Best free character controller on the Assets Store, no doubt about it. Trust me, I've tried them all. And the flying mode... oh man, oh man. I'm the goddamn Rocketeer. Thanks for making this free, you really have done the Unity community a great service. I will buy your shooting system soon. Wishing you many many sales, you deserve it!
@smartshopuk42344 жыл бұрын
Thank you!! This works the same even with UMA ( unity multipurpose avatar) and I've been trying to get UMA working for a good few days, so again Thank you!!
@jungoogie5 жыл бұрын
@Vinicius Marques Wanted to give you a heads up. If you install this package before you install other packages, you might get some bugs (they don't show up in the log) with the other packages like Probuilder's New Poly Shape tool that seems to deselect the shape being created when you start to create the points to the shape. Seems like it's good practice to install the Third Person package first into a new project before other packages from my anecdotal experience.
@vmarques5 жыл бұрын
Hi Bradley. Edit: My mistake, I have not used the "New Poly Shape" command before. I am testing it right now, and as far as I have gone, I could create as many vertex as I wanted, and when ended, I pressed return key to finish it and it automatically starts extruding the shape. This is the exact same behaviour I get on a blank project, without any other asset, just the Probuilder package. I am using latest Unity version (2019.1.5) and latest stable Probuilder version from Unity Package Manager (4.0.5). Is this not the expected behaviour? If so, how is it supposed to be?
@jungoogie5 жыл бұрын
@@vmarques I'm sorry I should have stated I tested this out on Unity 2019.3.0a4 and 2019.2.0b4. I did use the Probuilder package manager version 4.0.5. The Unity version I'm using could be buggy, i.e. not a stable version, and this could potentially resolve this odd situation. I honestly don't know why Unity was deselecting my point creation tool, and not allow me to create a shape, when I was using the New Poly Shape tool. But I noticed that installing Probuilder after I had already installed the 3rd Person Package you created would address this issue in said versions of unity I'm using..... Maybe it's just a fluke on my end. Maybe I'll install 2019.1.5 install Probuilder first and then the 3rd person package and see what happens.
@vmarques5 жыл бұрын
@@jungoogie This is odd. I have a project where I used probuilder before importing the package. I believe I created it in Unity 2019.1 and now I am on 2019.5. This issue did not occurred at all.
@vickedvuljo3 жыл бұрын
For all UMA users after DCS was deprecated, if your character is animating but not moving, enable root motion in your UMA character animator
@nhlanganisotshabangu37744 ай бұрын
Bless you
@alexprjevalsky46346 жыл бұрын
Thanks, dude. Nowhere else could I find better explanations.
@yourMMOchanel4 жыл бұрын
You my god, saved my day. Thank you very much, especially for the text article!!!
@jeyburns.t92095 жыл бұрын
Bro if you had any course in udemy I would follow it. Great job explaining, kudos.
@carroll64 жыл бұрын
one thing.. sizing the collider.. I never do seem to get the player on the ground.. his feet are a little above the ground. I will keep adjusting. VERY nice asset. It is kind of old now, but still works great!
@amribrahim39665 жыл бұрын
You are the best! We want more tutorials from you.
@taxmarvel26703 ай бұрын
I have followed the instructions from the video but only one problem I faced is when I replaced Ethan model by another 3d model The animation of player does not work Please help. And also tell we can use this animation only on Ethan or any model
@vmarques3 ай бұрын
The animations will work on any humanoid model, ensure that you've set the rig to humanoid.
@taxmarvel26703 ай бұрын
@@vmarqueslast dought can you help me I have downloaded Iron man model but unable to add the animation yes I understand it's not rig so can you tell how I can rigged it and then humanoid 😢
@zimnelredoran99854 жыл бұрын
Awesome free asset! It works flawlessly :D
@nvznclan55976 жыл бұрын
Dude you’re honestly the Greatest man thank you so much for this.
@sii-gul58524 жыл бұрын
how do you make the charactyer attack with its animations?
@yuyutaro_my5 жыл бұрын
You sir have earned my greatest respect.
@alexanderrupprecht89346 жыл бұрын
can i use it every Character,from the Assetstore?by the way,it is the first and best video,which explain it well
@vmarques6 жыл бұрын
Hi, thanks for the feedback. You can use in any character that has a Unity's Mecanim Humanoid skeleton (armature).
