💬 It took a lot of work to make this video but I'm really happy with the final result! I hope you like it! ✅ Get the Project Files unitycodemonkey.com/video.php?v=FbM4CkqtOuA 🌍 Get my Complete Courses! ✅ unitycodemonkey.com/courses 👍 Learn to make awesome games step-by-step from start to finish.
@syedsadiq86313 жыл бұрын
Also u want to continue mobile 3rd person shooter
@IlmarAlamsyah3 жыл бұрын
Sir, need new unity mega bundle review🙏
@ggre553 жыл бұрын
aw man i love u tnks
@AlMgAgape3 жыл бұрын
Look My Channel, Im Make A Mobile Legends 2D Version, Thank You😁🙏🙏
@lokesh48472 жыл бұрын
It is so usefull sir. Can you please suggest any video, how to attach weapon to the player, like you used
@teppidd8 ай бұрын
for those stuck between 20:00-23:00: 1. make sure the BulletProjectile script is on the pfBulletProjectile prefab (click the prefab and drag the script on). 2. Also, click on the prefab and make sure Use Gravity is ticked off. Still following the tutorial, but was stuck for a good while on this. Good luck! update: works perfectly thank you so much this is an amazing tutorial
@irisshard23366 ай бұрын
I have been stuck on this for an hour, thank you so much!
@hailrengaming47035 ай бұрын
Thank you I was wondering why my bullet would spawn and just hover took me hours and reading this comment fixed it thanks!
@medad55025 ай бұрын
Thank you!!! I spent 2 hours looking around and not understanding why it's not working lol You're a life saver!
@medad55025 ай бұрын
@@irisshard2336 ikr! lol, I'm very happy now!
@frmemes51893 ай бұрын
Thank you so much!
@StrunDoNhor2 жыл бұрын
I'll be real with you, channels such as Code Monkey and Brackeys are the reason I chose Unity over Unreal when it came to answering "which engine?" The quality and accessibility of tutorials such as these _cannot_ be overstated. Thank you for all the terrific content, and keep doing what you do! You've earned another subscriber/supporter!
@CodeMonkeyUnity2 жыл бұрын
I'm glad the videos helped you! Thanks!
@alsgaming14262 жыл бұрын
@@CodeMonkeyUnity why will nothing move or respond in the scene
@jaybehl75672 жыл бұрын
@@alsgaming1426 make sure scripts and stuff are attached?
@alsgaming14262 жыл бұрын
@@jaybehl7567 yes they are
@mrtutorials39602 жыл бұрын
@@jaybehl7567 But where to attach BullectProjectile script ?
@AaronAsherRandall Жыл бұрын
If anyone is having difficulty aiming and walking at the same time, you need to create an Avatar Mask. Open up "Humanoid" in the Avatar Mask and deselect the legs and lower IK so that only the upperbody is green. Then, click the cog wheel on the Aiming layer and add the Avatar Mask to the Mask field. This will make it so that when aiming, only the upper body bones are affected and you will still be able to walk as per the Base Layer animations.
@ogunrindedaniel9230 Жыл бұрын
Great point, In addition to this, make sure you set your model to humanoid. After you import your fbx file, under the inspector, select "Rig" and then choose "Humanoid" under the animation type. This will allow you to switch layers and also prevent the bug of (the character from showing halfway through the ground).
@noblephantasms7250 Жыл бұрын
Is the avatar mask created from the aiming animation fbx?
@Mport-UK Жыл бұрын
@@noblephantasms7250 You can do this by Right Clicking Create go down to Avatar Mask. From there I clicked on the legs, body and the bottom 1ks. Then on your Animator and your Aming Layer, click the gear icon, add the mask you just made and click on IK pass.... This is what I did any way works for me :)
@pawepatrzek2785 Жыл бұрын
For people who don't know how to do it kzbin.info/www/bejne/jWHIg419iJuXnrM
@noblephantasms7250 Жыл бұрын
@@pawepatrzek2785 thanks for the reply although I just finished University last month
@Foxtrop133 жыл бұрын
you can put and "else{ mouseWorldPosition = ray.GetPoint(10);}" after the raycast so you dont need a collider for the skybox
@teknoard2 жыл бұрын
Thank you so much
@wmorais19762 жыл бұрын
One of the most usefull comments on the KZbin. Thank you!!!!
@agustin95942 жыл бұрын
EXCELENT
@tartoras2 жыл бұрын
I'm not sure how to implement this, unity says "mouseWorldPosition" does not exist in this context'
@agustin95942 жыл бұрын
@@tartoras look the script in the video, he created a Vector3 called "mouseWorldPosition"
@adrianalcomendras67543 жыл бұрын
its finally happening! Im really hoping for a melee combat tutorial that expands upon the 3rd person starter assets. would it be possible to have the melee combat have animations where you dont just animate the upper body to perform melee attacks? like if you do a melee attack, you wont be able to move until the melee animation has finished playing like in most action games? a combo and targeting system would also be nice :)
@RainDevs3 жыл бұрын
Yes please! Would love this!
@borgerkong26992 жыл бұрын
@@nooksniche lessssssss ho
@shadybandit72 жыл бұрын
Yeeeee
@joshuamiller72992 жыл бұрын
Yes please!
@marcoszanre3 жыл бұрын
This is the first tutorial I found showing how to extend the Unity Starter controller up to a real use case scenario. Great content, thank you!
