Im using custom animations for turning, the issue is turn left works fine, but turn right doesnt work the character is just standing. Nevermind forgot to switch time remaining in the turn right to the right animation.
@Gyu_Zzang-k9b4 күн бұрын
I'm looking forward to the next episode. Because it's really hard to implement movement like a triple A game. Hope this series doesn't get interrupted. Keep going!
@jams_lab5 күн бұрын
how do i smooth the camera rotation? if i use quaternion.movetowards while rotating the camera, something awkward happens, which is not avoidble in this case. any suggestion?
@MCchaosbrodog8 күн бұрын
Will there be a tutorial on weapon system, melee and firearms?
@tareqgamedev8 күн бұрын
Of course, and it's coming soon.
@MCchaosbrodog7 күн бұрын
@@tareqgamedev Great to hear, Thanks man
@secret.message.15 күн бұрын
Will there be a guide on how to create multiplayer and replicate all movement, including aiming? I want to thank you for your videos and look forward to the new ones.
@tareqgamedev14 күн бұрын
Unfortunately, I do not have much experience with multiplayer coding, but maybe in the future, I will consider creating a series focused on replicating a locomotion system for multiplayer games. However, this won’t necessarily be the same system, as I plan on developing a new one using Motion Matching.
@secret.message.13 күн бұрын
I look forward to it.
@hldfgjsjbd19 күн бұрын
Needs more focus on explaining code
@tareqgamedev19 күн бұрын
Part 1 of the aiming system and part 2 are a continuation of the advanced locomotion series. In the video, I mentioned that you should watch the entire series to understand the code and the animation system in detail. I highly recommend viewing the whole series, and I guarantee that you'll have a clear understanding of everything afterward.
@lilmairi20 күн бұрын
Great video and explanation 💯💯
@justy.2125 күн бұрын
how to remove the red dot?
@AntonTechDev26 күн бұрын
Hello! Very cool video!🎉 Waiting inventory system tutorial!!!
@tareqgamedev26 күн бұрын
Coming soon!
@ArmadousАй бұрын
This AI does not know how to pronounce bow. BAU BAU BAU BAU
@techlayergamez3965Ай бұрын
Why "private Weapon currentWeapon;" gives an error saying "Weapon" have no reference
@abdulrazique4691Ай бұрын
Wooow it's really amazing Literally great ❤❤
@C.SanjanaАй бұрын
why not use motion matching?
@tareqgamedevАй бұрын
I’ll definitely cover motion matching in future videos. For now, this series focuses on ALS because it’s a great starting point for understanding advanced character animation systems in UE5. Stay tuned for the motion-matching videos!
@C.SanjanaАй бұрын
@tareqgamedev ohh ok, I shall look forward to it. Thanks for your hardwork. GGs
@abdou2247Ай бұрын
You videos are just amazing! The explanation, the code, the editing. Not to mention the topics are a very good mix between beginner, intermediate to advanced, and are very interesting! Keep up the good work, Looking forward for more of this! Good luck.
@tareqgamedevАй бұрын
Thank you so much! I’m happy to hear that you enjoy the videos and find them useful. Stay tuned for upcoming tutorials!
@hldfgjsjbdАй бұрын
Why are you using HideInInspector attribute on a private variable and on a property? Also, there’s no need to constantly update those input flag variables in Update. Just make a static pass-through property, use singleton if needed. You can even make this class ScriptableObject, place in Resources and access its singleton Instance from anywhere without creating game object in a scene. Also, Unity already has object pooling system. It’s good, no need to reinvent the wheel and no need to introduce tags into the system.
@tareqgamedevАй бұрын
Thank you for your feedback. The firing mechanics shown in this video are part of my free 2D gameplay mechanics pack, which includes editor scripting for quick and intuitive configuration. This system allows users to configure mechanics directly in the inspector without worrying about any complexities. For this video, I copied some variables from the pack and changed their access specifiers to private but forgot to remove the HideInInspector attributes. You’re absolutely right; those attributes are unnecessary in this case, and they can be removed. Regarding the input system, I completely agree that there are more efficient approaches. However, as I mentioned in the video, the focus of this tutorial is not on the new input system but on teaching the core firing mechanics. This video is aimed at beginners, and my aim is always to introduce fundamental concepts in an accessible way while implementing them whenever possible. For topics like object pooling, although Unity has a built-in system, I believe demonstrating a simple custom implementation can help learners grasp the basics. With this foundation, they can later explore and develop more advanced solutions if needed. I appreciate you pointing out these areas for improvement, and I’ll definitely consider integrating some of these practices into future tutorials. Thanks again for your feedback!
@youssefkhaled412Ай бұрын
Amazing and clean as always man 🙏🏻🙏🏻 Would you also explore more complex movement mechanics? (i.e. wall jumping, wall running, climbing, gliding, etc)
@tareqgamedevАй бұрын
Sure! There will be more videos about different gameplay mechanics soon.