@vmarques6 жыл бұрын
The mixamo auto rigger is a great tool and works perfectly. Just remember to change the animation type to "Humanoid" when importing into Unity.
@vmarques6 жыл бұрын
As for your other question about how to change the camera to a first person lookalike, change, on the Third Person Orbit Cam script, the Pivot Offset and Camera Offset parameters (X Y Z) to 0. Then set only the camera offset Y value to the height of your player eyes.
@arsylgames5 жыл бұрын
Vinicius Marques two questions about the mobile version:.can the camera also rotate without a jostick?( Only touchscreen ) and do it have a right offset (the camera)
@kilyanfossey466 жыл бұрын
A thousand thanks for this excellent asset ! You did a very great job, your code is clean and highly relevant. The gently given architecture that you wrote is well thought and that provokes me a starved desire to study it :D Btw I barely understand yet the mix of scripting and animations, do you know if there's a way to keep velocity of character when he's sprinting on a surface that makes him falling ? In this case 'jumpBool' equals false and I can't find the place to alter this behavior
@vmarques6 жыл бұрын
Hi, thanks for your feedback. There is a "inertial" force (I believe it is a typo on the source) applied to the character after the jump impulse, that makes it to go forward while in the air and not colliding with any wall, ground or similar. You may start by checking the desired condition and apply the same force to the character, it may work.
@MisterAlexOficial4 жыл бұрын
@@vmarques Vinicius,ENEMY AI ASSETS: you Acept paym paypal
@vmarques4 жыл бұрын
@@MisterAlexOficial You can acquire the Enemy AI package here: :u3d.as/1MpM
@compscript79736 жыл бұрын
Thank you. I watched many videos wanting me to write a script and they never work well. I knew there was a better way.
@Tejasvr7 ай бұрын
every time i try to walk,run or jump it does not let me move
@attkme80614 ай бұрын
check "apply root motion" under the animator controller
@EugeneCastillo938 ай бұрын
Hey there! Awesome asset! Quick question. I am using the prefab shadow and the speed variables dont seem to work correctly. When the player jumps it works but not when they are on the ground. All of the other functions are working. Root motion is applied and I even put the shadow on a plane with 0 friction. Any help would be appreciated. Thanks!
@vmarques8 ай бұрын
Hi, thanks for the feedback. The speed is controlled by a blend tree with 4 animations (walk, jog, run sprint). The Blend type is a 1D type, where the speed variable controls the current position, hence the current locomotion for the player. It goes from 0 to 2, which is the final sprint speed. You may want to tune the values in the blend tree, or even alter the animations for ones with different speeds, to achieve the desired result.
@AakashSharma-ug5pt4 жыл бұрын
Can you tell me where in the PC version (Code) can I find the implementation of WASD and arrow keys ?
@vmarques4 жыл бұрын
It is the Basic Behaviour, that uses the default Horizontal and Vertical Unity Inputs.
@AakashSharma-ug5pt4 жыл бұрын
@@vmarques since I am a student and want to make it for mobile. Can you just give me hint how to achieve that. I just want player to move on button press. (In dir. Of camera)
@thunderous71985 жыл бұрын
Thanks for this scrip(s) and anims. So simple to set up and use. Just want to ask a couple of questions though. When jumping from a static position the player only jumps up a very small amount. Is this an incorrect collider set up? Also is it possible to have the came lock follow the player and self rotate based on the the players facing direction?
@vmarques5 жыл бұрын
The idle jump is completely different from the movement jump, the height and distance used on the setup does not reflect it. It was and extra feature added by design, but will probably be removed in a near future. As for the second question, it is a bit vague. If you are talking about a camera that follows the player and rotate when you rotate the player, you can achieve that by simply putting a camera as a child of the player and initially rotate it to focus on him. But you can't use this asset scripts for that, since the player controls are tied to the camera rotation, which is controlled by the camera script.
@TheAngioni11 ай бұрын
Estou usando seu código e agora descobri que é br ahhaha, mano, preciso implementar a rotação do player com o chão, em rampas po exemplo, conhecido como ground alignment, Já implementou isso dentro desse seu TPS? Tem alguma dica? Obrigado
@vmarques11 ай бұрын
As funções Rotating() - MoveBehaviour - e Repositioning() - BasicBehaviour- zeram o componente Y do vetor de direção FWD do player, deixando-o sempre no plano XZ. Em vez de utilizar zero, basta calcular o Y com base na normal do chão, utilizando o produto vetorial (cross product) dessa normal como UP, e do vetor RIGHT da transform do player, que daria a nova FWD.