@rebornl2 жыл бұрын
For the hit scan on 27:08 if the particle shows up on the feet it is because it is using the player transform position. Make a var called like hitpoint, similiar to the debugTransform, in the 'raycast IF statement' set the new var hitpoint to the 'raycastHit.point', and in the shoot instantiate code replace transform.position to the hitpoint variable. Thanks for the tutorial, learned alot!
@S3R43o32 жыл бұрын
ty dude =D
@jordyatondo10042 жыл бұрын
Was having trouble with this, thank you. You can also just replace transform.position with debugTransform.position in that if statement.
@KelsGaming232 жыл бұрын
thanks bro I'm about to rage quit lol glad i check the comment section
@ShadowTM6 Жыл бұрын
How ? replace ? I need help
@mrri5155 Жыл бұрын
Thank u bro
@ed_halley Жыл бұрын
When you turn the character to the direction you're aiming, you use Lerp with the current position in the first argument. Lerp really works when you continually provide the original starting value and a final value on every frame. If you don't want to keep track of the original starting value, use MoveToward or RotateToward instead. The progression of values you get with Lerp are only linear if you use it as designed, with the original starting value on every call.
@CodeMonkeyUnity Жыл бұрын
Yes I intentionally do not want it to be linear. I want it to be faster the further away it is from the target so it gets there faster.
@AbhayKumar-kb8tv3 жыл бұрын
Thanks for the tutorial. It really helped me to move forward my project. Here is a tip:- Instead of placing cubes around the environment for player. just get a point from ray at a distance. Ray ray = _cam.ScreenPointToRay(screenCentrePoint); debugTransform.position = ray.GetPoint(20); GetPoint will give you at point on the ray at the distance you have given. so even if player is aiming at the sky it will work without placing collider around environment.
@stevenbraun9183 жыл бұрын
Vector2 screenCenterPoint = new Vector2(Screen.width / 2f, Screen.height / 2f); Ray ray = Camera.main.ScreenPointToRay(screenCenterPoint); if (Physics.Raycast(ray, out RaycastHit raycastHit, 999f, aimColliderLayerMak)) { debugTransform.position = raycastHit.point; } else { debugTransform.position = ray.GetPoint(20f); } Like this right?
@Az5552 жыл бұрын
Damn bro, I was about to ask if there was a way to fix that, and there you go saving the day. Thanks mate!
@kingkangiv16152 жыл бұрын
If anyone is a fool like me, make sure you also set the moustWorldPosition = to the ray.Getpoint() otherwise when you aim at the sky your not getting that variable updated.
@RogerBaconGaming2 жыл бұрын
Yes, this is exactly the solution I was looking for. Thank you.
@HATL2012 жыл бұрын
Edit: This does fix the abrupt change of aim when going from one target to another, but the aim is no longer accurate. I think I'll have to find a way to smooth out that abrupt change. ____________________________________________________ Great idea, thanks. Additionally, I would say that when you're aiming at objects other than sky, still better to use debugTransform.position = ray.GetPoint(20); because in this way your aiming will stay smooth. If debugTransform keeps jumping from object to another, your character's aim abruptly changes, which in my opinion is not desirable (at least for my game design): Here's the code : Vector3 mouseWorldPosition = Vector3.zero; Vector2 screenCenterPoint = new Vector2(Screen.width / 2f, Screen.height / 2f); Ray ray = Camera.main.ScreenPointToRay(screenCenterPoint); if (Physics.Raycast(ray, out RaycastHit raycastHit, 999f, aimColliderLayerMask)) { debugTransform.position = ray.GetPoint(20f); mouseWorldPosition = ray.GetPoint(20f); } else { debugTransform.position = ray.GetPoint(20f); mouseWorldPosition = ray.GetPoint(20f); }
@tanc46352 жыл бұрын
Another great tutorial, thanks a lot! Also I think I found a neat solution for aiming in the sky (14:02), without needing boundary colliders everywhere. If the raycast returns false move to an else block and create the aiming point by projecting a vector in the direction of the camera orientation, from the camera position, at a desired distance from it. For example I set mine to 200: if (Physics.Raycast(ray, out RaycastHit raycastHit, 200f, AimColliderLayerMask)) { DebugTransform.position = raycastHit.point; } else { DebugTransform.position = _cam.transform.position + _cam.transform.forward * 200f; } Let me know if I am overseeing something and there is a problem with this, but thanks again for the video.
@CodeMonkeyUnity2 жыл бұрын
Yup that's an excellent approach, that's what I would do if I used this controller in a full game instead of just a simple demo.
@alovelygondal76739 ай бұрын
hey can you tell me like _cam is what what ihave to give refrence of here
@TheMavryan9 ай бұрын
@@alovelygondal7673 Hi, this is in relation to the main camera. if you want you can use this instead which will work as long as you have one main camera. else { debugTransform.position = Camera.main.transform.position + Camera.main.transform.forward * 999f; }
@Ez-_-69. Жыл бұрын
The instantiating bullet can be used in a realistic game as then we can set the spawn point in the guns barrel and then if this happens( 27:54 ) then it shows that the bullet actually spawns from the guns itself and not from the middle of the screen, many realistic FPS/TPS games do this thing and it adds that extra bit of realism to the game really cool, raycast can be used for a more arcade shooter
@HHungriaP3 жыл бұрын
There is a legend that someday CodeMonkey Sensei will explain how to work with the animation Rigging Package ...