@kprogram8870Ай бұрын
I have a question about turn in place. If I implement it all and turn the screen around so that the angle is not 90 degrees or -90 degrees while looking at the floor, the character is not fixed on the floor and feels like something is sliding and shaking, is there a solution?
@tareqgamedevАй бұрын
I'm not quite following the issue you're experiencing. Could you please send a video that demonstrates the problem? I’ve checked and tried rotating while looking at the floor, and the character seems to turn in place as expected.
@StephenWebb19802 ай бұрын
"in order to use the animation rigging package you need an actual human skeleton" -- yeah good luck with that. lmao. wtf?
@tareqgamedev2 ай бұрын
😂 Haha, yes, "actual human skeleton" might sound a bit dramatic! Unity just needs a digital human rigged skeleton (the virtual bones and joints) to work with the Animation Rigging package.
@C.Sanjana2 ай бұрын
Such a good video!! Thanks !
@gil69702 ай бұрын
im doing my own c++ animation system but your tutorials helped set up some variables and convert blueprints to c++ easier. Thank you and good explations
@snake172002 ай бұрын
Underrated video and channel
@UCrLTXQEiJDjsYNOiCyq2 ай бұрын
If I repeat this code, will it work for multiplayer? and what will be the FPS results? Better or worse?
@tareqgamedev2 ай бұрын
Unfortunately, I don't have much experience in multiplayer programming. However, it really depends on your game. If you are creating a game with hundreds of players in the same room or level, managing this locomotion system for each character could impact performance. Such systems are usually better suited for single-player games. If you have experience in multiplayer programming, feel free to give it a try, and please keep me updated. I would love to see the results.
@SaschaRobitzki2 ай бұрын
At 1:02:30 it seems strafing/jogging to the left does not work as expected, and the setup so far gives me the same result I see on your screen.
@tareqgamedev2 ай бұрын
If you followed every step I did in the video, the strafing to both left and right should work as expected. If not, that means you missed something. Make sure to watch the video again and check that the values are correct by debugging them. Additionally, I mentioned in this video that this is not the final result. When you complete the whole playlist, you will see the final result. Although there are multiple features we can add to make the whole system look much more refined, such as pivoting, which I may do a video about soon.
@SaschaRobitzki2 ай бұрын
@@tareqgamedev Thank you for your reply. My issue is that my result looks exactly as yours. Even in your video, I cannot see your character jogging leftwards. Is that a misunderstanding from my side? When your Wraith character moves to the left, he jogs backwards, even in your video. Is it supposed to be like that?
@tareqgamedev2 ай бұрын
No, he doesn't jog backward. This is the left strafe animation clip. Please review the animation yourself before running the game. I am sure you will understand. The issue with jogging backward while strafing or jogging forward while strafing is because, as I mentioned in the video, we have not yet handled diagonal movement at this point. Watch the entire playlist for when we implement leaning and diagonal movement. This issue won't happen again because the blending between jogging and strafing will be handled differently.
@SaschaRobitzki2 ай бұрын
At 48:42, you said the jump land animation is quite slow, and therefore you change its speed from 1.0 to 0.2 to speed it up. Speeding it up would be values above 1. So, you're slowing it down. Anyways, slowing down works well because 1.0 is too fast for the landing.
@tareqgamedev2 ай бұрын
Yep! It's just a verbal mistake.
@SaschaRobitzki2 ай бұрын
I can't get the negative scale for the move forward and right axes mappings to work. The values I receive are always positive.
@tareqgamedev2 ай бұрын
Make sure to set the scale values for both "MoveForward" and "MoveRight" correctly as we did in the video at 20:50.
@SaschaRobitzki2 ай бұрын
@@tareqgamedev I did, that's why I couldn't comprehend what's going on. In the end I found it, I did `AddMovementInput(ForwardDirection)` instead of `AddMovementInput(ForwardDirection, Value)`. I guess my eyes need a break.
@ReaperMZM2 ай бұрын
hey man u said we can improve the animation buy using raycast to check depth of object and using a jump animation can u make a tutorial on it thanks
@tareqgamedev2 ай бұрын
Hey. It's not too difficult to achieve. You need to shoot a third ray starting from the hit point of the height ray and moving forward along the depth of the obstacle direction. Then you can simply check if the distance is larger than 1 meter, for example. You can then play a jump animation similar to how we played the vaulting animation. Otherwise, you play the vaulting animations.
@ReaperMZM2 ай бұрын
Thanks man, the code could be similar to the height check raycast but in the horizontal direction
@ReaperMZM2 ай бұрын
amazing
@martingrof16853 ай бұрын
I would love an inventory system since you asked! @2:10 Your tutorials are excellent, very well done, thanks.
@blackninja16963 ай бұрын
hey man thanks for making videos on Unreal engine with C++, I've taken a C++ course a while back and been trying to implement what I know and learn more but while making games doing it. I hope to see more videos of you doing C++, very much appreciate it.
@tareqgamedev3 ай бұрын
Sure, more videos on Unreal Engine and C++ are coming!