@StripesWaterkat6 жыл бұрын
I must thank you as well for this. I just can't get a grip on the scripting and this is exactly what I needed. And thank you for making it free. One question, it appears to be using the animations that came with it, how can I use my own animations for walking, running, ect? Thank you again.
@vmarques6 жыл бұрын
Thanks for the feedback. You just need to change the animations for your custom ones in the animator controller. If you want to know more about it, please take a look at this Unity official video tutorial: kzbin.info/www/bejne/gJa9nJaqotR1htk
@gyrich5 жыл бұрын
Hello, thank you for this great asset! One commenter, a year ago, asked you to make a tutorial on how to make the controller script, and you replied that you were going to work on that. I was wondering did you ever make it? I've been wanting to learn more about controllers so I can understand how to work with one to make a game. Thanks again.
@vmarques5 жыл бұрын
Hello again. Unfortunately I haven't yet, but that online course is still on the plans. Thanks for the interest.
@kingdaygaming84616 жыл бұрын
Hey, everything else in this pack works spot on, except the jump. say I'm running and going for a jump or just jump period, it will be very short and will take a while to drop back down. How would I make him not only jump higher, but have him drop down quicker also
@vmarques6 жыл бұрын
Hi, you can use the Jump Height parameter of the Move Behaviour script to set the desired height. For the fall part of the jump, it uses the default gravity set on the engine, which tries to simulate the physics of a realistic environment. For better results, scale the objects on your scene in a way that 1 Unity measure = 1 meter, so it can behave properly. Also, you can try to alter the default gravity for a faster fall.
@kingdaygaming84616 жыл бұрын
Vinicius Marques Thank you 😊
@ozeistudio69166 жыл бұрын
CAN WE USE THE CANERA SCRIPT WITH ANY CHARACTERE WITH OTHER SCRIPTS
@vmarques6 жыл бұрын
The scripts are tied together, specially the controller, which depends on the camera current direction. But I believe you can use the camera script with other scripts making a little (or even with no) script modification.
@danieljo985 жыл бұрын
I followed everything exactly as you and the player doesn't move but the animations are there, it only kinda moves when i jump
@vmarques5 жыл бұрын
Verify if your animator controller has "apply root motion" checked
@danieljo985 жыл бұрын
@@vmarques Yes it has that option checked, it still won't move :( i've tried everything
@vmarques5 жыл бұрын
@@danieljo98 It's difficult to guess whats missing without any detail ... I would watch video again and look for some missing details on the current scene setup. It could be something not told, but showed in the Inspector section of an used asset.
@Arradir3 жыл бұрын
Hello, when I add the character there is no character controller showing up? Is this because I am using new unity version?
@vmarques3 жыл бұрын
This package does not use a character controller, it is all controlled by scripts.
@deftones17174 жыл бұрын
Why my camera (when I star playing) isn't in the same position where I put it on scene?
@vmarques4 жыл бұрын
You define a pivot and an offset under the camera script. The camera position on the scene is not used.
@deftones17174 жыл бұрын
@@vmarques thank you so much Vinicius, I'm definitely a noob :) Another question: sometime the orbit cam stops working, and it rotate just on the axis X (around the character), but not on the axis Y (above the character). I didn't touch anything, what should be the problem? Where I have to input the mouse movement? Thank you so much
@vmarques4 жыл бұрын
@@deftones1717 if you are using a touchpad, you must change to an external mouse.
@edenm23416 жыл бұрын
I posted on unity asset store as well. This release saves us beginners a lot of the, especially since you explain in commented lines most coding. After tinkering with your code, unsuccessfully. I see a lot of "behaviorOverride" but I'm not sure what is overriding what. My question is, is there a way to make the player always strafe instead of strafe only when aiming?
@vmarques6 жыл бұрын
Thanks for your feedback. You need to use the strafe layer as the default locomotion. There is not much to alter upon the Behaviour Manager and the overriding behaviours. Please check the Animator controller.
@edenm23416 жыл бұрын
@@vmarques thanks. After I set strafe as default, I had to cut and paste "set default behavior" from start function of MoveBehavior script into AimBuehavior script (for anyone else wondering). Now I need to figure out how to set strafe movement speed?