@Fizz173 жыл бұрын
Brackeys made a tutorial on animation rigging, you should check it out
@HHungriaP3 жыл бұрын
@@Fizz17 Yes I found somebody videos but I love Code Monkey videos Tutorials. He is ver clear and I can Understand all that he show...
@shivamvishwakarma43173 жыл бұрын
You can also check kiwi coder he is doing a series using animation rigging
@sae-institute2 жыл бұрын
Yes, this is the way
@DarkParadice Жыл бұрын
You should do a tutorial on a First Person Controller setup with full body awareness and animation rigging. I just realized while putting mine together that there are no real good tutorials for that out there for reference so I had to do mine all by scratch. It was actually more tricky than I expected. I never realized things like keeping the head and body separate for networking reasons. Or how difficult it really is to get the body to perform like an actual body in relation to eye sight and the hands/gun movement.
@Xahos_2 жыл бұрын
For bullet not working, : - Add the bullet script to your bullet => he not showed it but it said it (i realised that after 10x watching haha) - Make your bullet a prefab, drag and drop it in the prefab folder. Than delete it from the scene, and drag and drop the prefab in "Bullet Projectil" from thirdPersonShooterController on the playerArmature - If it bounce/not destroy; make the colider a few bigger than the cube
@samuelfairbrass41612 жыл бұрын
Wow I was stuck on that for so long! Thank you!
@DeKosta Жыл бұрын
Thank you brother! These comments are gold for unity noobs that miss these subtle things and get stuck and on the verge of saying fuck this.
@khushtrivedi14 Жыл бұрын
@@DeKosta Literally was me a second before I found this haha
@khushtrivedi14 Жыл бұрын
Not all heroes wear capes
@mrri5155 Жыл бұрын
Thank u Bro
@TheMavryan9 ай бұрын
Also for the crosshair if anyone wants an easy way to enable it when aiming and disable when not you can add [SerializeField] private GameObject crosshair; // makes a serialized field for the image of the crosshair to be assigned to. In Awake: crosshair.SetActive(false); // hides the crosshair to make sure it is hidden at the start. In Update if (starterAssetsInputs.aim) // if the user is aiming { crosshair.SetActive(true); // set crosshair to enabled. } else // if they are not aiming { crosshair.SetActive(false); // disable the crosshair } Then in Unity drag the crosshair image onto the serialized field. Hope this helps anyone who wants this easily. The full code up to the crosshair section for me is: using System.Collections; using System.Collections.Generic; using UnityEngine; using Cinemachine; using StarterAssets; public class ThirdPersonShooterController : MonoBehaviour { [SerializeField] private CinemachineVirtualCamera aimVirtualCamera; [SerializeField] private float normalSensitivity; [SerializeField] private float aimSensitivity; [SerializeField] private GameObject crosshair; private StarterAssetsInputs starterAssetsInputs; private ThirdPersonController thirdPersonController; private void Awake() { starterAssetsInputs = GetComponent(); thirdPersonController = GetComponent(); crosshair.SetActive(false); } private void Update() { if (starterAssetsInputs.aim) { aimVirtualCamera.gameObject.SetActive(true); thirdPersonController.SetSensitivity(aimSensitivity); crosshair.SetActive(true); } else { aimVirtualCamera.gameObject.SetActive(false); thirdPersonController.SetSensitivity(normalSensitivity); crosshair.SetActive(false); } } }
@adamcookie268 ай бұрын
Hey thanks it worked. It took a few tries because I'm not a coder and was far ahead by the time I found this comment
@LegendsTap6 ай бұрын
is there any way that this virtual camera only follows characters back and on look input its works same before ...if character rotate than the virtual camera shoul have to rotate as to follow charcters back
@AlexraptorGameDev2 жыл бұрын
Excellent tutorial! I had already got a basic combat system going with the Third Person Controller, but I was not at all happy with the camera. This tutorial made it all right as rain, thank you! :)
@B1naryShark3 жыл бұрын
This is perfect, I'm currently working on and trying to learn how to make some good feeling Third person shooter controls!
@cyrilleger78462 жыл бұрын
if you feel that the camera lags when you move the mouse, you can try this solution found on Unity forum : 2021.2.7 uses version 1.2 of the Input system package which has an issue with inputs delta when set to fixed update and can cause the lags you are seeing. To check if that's the issue you could try this: Edit -> project settings -> Input system package If Update Mode is set to Process events in fixed update change it to Process events in dynamic update I hope this will help you and thank's for this tutorial :)
@AmentagIno2 жыл бұрын
Thanks a lot! This fixed the camera lag i had!
@greeng4482 жыл бұрын
Thank you
@draftdimension90792 жыл бұрын
SOOOO first go-round I broke everything at 7:00 into the video. My error was that Code Monkey quickly attaches the script for toggling between the zoom and normal camera that I missed that he had attached the PlayerAimContorller script to the PlayerAmature rather than the PlayerAimCamera. I have about a weeks worth or Unity so for anyone else that hits this error hope this helps.
@MyMusic-pi6lz2 жыл бұрын
Had same error dude
@undead10552 жыл бұрын
Third person shooter controller?
