads to constantly switching into the jumping state... I followed along everything really well, but I think the code you write in the video and what is in github and what is actually running in game are not the same (all 3 of them)...
I think I’ve seen this when the ground layers are not set properly. Can you make sure you didn’t set your ground off of the default layer? If you set your ground to a different layer, you need to add it to the player controllers ground layers
Thanks very much - very, very good instruction! (Your voice over seems out of sync when you're in frame though? ) Also, were you going to add an easy way to switch back and forth between third person and first person view? Keep 'em coming :)
Hey, thanks! Not sure what happened on the voice over, the outro seems especially out of sync, but at least its just the outro =p. Yes, I will be adding how to swap to 1st person controller. It's pretty easy to do it though if you wanna do it now. All you gotta do is delete the virtual camera/3rd person camera, and make the "DummyCamera" your main camera. In the last part of the series, I'll show that and how to make prefabs for both 1st and 3rd person so you can swap between the two.
can you help me? my player state keeps toggling between idle, running and jumping and falling state when in idle state and when in running state it keeps toggling between jumping and running, i don't get the problem as i have seen your videos more than 5 times each part 1,2 and 3 but i don't get the issue
I love this tutorial so much but I'm struggling to add new movement techs to build upon it. for example a dash. Its partially because I've not understood everything that was used in the tutorial but it was still very comprehensible. Is there any chance you could make another video or explain in the response to this comment how you would scale this out to having more inputs etc like maybe wall climbing or something else with a standardised "check list" of sorts to help?
Hmm that's a tough question because I think it varies quite a bit depending on what you're doing. I can try my best though. For a brand new movement mechanic (rolling, dashing, grappling, etc.) you'll need to make 1. Input to control that state 2. A new PlayerState, and logic to transition into/out of that state 3. Animations, and Animator parameters to control the logic in/out of the states. 4. Movement logic for that state, which will override or add to current lateral movement/vertical movement in the PlayerController class. You may want to take some of the ideas from the tutorial and first make your movement mechanic standalone without any of the other features. It might help you figure what goes into it without getting bogged down by all the other code.
can you help me with something? my character seems to be on a continuous loop of falling state even after disabling the loop. the character is on the plane but it is switching between idle and falling state continuously. i dont know what is the issue here
@@AbhaySharma-e4b I'm having the same problem. I'n thinking this is because of an editing error. the code being shown is not the same as what he is running at run time.
This is an amazing tutorial, your underrated
My problem when I press play the player automatically jumps in idle
how to fix this?
I'm having a problem with the vertical velocity. For whatever reason, it keeps jumping around when it should be grounded. This leads to constantly switching into the jumping state... I followed along everything really well, but I think the code you write in the video and what is in github and what is actually running in game are not the same (all 3 of them)...
I think I’ve seen this when the ground layers are not set properly. Can you make sure you didn’t set your ground off of the default layer?
If you set your ground to a different layer, you need to add it to the player controllers ground layers
Thanks very much - very, very good instruction!
(Your voice over seems out of sync when you're in frame though? )
Also, were you going to add an easy way to switch back and forth between third person and first person view?
Keep 'em coming :)
Hey, thanks! Not sure what happened on the voice over, the outro seems especially out of sync, but at least its just the outro =p.
Yes, I will be adding how to swap to 1st person controller. It's pretty easy to do it though if you wanna do it now. All you gotta do is delete the virtual camera/3rd person camera, and make the "DummyCamera" your main camera. In the last part of the series, I'll show that and how to make prefabs for both 1st and 3rd person so you can swap between the two.
@@spaderdabomb awesome - thanks, I'll give it go
can you help me? my player state keeps toggling between idle, running and jumping and falling state when in idle state and when in running state it keeps toggling between jumping and running, i don't get the problem as i have seen your videos more than 5 times each part 1,2 and 3 but i don't get the issue
Hmm sounds like a difficult problem, I can help you much better if you join the discord and we look at your project
I love this tutorial so much but I'm struggling to add new movement techs to build upon it. for example a dash. Its partially because I've not understood everything that was used in the tutorial but it was still very comprehensible. Is there any chance you could make another video or explain in the response to this comment how you would scale this out to having more inputs etc like maybe wall climbing or something else with a standardised "check list" of sorts to help?
Hmm that's a tough question because I think it varies quite a bit depending on what you're doing. I can try my best though. For a brand new movement mechanic (rolling, dashing, grappling, etc.) you'll need to make
1. Input to control that state
2. A new PlayerState, and logic to transition into/out of that state
3. Animations, and Animator parameters to control the logic in/out of the states.
4. Movement logic for that state, which will override or add to current lateral movement/vertical movement in the PlayerController class.
You may want to take some of the ideas from the tutorial and first make your movement mechanic standalone without any of the other features. It might help you figure what goes into it without getting bogged down by all the other code.
For jumping input best practice is to use an event
I figure if people want events they can just replace the input callback and invoke the event, it would probly be like 2 lines of code :)
spader, where is the animator SprintRight? i cant find it.
nvm, i create other SprintLeft and make him mirror for SprintRight lol
@@siulaos yep that's what I did haha
can you help me with something? my character seems to be on a continuous loop of falling state even after disabling the loop. the character is on the plane but it is switching between idle and falling state continuously. i dont know what is the issue here
and while running it is continuously switching between running and jumping state
@@AbhaySharma-e4b I'm having the same problem. I'n thinking this is because of an editing error. the code being shown is not the same as what he is running at run time.
Okay, here I'm going to off. Too complex