@vmarques6 жыл бұрын
@@edenm2341 You can edit it directly on the states of the animatior controller, but I believe it would be a bit unnatural if you set a high value. You will need to use another animations, since the asset uses root motion animations to move the character.
@user-pc9rd1bz1r7 жыл бұрын
Oh, my god!!!. This is too useful!!! I say thank you from Japan.
@TriSutrisnowapu6 жыл бұрын
I just tried this.. so simple.. even for me who never use unity before..
@thebloocat4 жыл бұрын
Hey thank you so much for releasing this asset! Small question.. is it easy to replace these animations with custom animations?
@vmarques4 жыл бұрын
You just need to drag them to the matching state under the Animator Controller.
@illestdesign63306 жыл бұрын
that's very well presented and a lovely gift thank you
@catalincarazanu7 жыл бұрын
good job. everything works. but i cant aim and turn around with the mouse. pls help
@vmarques7 жыл бұрын
Hi, if you are using a laptop, I recommend that you plug an external mouse (or a Xbox controller, if you have one). Some laptops doesn't support multiple inputs simultaneously.
@catalincarazanu7 жыл бұрын
Vinicius Marques thanks
@TopDawg43 жыл бұрын
When I loaded the controller the transition from idle to locomotion is not valid anymore Im setting up the transition again since it didnt transfer. What does the animator look like in the Inspector for this transition?
@vmarques3 жыл бұрын
Hi, you can open the original project scenes and check the default configuration for the animator controller.
@Badboyifier3 жыл бұрын
My player does everything fine except it's walking on air 1-2 above ground and the shadow is reflected beneath him on the ground, do you know why this might be?
@vmarques3 жыл бұрын
You must configure the capsule collider corretly, according to your player height.
@kingdaygaming84617 жыл бұрын
I cant thank you enough
@martsanchez24137 жыл бұрын
can I remove the fly mode because I want to make an adventure game
@vmarques7 жыл бұрын
Hi, you just need to skip the step where the Fly behaviour script is added as a component to the player avatar.
@martsanchez24137 жыл бұрын
Thank you. But i experienced a problem when i use the model that you use for testing the player is just standing in t pose even i tagged it as an player. Thank you for reading and responding
@martsanchez24137 жыл бұрын
I know im asking a lot of things but can you do a tutorial of legend of zelda: a link through worlds style game. It would be a lot of appreciation if you did that. Thank for reading this its just a suggestion you can do this on you're video or not its your choice
@vmarques7 жыл бұрын
Had you added the animator controller also? Please take a look again at the video tutorial for missing parts on the player setup.
@Brizlybear3 жыл бұрын
So I had a question: I really wanted to add a double jump mechanic, please guide me to doing that. I messed with a bunch of settings and code but it feels like the code foundation prevents it I saw that you answered a comment 1 week ago, which I commend you for, it is rare to find developers that are still willing to help people use their FREE assets!
@Brizlybear3 жыл бұрын
I don't know why I was expecting a quick reply but I'd often check this comment for guidance, either way I kept trying to get it to work and this is the progress I have so far: in the BasicBehaviour.cs I added an int jumpsLeft = 2; in the IsGrounded() right after the ray was casted, and before the return line I later noticed that the IsGrounded() method is called within the update method to set the anim.bool(groundedBool . Now I was super confused on adding this mechanic because it takes the ray results whether they are came in contact with the ground or not and puts it into the anim.setbool and I never get the chance to reset the jumpsLeft int. So now im in a dilemma :|
@vmarques3 жыл бұрын
Hi Create a trigger on the animator, named DoubleJump. Make a transition from the fall to jump_start state, uncheck the Has Exit Time option, and set the trigger you've created as the Condition. Under the MoveBehaviour script, after the "// Has landed?" section inside the JumpManagement() method (line 97), insert the following condition: else if (GetRigidBody.velocity.y < 0 && Input.GetButtonDown(jumpButton)) { GetAnim.SetTrigger("DoubleJump"); // Set jump vertical impulse velocity. float velocity = 4f * Mathf.Abs(Physics.gravity.y) * jumpHeight; velocity = Mathf.Sqrt(velocity); GetRigidBody.AddForce(Vector3.up * velocity, ForceMode.VelocityChange); } This may be a good starting point.