@davisardians84112 жыл бұрын
I know how to fix it... just open your thirdpersonshooter script and change private void"awake" and "update" to "Awake" and "Update". (capital letters)
@cmdhazmad33522 жыл бұрын
i know im late to the party and i might have missed it but i did also have about 100 errors rolling in a minute when i had hit play to test out the zoom, what fixed it for me is under PlayerArmature, the ThirdPersonShooterController script, i dragged the PlayerAimCamera into the Aim Virtual Camera, and the errors went away and is working as it should be. hopefully that helps anyone out that might be having that issue or overlooking something potentially simple.
@frmemes51892 жыл бұрын
@@davisardians8411 thanks so much it worked
@wmorais19763 жыл бұрын
Finally a simple and good tutorial about third person shooter. There's a lot out there but each one more difficult then other. Congratulations for this awesome tutorial.
@upsurge55413 жыл бұрын
I've been searching online for a true first person shooter controller Tutorial and found nun if you could make one that would be amazing for those of you who don't know what a true FPS is it's like a third person controller it uses third person animations and a full body but the camera is mounted on the head games like escape from tarkov and arma 3 use it
@mrwhiteeagle2 жыл бұрын
I'll be honest, what i was expecting was ful tutorial without assets. But good theres a person that creates these free of charge for everyone ^^. Keep it up!
@freezinfire3 жыл бұрын
I have waited so long for this, thank you Mr. Monkey
@mutlugameofhalit6 ай бұрын
21:41 bullets are spawning but hey are not moving towards to forward. what can be the problem?
@tmoneygamestudio3 жыл бұрын
Great little tutorial. I liked the new input system you are using compared to the old one. The coding you added for the third person controller was also pretty informative. Gotta save this to use later if I get around to doing a tps shooter demo in the future.
@mutlugameofhalit5 ай бұрын
if you have any questions ask me, i spent hours on this tutorial to made it working from 0.
@clips_from_everything2 күн бұрын
Hi dude at 13:00 when I attach the sphere to the debug transform and play the scene nothing happens the sphere stays where it was placed and it does not follow the camera
@chrheca3 жыл бұрын
I saw an error: @ around 27:20, near the ending of the Raycast shooting tutorial, the Instantiate methods are spawning the particles at transform.position, aka the player position. This makes the particles spawn inside the player. It should be changed to mouseWorldPosition or debugTransform.position which is the raycast.point value of where the raycast hit.
@CodeMonkeyUnity3 жыл бұрын
Oh yeah nice catch, yup it should be the mouseWorldPosition, seems I cut the video where I fixed it
@chrheca3 жыл бұрын
Its funny when you do it because it looks like the character is exploding! Could you maybe add or explain the steps to get the Pistol Idle animation from Mixamo? I can only download the entire mesh, I dont know how to extract the .animation file from the .fbx
@CodeMonkeyUnity3 жыл бұрын
@@chrheca Click on the arrow icon to expand the object, inside is the animation, click on it then Ctrl + D to duplicate and it will duplicate it outside of the .fbx as a separate asset
@pytchoun1403 жыл бұрын
@@CodeMonkeyUnity Something is missing the animation isn't playing and on preview it is a T mode animation
@marcoguerrero44062 жыл бұрын
Thank you, I spent like an hour trying to find my mistake haha
@DJRussellBrian Жыл бұрын
dude thank you so much for this!!! I've been pulling my hair out for months trying to figure this new input system out and though I'm still reluctant to say I figured it out, I definitely made progress finally today with combining what I've been trying to do with what you did here... Thank you so much for this upload! You're making dreams come true my friend!
@CodeMonkeyUnity Жыл бұрын
Nice! I'm glad the video helped you!
@zoeypaine74763 жыл бұрын
Honestly this is awesome. Doing this except for a melee system would also be awesome, to cover both melee/ranged weapon systems.
@TopiasNykänen2 ай бұрын
Awesome video! Would love to see/purchase a full (or more expansive) third person shooter (or FPS) tutorial from you ^^
@CRUMVIII3 жыл бұрын
33:21 This part does interest me a lot since it's one of the things I've had issues with for upper body aiming. I tried IK but it didn't quite work out as I wanted.
@zexanein2 жыл бұрын
Select Rig, Change Avatar Definiton to "Copy From Other Avatar", and select Armature Avatar as source
@xxxCrysisxxx992 жыл бұрын
@@zexanein Thank you, I was struggling with this all day!
@IndieScapeGames3 жыл бұрын
Best video yet @Code Monkey! And great point at the end to 'never stop learning'. Sooo true
@Fizz173 жыл бұрын
Can you make a video on how you polished everything at the end? Because I have the animations and functionality down, but it would be very helpful if there was a video showing how to add for example a walking animation while aiming, all the FX used and so on. Other than that this video was great and really helpful :)
@CodeMonkeyUnity3 жыл бұрын
I'm planning on doing a video on animation rigging which is what I used to make the weapon aim at the target For walking while aiming, that's just adding a Avatar mask on the second layer and only overriding the upper body, leaving the legs to walk
@kaisinelmusic3 жыл бұрын
@@CodeMonkeyUnity Hey Code Monkey! What if I want incorporate a different movement animation while aiming? How does that work? Can you please make a video on that one or could you briefly explain it?