@imaginationmaker693 ай бұрын
Fire
@imaginationmaker693 ай бұрын
2 * (normal . ray direction) * normal of the surface this the simple vector reflection formula
@urlark10903 ай бұрын
Great Vid
@AhmedShokry-xy6bh3 ай бұрын
Egyptian detected
@christiancorvino33023 ай бұрын
I have a question: can I use an animation as soon as I take the weapon in my hand and I also have a rig layer applied (with two bone ik constraints for the hands)?
@JuniDever3 ай бұрын
Bro i needed this like 1month ago 😭 Great video man
@tareqgamedev3 ай бұрын
Glad you enjoyed it.
@alphistube10773 ай бұрын
Great video ❤ looking for more.
@DenisFomin3 ай бұрын
Великолепно! Но может лучше использовать систему событий для точек в анимации, что бы можно было подключать разные движения.
@EscapeApricot3 ай бұрын
thank you very much
@Magnus..3 ай бұрын
your channel is a hidden gem, honestly
@tareqgamedev3 ай бұрын
@KZbinrUser002 Unity is a great engine. Many AAA games are made using Unity. However, I also use Unreal Engine and C++ to create games and cinematics (you can check out my channel videos). A great developer should be able to learn any engine quickly. The most important thing is to know how to code efficiently and have excellent problem-solving and math skills.
@hyperv47583 ай бұрын
crazy man...subed
@ManiKandan-Root3 ай бұрын
Super bro...
@kempoo1123 ай бұрын
29:09 With multiple weapons, what do i need to add to make it work? Add new "equip" and "aim pos" for another weapon and put "Right Hand Pos" and "Left Hand Pos" Under the new weapon as well?
@tareqgamedev3 ай бұрын
Yes, that's correct! Someone asked the same question in the comments section before, and I answered it as follows. You can use the code snippet below as a starting point. When the ray hits the collider of the weapon, we acquire the current weapon. You can identify the current weapon by its name in the Equip function (make sure to rename all your weapons appropriately in the hierarchy so you can easily identify them in the code). Then, you should store the positions for both the right and left hands and use them as needed. You can use the provided code as a starting point. The list weaponsIKHandsPos will contain references to both hands' positions for each weapon you have. In the Equip function, after identifying the picked weapon, you can store the positions of both hands in the transforms IKRightHandPos and IKLeftHandPos, which hold the current weapon's hand positions. [System.Serializable] public struct WeaponsIKHandsPos { public string name; public Transform IKRightHandPos; public Transform IKLeftHandPos; } [SerializeField] private List<WeaponsIKHandsPos> weaponsIKHandsPos; private Transform IKRightHandPos; private Transform IKLeftHandPos;
@nandgatesoftware3 ай бұрын
I’m a Ph.D student and really this video helps me a lot! Excellent work!
@tareqgamedev3 ай бұрын
Thank you! I'm really glad the video was helpful to you. Best of luck with your Ph.D. journey!
@harharrr98103 ай бұрын
if left hand pos ik has each on every item how can the script detect?
@tareqgamedev3 ай бұрын
Hey, @harharrr9810! It's pretty straightforward. When the ray hits the collider of the weapon, we acquire the current weapon. Right? You can identify the current weapon by its name in the Equip function (make sure to rename all your weapons appropriately in the hierarchy so you can easily identify them in the code). Then, you should store the positions for both the right and left hands and use them as needed. You can use the provided code as a starting point. The list weaponsIKHandsPos will contain references to both hands' positions for each weapon you have. In the Equip function, after identifying the picked weapon, you can store the positions of both hands in the transforms IKRightHandPos and IKLeftHandPos, which hold the current weapon's hand positions. [System.Serializable] public struct WeaponsIKHandsPos { public string name; public Transform IKRightHandPos; public Transform IKLeftHandPos; } [SerializeField] private List<WeaponsIKHandsPos> weaponsIKHandsPos; private Transform IKRightHandPos; private Transform IKLeftHandPos;
@harharrr98103 ай бұрын
Thanku
@harharrr98103 ай бұрын
Thanku❤
@LostAngel1753 ай бұрын
Unity switching to UE right now!
@SaschaRobitzki2 ай бұрын
How did it go?
@LostAngel1752 ай бұрын
@@SaschaRobitzki My 1650ti can't bear UE5.At least 5 min to compile
@SaschaRobitzki2 ай бұрын
@@LostAngel175 Yeah, UE5 is definitely more demanding than Unity 6.
@LostAngel1752 ай бұрын
@@SaschaRobitzki
@usercontent21124 ай бұрын
Thank you so much. Awesome math class!
@thai6434 ай бұрын
Can you make some video about parry system like elden ring, I'm really looking forward to this tutorial
@tareqgamedev4 ай бұрын
Yep! That's a great system. Right now, I have a couple of tutorials planned that I have been studying and working on. I will consider creating a tutorial about parry mechanics as soon as possible.