@Favyoun6 жыл бұрын
Any chance on a tutorial for adding attacks via fire buttons
@vmarques6 жыл бұрын
Hi, thanks for your feedback. If you want to use ranged attacks on your project, like firearms, I invite you to take a look at the Cover + Shooting System - Third Person Shooter: u3d.as/X6v. It provides a complete firearms system, with the same easy to setup process as this asset. If you compare it to the alternatives, you will see that this asset is at a half, or even a third of its competitors' prices.
@arsylgames5 жыл бұрын
I have two questions about the mobile version (I type it hete because reactions are off in the mobile video): 1. Do it have a touchscreen that the camera rotate with touchscreen and not the button)? 2. Do it have a right offset so I can make my game? I hope you say something back! (Sry for bad english)
@vmarques5 жыл бұрын
Hello, For the other packages you may use the support email provided for quick responses. 1. I am working on that, in fact it is almost ready. An update will be released soon with an extra scene containing that alternative control scheme configured. 2. Honestly I don't know what o you mean by "right offset"
@arsylgames5 жыл бұрын
Vinicius Marques with right offset I mean that can the camera go a little bit to the right from the character. Like in battle royale games you can see the character is walking a little bit to the left
@vmarques5 жыл бұрын
@@arsylgames you mean like this? kzbin.info/www/bejne/aGG0fHiVYr2kn9U
@STRANGERTHINGS-es2et6 жыл бұрын
Plss can you make an another link plsss. Because our wifi is dsl only that its hard to download in asset store.
@fieromaury4 жыл бұрын
Hi! I’m trying to use your asset with characters from mixamo, seems your animations don’t work...or is it me? They keep on t pos. I tried to add an idle animation from mixamo itself, changing from your anim in the animator and it works...honestly is sad if they don’t work “out of the box”....
@fieromaury4 жыл бұрын
My friend I have to apologize. It was my fault. I tried following your instructions using Ethan and still something was wrong. Than I realised that by default the character was not setup as humanoid. For anybody who need it, BEFORE drag the character on the scene, select it from the folder and in the inspector panel make sure it is marked as humanoid, than apply. It PERFECTLY works with any mixamo char. I’m working with 2020.1. A big hug!
@vmarques4 жыл бұрын
Thanks for the feedback
@g.bagiryan4 жыл бұрын
Hey man, thanks for the asset it's really great! But could you help me with something? I'm trying to add a second camera so the view point changes when i press a button. Everything works except for camera control. It still uses the camera 1 from Basic behavior instead of cam2. How can I change the camera attached to the Basic behavior from the script?
@vmarques4 жыл бұрын
The game objects are cross referenced. You must change the camera reference on the BasicBehaviour script of the player. You are using the camera script on both cameras? Why don't you just set the pivot and offset on the script instead?
@g.bagiryan4 жыл бұрын
@@vmarques I actually figured out how to do it just now and everything works perfectly) Thanks for the reply anyway, I'm relatively new to unity and c# I don't really know how to do what you suggested. BTW, any chance you could advise a free road/street building asset? Everything I tryed so far kinda sucked
@vmarques4 жыл бұрын
@@g.bagiryan I have just mentioned parameters of this scripts that you can change via Inspector: the Player Camera, under the Basic Behaviour, and the Pivot Offset and Cam Offset, of the ThirdPersonOrbitCam script. I have never used any asset related to street building..
@benhoughton17365 жыл бұрын
I'm using Unity 2018.4.9f1, and when I try to import nathan, the only option I get in 'import package' is 'Custom Package' any advice?
@vmarques5 жыл бұрын
Hi, here is the link to Unity standard assets. You will find nathan model inside this package: assetstore.unity.com/packages/essentials/asset-packs/standard-assets-32351
@gabsGarciaJrc6 жыл бұрын
This is amazing! I have a question, it's possible use this to a Generic character? (Non humanoid) My character doesn't have legs, I don't know how I will make this happen
@vmarques6 жыл бұрын
Suposing that you have your own locomotion animations for your non humanoid character, you need to change the animations on the animator controller to the matching ones, and ensure the root motion for the animation is setup correctly. That way I believe it may work.
@gabsGarciaJrc6 жыл бұрын
It's worked! Thanks! But somehow the player is not moving. The rotation it's ok, but the movement is not happening. Only if i press space to jump. I think have something about with capsule collider..