@rickyreaves57942 жыл бұрын
@@CodeMonkeyUnity ahhhhh see that's good so instead of doing it through code, animation rigging makes that much simpler, nice!
@CodeMonkeyUnity2 жыл бұрын
@@rickyreaves5794 I have since made that video on how the Aim Animation Rigging works unitycodemonkey.com/video.php?v=luBBz5oeR4Q
@GameBoy-ov9xi2 жыл бұрын
You are probably the only real help out there! Ty so much bro!!! Patron this guy... he deserve it!
@jonathanglock1574 Жыл бұрын
Thank you for making this video. And all of your many other videos. They have proven to be very helpful in my learning. That said. In this video. The one thing I would have liked to have seen is a way to make Crosshair only come up when you are aiming. Thanks for the video!
@err_demon Жыл бұрын
For anyone having trouble getting the center of the screen with ScreenPointToRay and the Screen/2f method, this helped me out. Vector2 screenCenterPoint = new Vector3(0.5f, 0.5f, 0); Ray ray = Camera.main.ViewportPointToRay(screenCenterPoint);
@あれくす3 жыл бұрын
Code Monkey, you have outdone yourself. This is so fantastic. It also provides a great framework to expand upon. Thanks so much for providing so much learning for no cost to the viewer! Youre doing the community such a wonderful service. We are all so very grateful for your time and hard work helping all the little guys and gals out there trying to get better! Thanks!
@CodeMonkeyUnity3 жыл бұрын
I'm glad you liked the video! Thanks!
@JimmyThe3 жыл бұрын
@@CodeMonkeyUnity Great video. Could you tell us anything about the post processing you have set up? Is that just the demo scene in URP or are you using custom PP? I ask because I'm using HDRP and my demo scene doesn't look anywhere as nice as yours. Thanks for the great content. Liked and subscribed :D
@CodeMonkeyUnity3 жыл бұрын
@@JimmyThe It's just Bloom, a bit of Saturation and a Vignette effect
@diliupg3 жыл бұрын
This is a fantastic workout with the new Input system and the third-person character controller! Very well done! Thanks!
@mootvey Жыл бұрын
If you want the crosshair to only appear when you right click (like in a non-shooter focused game with shooting mechanics) then make a new script with this: using UnityEngine; using System.Collections; public class Cross : MonoBehaviour { // Graphic used for crosshair public Texture2D crosshairTex; // Rect for crosshair size and position private Rect crosshairRect; // bool to turn crosshair on and off public bool IsCrosshairVisible = true; void Awake() { Cursor.visible = false; crosshairRect = new Rect((Screen.width - crosshairTex.width) / 2, (Screen.height - crosshairTex.height) / 2, crosshairTex.width, crosshairTex.height); } void Update() { if (Input.GetMouseButtonDown(1)) { IsCrosshairVisible = !IsCrosshairVisible; } if (IsCrosshairVisible == true) { IsCrosshairVisible = true; } else { IsCrosshairVisible = false; } } void OnGUI() { // draw the crosshair in center of screen if (IsCrosshairVisible) GUI.DrawTexture(crosshairRect, crosshairTex); } }
@@CDisplay-o9t that works. I actually used this line of code(input.getmousebutton down and up) to make the aiming instead of using the new input system. Works well for me!
@neelamshahi86303 жыл бұрын
Finally video launch lovely video
@karaliuss90413 жыл бұрын
i love this tutorial and everything was going smoothly until i finished the bulletprojectile script... the bullet would spawn in the scene but it wouldnt have any velocity, it just spawns and stays still. anyone had similar issues? ive rewatched and checked my scripts 20 times, still no fix
@CodeMonkeyUnity3 жыл бұрын
Add a Debug.Log where you're setting the velocity, is that line running? Are you maybe setting it to 0,0,0?
@-pcmr-1083 жыл бұрын
Is your script actually attached to the bullet prefab?
@corsneer98352 жыл бұрын
@@-pcmr-108i faced the same problem and i tried what you said and that was the error for me idk how i did missed that but thank you !.
@mrtutorials39602 жыл бұрын
Bro facing the same problem.
@mrtutorials39602 жыл бұрын
Bro i just fixed it what was the mistake is that in I forgot to writeline that was mouseWorldPosition = raycastHit.point; in ThirdPersonShooter Script in : if (Physics.Raycast(ray, out RaycastHit raycastHit, 999f, aimColliderLayerMask)) you also check it as his video is so fast that I didn't even noticed even after watching 10 times
@teppidd7 ай бұрын
for those wanting to make an automatic weapon, here's what I did (idk how much it'll help since I've changed the code quite a bit since following this tutorial) 1) add 3 variables to the top of the script: private bool isFiring = false; float shotCounter; public float rateOfFire = 0.1f; 2) in update, add this where you're instantiating your bullet: if(starterAssetsInputs.shoot) { isFiring = true; } else if(starterAssetsInputs.shoot == false) { isFiring = false; } if(isFiring == true) { shotCounter -= Time.deltaTime; if(shotCounter
@mihiragarwal80222 жыл бұрын
Which pack did you use for the gun animations for the final demo?
@SwagWizard5553 жыл бұрын
I just skipped to the end to first see how it will look like when i set it up and instantly liked. Just what i needed for my game (:
@FrostedWaffle2 жыл бұрын
I'm having this weird issue where after I complete the work from the aim input section my camera starts moving weirdly, it starts teleporting instead of smoothly moving on screen.
