Unity fps game tutorial




















Thank you so much! Can you try using my Platformer script from the Outro section. Amazing tutorial! Thank you very much. I have also encountered this issue and I tried to freeze the y axis for rotation, but when I do that, the camera rotation lose its smoothness. Can you help me with that? Thank you very much! OverlapSphere groundChecker. Yes this could work as well! Any ideas on how can I fix this?

Should I try playing around with physics materials? Yeah, you could try playing around with Physics Materials increasing a friction maybe or maybe even increasing the mass of your Rigidbody. Whenever I rotate my camera, the camera movement is quite choppy and eye-disturbing. Any solutions to this? I copy and pasted the code to make sure everything was right, to no avail.

Clamp xRotation, , 85 ;. That is the entire script to have it work instead of placing it on the fps character put it on the camera instead, the defaults are 1 and 1 for the sensitivity but feel free to tweak as much as you would like. For some reason, if I look to north, player moves faster, if I look south, it moves slower. FPS are always GetKeyDown KeyCode. AddForce Vector3. MovePosition transform. Hi Admin!! I actually after 2 weeks got to move my 3d player!!

Or your script needs to check if the component is attached before using it. MovePosition UnityEngine. Vector3 position at :0 FPSMovement. I figure it out… I forgot to freeze rotation… but now to my real question. This is a bit more complicated. WOW thanks admin for this amazing tutorial on how to make a fps game, it helped me alot, thanks alot once again. Is there any way to fix the character getting stuck on walls and the jittering that occurs when you collide with something? I still retain full control including the ability to look but now the view continues to rotates when not receiving new input.

This was really helpful but I need some help!! What should I do if I want to move the player where the camera is facing at? Could you help me, please?

Well, if you did everything like I did in the tutorial it should already work like that. I use Terrain and when I jump on Default layer, it seems like it can jump forever. Seems like it detect the collision everywhere in the terrain. Collections; using System. Generic; using UnityEngine;. I firstly want to say, that this is a quite handy and easy to follow guide, and you have my thanks. However, there are some small issues I want to address. First being the whole ground checking script.

Perhaps some people might fancy that instead? Adding Time. Well, what are you thoughts on this? Something like this:. GetKey KeyCode.

Lerp newScale. Hi, thank you for putting this up, this is about the most useful tutorial out there. Man, this video helped me with my fps game hand animations, yup, fps game hand animations.

I was trying in a thousand ways to make my character play the run amination without making the shoot animation bug, and this video has saved my life.

Thank you FreeCodeCamp. Learning material is to be learned, however long it takes. You are so boss for doing these videos, keep it up!! I was actually looking for a long video. Yet again Unity helps us out. We already imported Unity's particles when creating the Project, and those already contain an Explosion effect that is perfectly fine for us.

Just one more thing: by default the Explosion would explode over and over again so let's select the Small Explosion prefab in the Project area and enable the One Shot option:. Alright let's create a new C Script again, this time we will call it Shoot.

This script is supposed to spawn a new Rocket whenever the player does a mouse click. It then uses the Rigidbody's AddForce method to make it fly forward:. AddForce g. As explained in the code's comments, the only interesting part here is the transform. It's there to make the Rocket fly exactly forward exactly in the player's forward direction. If we would use transform. Now we save the script, add it to the weapon and drag the Rocket Prefab from the Project area into the Rocket Prefab slot so it looks like this:.

There is one little adjustment to be made before we can test it. Right now if the player clicks the mouse button, a Rocket would spawn exactly where the Weapon is and then fly forward into the Player's forward direction. But we told the Rocket to explode whenever it hits something - and since it spawns exactly where the weapon is, it would hit the weapon immediately. We can easily prevent this by disabling or removing all Collider components that are on our weapon or on the children of it the cubes.

If we press Play, we can now run around and shoot Rockets at things:. Let's make the game a little bit more fun by adding a few Bull's Eyes that can be used for shooting practice. As usual we will start by creating the model with Unity's primitives:. Here is the Bull's Eye texture that we used:. Now we add two empty GameObjects to the Scene which define the left and right points the Bull's Eye is supposed to move back and forth between them :. Afterwards we create a little BullsEye script that takes care of the back-and-forth movement:.

MoveTowards transform. The interesting part here is the dir variable. If dir is true then the Bull's Eye moves towards the right point. They will attack in waves, with each wave having more enemies to eliminate.

Below I have created 2 variations of the Cube The Left one is for the alive instance and the Right one will be spawned once the enemy is killed :. Now, the alive instance will need a couple more components to be able to navigate the game level and inflict damage to the Player. This script will spawn enemies in waves and also will show some UI information on the screen, such as Player HP, current Ammo, how many Enemies are left in a current wave, etc.

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