@kelvinhuurman42472 жыл бұрын
same here
@TMosier882 жыл бұрын
I had the same issue. I tried EVERY fix I could Google. What finally "fixed it" for me was just closing Unity, playing Rocket League for a little bit and then coming back to it. I don't know what the **** happened in between but restarting Unity and going right back in, did NOT work. But coming back an hour later did? I have no idea. Its the second time I've come across this issue and the second time that little "turn it off and come back later" fix worked. I know its not exactly a solution but, that did it for me so I figured I'd share.
@kirie08012 жыл бұрын
Still having this issue. Anyone found a solid way to fix this?
@2BRAC42 жыл бұрын
So this worked for me. I selected the PlayerArmature in the Hierarchy then in the Inspector I expanded the PlayerInput component and then clicked on Open Input Settings button. In the settings window I changed the Update Mode to Process Events in Dynamic Mode and that fixed it for me. Not sure about the trade offs of selecting this Update Mode though.
@Anipai_6 ай бұрын
14:26 A more simple solution if(Physics.Raycast(ray, out RaycastHit raycastHit, 999f, aimColliderLayerMask)) { debugTransform.position = outhit.point; } else { debugTransform.position = ray.GetPoint(30); } When there isn't a collider in front of the player, the target point will be a little bit away from him if you write this code.
@mutlugameofhalit6 ай бұрын
why it is 30f?
@codepurgatory2 жыл бұрын
if this not work correctly: Vector3 worldAimTarget = mouseWorldPosition; worldAimTarget.y = transform.position.y; Vector3 aimDirection = (worldAimTarget - transform.position).normalized; transform.forward = Vector3.Lerp(transform.forward, aimDirection, Time.deltaTime * 20f); Just use this: transform.rotation = Quaternion.Euler(0, Camera.main.transform.eulerAngles.y, 0);
@wn95212 жыл бұрын
Great walkthrough CM. I was wondering if you experienced problems with the mixamo weapon related anims. Im experiencing a problem with ALL the weapon/aim anims from mixamo when applying the 'aim' animation layer mask weight to 1. Before applying the weight the character is facing straight forward in the idle animation like normal but when i make the weight 1 and activate the aim anim the character does not aim straight forward but to the left. So he goes from facing north to facing north west when the animation layer mask is applied. When setting up animation rigging to correct this the character just falls halfway into the ground and doesnt perform the idle animation but instead is just frozen in a weird pose.
@CodeMonkeyUnity2 жыл бұрын
I haven't encountered that issue but if you select the FBX file you downloaded and look in the inspector import animation settings you can change lots of things including applying a rotation offset
@wn95212 жыл бұрын
@@CodeMonkeyUnity You truly deserve more love! Thank you 🙏
@Luffius2 жыл бұрын
@@wn9521 Could you pls explain to me what you have done to fix this problem?
@briggandersen29362 жыл бұрын
@@Luffius I had this same problem, if you go to the inspector for the animation, then go to animation window and go down to motion you can set it to the joints of the PlayerArmature or whatever you want it to rotate towards at the start of the animation. This is using the root motion node.
@stuartdunan59702 жыл бұрын
Bit late for an answer but if you select the animation taken from Mixamo once imported select Animation tab then scroll down to Root Transform Rotation and set it from Body orientation to original that should sort the aiming offset out.
@ads47522 жыл бұрын
This channel is the best for indie devs like me 🥰
@Santosh-tq4nj3 жыл бұрын
Thanks for the tutorial. But I have a question in the Animation section. I followed the steps like you showed at 29:20 and gave the "Aiming" layer a weight of 1 but for me it still is in the Idle animation of Base Layer. I can see that the Pistol Idle animation is playing as that blue line of progress runs on that state, but in the Game window, the character doesn't actually follow that animation but rather is still in the base layer idle animation. Any ideas as to what could be the issue here? Thanks.
@CodeMonkeyUnity3 жыл бұрын
Did you maybe assign a mask with nothing selected? Does the aim animation work correctly by itself?
@Santosh-tq4nj3 жыл бұрын
@@CodeMonkeyUnity I replied a follow-up after a couple of days, but it's gone for some reason. Thanks for the prompt response from your side. Anyway, figured this issue out for anyone else that might come across the same problem. I did this - Go to the "Rig -> Animation Type" and change from "Generic" to "Humanoid" and click on "Apply". That fixed it.
@TobyWild2 жыл бұрын
I had the exact same issue and BAM, there's your comment... thank god I didn't stop scrolling :) Thanks Santosh and CodeMonkey!
@darshankhaire8792 жыл бұрын
@@Santosh-tq4nj hey need help in this can you please explain these steps in detail as i am new to unity
@romeroamaroquearts2 жыл бұрын
@@darshankhaire879 have you managed to solve it?
@BottleHeadGames3 жыл бұрын
I was waiting for this since the day it was announced, Thank you!!!!
@mepaul70163 жыл бұрын
can't wait for the Code Monkey's 3D TPS game in the future
@nielshenriksen10433 жыл бұрын
all your videos are good.... But this is best :)
@621dude23 күн бұрын
This is Great I have purchased the Space Combat kit from unity and I would like to implement my character with this into it. It would be awesome if you can do a tutorial on the space combat kit and implementation of this.
@LightVelox3 жыл бұрын
tbh the controller from Unity is kinda trash since the jump and everything is basically hard coded, if you want to do something like removing the player control after jumping you basically have to rewrite everything
@justinbeam42338 ай бұрын
I like using FSMs. Tried this for the first time after writing different controllers bc it takes a long time to get everything nice and polished. Immediately hated it. I cant come up with game ideas anyway, so I'll just keep working on third person character controllers
@aimlezz8855 Жыл бұрын
What a quality channel! Thanks for video.
@GameDevMarek10 ай бұрын
At 06:44 you could change priority of virtual camera instead of disabling the GameObject. And at 16:05 you could just use Camera's transform.forward instead for calculating screen center and creating Ray with Camera object.
@CodeMonkeyUnity10 ай бұрын
Yes those are perfectly valid alternatives
@ahmednaeem9223 Жыл бұрын
really love this guy and his efforts.
@CodeMonkeyUnity Жыл бұрын
Thanks, I'm glad you like the videos!
@rsrivishwanath6724 Жыл бұрын
Thanks for the motivation.
@videomasters24682 жыл бұрын
where did you get those gunshot sound effects?
@CleisonRodriguesComposer3 жыл бұрын
Great tutorial! You're the best! Thank you!
@rafbanaan3 жыл бұрын
Awesome! Always had troubles starting on a system like this. Looking forward to use this in an idea I had that I was always putting on the backlog :p
@kevinzheng68672 жыл бұрын
Sorry for my bad english but if u can shoot u need to swap bullet scrip in pfbulletprojectile
@_l3m35_3 жыл бұрын
I was trying to find out how to add new buttons to the Starter Assets. Thanks!
@Chris_Stewart2 ай бұрын
Love the content, but could you slow down some. You type at full speed and then scroll as soon as your done to the next spot. Very hard to follow along without pausing and rewinding every few seconds.
@RancorSnp3 жыл бұрын
Cheers mate! This will be very useful to me in the future, but first I do have to finish my current project ^^'
@arionpaul62083 жыл бұрын
Awesome video, thank you)
@kratosdisciple4637 Жыл бұрын
Instead of using the Raycast, I just add an empty Gameobject to the MainCamera with a z distance of 500 and use its position for worldAimTarget. Don't have to get the screen center or add the invisible walls.
@guidetogamedev36573 жыл бұрын
Thanks! using this controller I could make my LD49 game thanks again
@study46862 жыл бұрын
very good, thanks for sharing.
@lambda-snail Жыл бұрын
Thank you for the great video! I had a problem with the camera jumping around, and it turns out that since I was using the freelook camera, the camera was rotating much slower than (and independently of) the camera target, which caused a desync that looks really weird when going into aiming mode. So there seems to exist a hidden assumption here that you should use the virtual camera unless you want to make some additional changes to the code. Just pointing it out if anyone else wants to experiment like me. Thanks for the great video again :)
@K-Anator3 жыл бұрын
Oh yes... this will do nicely!
@lucasalmeida7951 Жыл бұрын
bru, u sick! seriously! well done!
@mutlugameofhalit6 ай бұрын
7:00 This is not working, aim camera can't appears with input.
@nihalsailor3 жыл бұрын
I try to find this tutorial for a long time. Thanks
@ferretrayn19033 жыл бұрын
Awesome tutorial. I was able to follow beginning to end as a complete noob. Took a little more time, but i did it haha! I'm stuck on the animations with Mixamo however, I uploaded the unity character model and used it as the skeleton but the animation doesn't seem to actually trigger. I can see in the animator window where it tries to, however!
@CodeMonkeyUnity3 жыл бұрын
The animation doesn't work or its just the animator not changing to that state? Make sure the animation is set as humanoid and the animator has the avatar assigned And check the conditions for transitioning into and out of that state
@Blinkers2007GameDev Жыл бұрын
I can't seem to trigger the animation as well even though I did everything codemoney did!
@BenGodot2 жыл бұрын
could you show us how to add animations like crouch, vault and slide? and you should 100% make tutorials on how to make throwables and an inventory system and gun system where we can shoot other people and deal damage and reload and switch guns, etc., it'd be really cool!
@heyandrewlol Жыл бұрын
How could we make it so the player cannot sprint if they are aiming?
@CodeMonkeyUnity Жыл бұрын
The isAiming is a bool so just check if that is true don't enable sprinting
@NaveedAli-xl1gr2 жыл бұрын
HI Where would you attach the bullet projectile script? Thanks
@jayghost_music2 жыл бұрын
You just attach it to the pfBulletProjectle prefab!
@batuhanbatuhan41312 жыл бұрын
I was just about to fall asleep then the video began. Like a bucket of ice water.
@gmangman1232 жыл бұрын
Thx so much dude. I need this tutorial my re4 similar game:)
@dftpunk2 жыл бұрын
What is the best way to expand this controller: to add your code inside the existing script or attach another script to an object and add more logic there?
@CodeMonkeyUnity2 жыл бұрын
Depends on what you want to add to it, if its adding some other feature like Auto Aim, I would make it in the same script, if its adding a complex weapon manager logic, I would make a separate script
@dftpunk2 жыл бұрын
@@CodeMonkeyUnity thanks for the prompt reply! I was thinking about adding more actions and animation handlings, like melee fight, taunts/gestures.
@paulthompson523 жыл бұрын
Excellent tutorial as usual!
@SillyGamesIR Жыл бұрын
Thank you so much really helped ❤️
@gryffind963 жыл бұрын
Awesome tutorial thanks for sharing
@الزعيمهيسوكا-ه7ش2 жыл бұрын
Thanks for your creativity. And for the great effort, I hope you will make a video about the trajectory grande
@sameerarahman34923 жыл бұрын
Hello code monkey i am facing a problem in my unity editor.There is a compiler error from a script that i didn't create and i don't know how to fix the error and when I open my asset in package manager it shows a error and then crashes i am using unity 2020.3.3 please tell me how to fix these problems i am just a 12 year old boy and i really need unity to create a game
@CodeMonkeyUnity3 жыл бұрын
Well first you need to know exactly what the error is If it-s related to a external package try reinstalling that one
@MrColinjsmith3 жыл бұрын
Great information so pleased that it is free, Now all you need is to add when in cover options then we won't need invector lol.
@LONEWOLF-nf8fn14 күн бұрын
hello code monkey!! great tutorial but it seems like im stuck at 17:00 my character somehow doesnt face in the aimed direction but instead he turns away from it....idk what i could've done wrong and need ur guidance to solve this issue....
@CodeMonkeyUnity13 күн бұрын
Does the walking rotate correctly? Only the aim has issues? Pause the game and look at the character, is the transform rotated? Or the animation? Look in the animation import settings and make sure it's not rotated by default, you can bake a rotation override
@mtarikan Жыл бұрын
I just wanna point out this guy still answering questions in more than a 1 year video. True Legend!!! in 18:40, I want my character to be constantly fasing the way I'm looking and don't have an aim function. So I just used the code out of if statement and still works great! My only problem is, because player is actually looking to raycasted object, for example if I push my right shoulder to the wall and look at the wall, because of the perspective, object actually moves behind the character and causes to player to actually look back. Is there a possible way that I can fix this?
@CodeMonkeyUnity Жыл бұрын
Heh yup as long as someone posts a comment on the video an not on a reply I'll probably see it the next day. For that issue the best solution is to look at how far the target object is, if it's too close then don't look at it. Either lower the rig weight or define a point a certain distance in front
@mtarikan Жыл бұрын
@@CodeMonkeyUnity Thank you so much for the reply I'll give it a try. Another problem is, I'm running all this on Netcode. Because I don't want other players to shoot for myself, I put my aim point and muzzle point in my player prefab, and then made them separate prefabs so I can reach from transform function. Right now my bullets spawn, but doesn't spawn in my muzzle point, instead spawn at 0,0,0 and doesn't move. What should I do?
@mdevstudio86922 жыл бұрын
Very well done! Thanks!
@Ram23__9 ай бұрын
Hi ! Thanks for the tutorial but I have a problem at 24:00. My projectiles, instead of going straight into where my mouse is like in the video, they fall directly to the ground when I press my button to shoot. Do you have a way to resolve this? Thanks and I'll stay tuned
@CodeMonkeyUnity9 ай бұрын
Sounds like you did not disable gravity and did not assign the Velocity field
@Ram23__9 ай бұрын
Hi ! Thanks for your response. Please, How Can I do this ?@@CodeMonkeyUnity
@Ram23__9 ай бұрын
Hi I found out for the gravity but not for the gravity field@@CodeMonkeyUnity
@panaimayamsiluvai46923 жыл бұрын
Thanks for the tutorial bro
@gamerflexstudios2 жыл бұрын
Great information thanks!
@unknownuser260 Жыл бұрын
Hi Code Monkey, Thanks for the step by step guide. I'm not a programmer, so your videos has been a ton of help to me. It's just that I'm having problem getting the bullet projectile to move
@CodeMonkeyUnity Жыл бұрын
Did you set the rigidbody.velocity? Also make sure you're not spawning it inside a collider
@unknownuser260 Жыл бұрын
@@CodeMonkeyUnity I did, but it just "float" at the spawn until a new bullet spawns in and knocks it away.
@federicofornari562 Жыл бұрын
@@unknownuser260 have the same problem, i've checked and re-checked the code at least 5 times, the game object inside the player is at the right distance, everything seems in order... i'm using Unity 2021.3.11f1, dunno if it's a useful info or not
@alexsulea429 Жыл бұрын
Same happened to me, I think you forgot to attach the BulletProjectile.cs script to the bullet prefab as a component. Code Monkey dosent mention that step in the video but you have to do it if you're going to add velocity to your bullet.
@ferruman Жыл бұрын
@@alexsulea429 thank you, I thought I was going crazy and missing something despite going over it a dozen times
@eduardoblum13923 жыл бұрын
Hey it’s me again thanks for the tutorials you are awesome
@tsrajesh2 жыл бұрын
Awesome tutorial. I have a request.. in continuation to this video, can you please teach on how to ride, say, a horse?. In which case the keys will control the horse, not the player figure sitting on it. Thank you.
@Stevanmesser3 жыл бұрын
Thanks for all
@bryanalexeimajarowsky96702 жыл бұрын
When i finish until 28:00 I have two problems: when we use the logic without the projectile the particle does not apear and with the projectile when I shoot at least 10 bullets thew system says that the transform has been destroyed and I cannot call the variable INSTANTIATE! what could be