@vmarques6 жыл бұрын
Sam B probably because the locomotion animations don’t have root motion
@gabsGarciaJrc6 жыл бұрын
Oh, shame.. It's hard to make movements with generic animation type.. But anyway, thanks a lot man! You've been very nice helping me
@immortalconfigurationprodu293717 күн бұрын
How would I switch out the character models
@vmarques12 күн бұрын
You can use any humanoid rigged model following this setup tutorial
@winterfusion_13756 жыл бұрын
how do you add sounds like foot step and sprinting for example
@vmarques6 жыл бұрын
Hi, there are some free assets on the asset store, like this one: assetstore.unity.com/packages/tools/audio/free-footsteps-system-47967 Alternatively, you can use mecanim animation events to trigger a sound on the exactly frame you want
@rwartsentertainment41794 жыл бұрын
Great controller. However it does not work on the mobile version. Do you have mobile controls for this version?
@vmarques4 жыл бұрын
Mobile version: u3d.as/Yep
@rwartsentertainment41794 жыл бұрын
@@vmarques Ok. Is the Mobile version included in the bundle?
@vmarques4 жыл бұрын
@@rwartsentertainment4179 No, the bundle is targeted for platforms with external input, like consoles and PC. But you can use the package I mentioned before to configure mobile input for any game you want.
@RagsToRich75 жыл бұрын
Hmmm? When I press play in the demo scene the camera pans upwards and keeps spinning in circles and I cant stop it. I'm using 2018.3.4f1. Any idea how to stop it spinning please?
@vmarques5 жыл бұрын
Do you have a joystick plugged on the computer? If so, please remove it. If you want to use the joystick, you may have to re-calibrate it.
@RagsToRich75 жыл бұрын
@@vmarques Hey, yeah I figured it out earlier today... I had my PS4 controller plugged in. But I thought this was compatible with controllers? I can control the Avatar with left stick but can't control camera with right stick. Is there a way to do this? I'm looking for a control system similar to that in GTA V ideally. I want the camera to orbit when using the mouse/controller right stick, and then realign on the player when released. Thanks for the response by the way! It's a great system and I am going to purchase the Cover system too as it looks amazing :) Keep up the great work my friend!
@vmarques5 жыл бұрын
@@RagsToRich7 Thanks for the feedback. This asset is compatible with the XBOX One controller, which is naturally recognized by the Windows. To use on the PS4 or any other controller, you have to edit the Input entries, via Unity menu, to match the axes and buttons of the targeted controller.
@RagsToRich75 жыл бұрын
@@vmarques Thanks, I'll try that :)
@vmarques5 жыл бұрын
@@RagsToRich7 This is a great asset to discover the buttons and axis names for a controller: www.assetstore.unity3d.com/en/?stay#!/content/43621
@julienskeete7 жыл бұрын
Is there a way to add more animations to the animator and script for instance a punch animation?
@vmarques7 жыл бұрын
You can add a new layer and make the animation states setup on it. Then create a new player behaviour to deal with the punch action. Use an extra animation parameter (a trigger) to control when the punch animation will be activated.
@tinermkei94087 жыл бұрын
This package is great..i like how simple it is to add scrips...but my only problem now is the changing default aim animation...like gun holding animation...it always reverts to the standard one...i'm relatively new to unity...ill really appreciate if you'l help me there
@vmarques7 жыл бұрын
clip maniac Hi, thanks for the feedback. The aim mode has an animation layer with a blending state dedicated to the strafe movement. To do what you want, you must add a layer on top of it, with the overriding option, and put an state with the animation you want on it. If you are intending to do a shooting system, with gun aiming, ponting where the camera is facing, there are some other tricks you may consider, lile using masks to do not overlap leg movements, and using IK to make the aim point the gun correctly. If so, I invite you to take a look at this package: www.assetstore.unity3d.com/#!/content/100238
@tinermkei94087 жыл бұрын
private IEnumerator ToggleAimOn() { yield return new WaitForSeconds(0.05f); // Aiming is not possible. if (behaviourManager.GetTempLockStatus(this.behaviourCode) || behaviourManager.IsOverriding(this)) yield return false; // Start aiming. else { aim = true; int signal = 1; aimCamOffset.x = Mathf.Abs(aimCamOffset.x) * signal; aimPivotOffset.x = Mathf.Abs(aimPivotOffset.x) * signal; yield return new WaitForSeconds(0.1f); behaviourManager.GetAnim.SetFloat(speedFloat, 0); // This state overrides the active one. behaviourManager.OverrideWithBehaviour(this); } } i guess the last part is the part where i should override...problem now is putting the state with animation i want...ive tried to understand how the script works but that part is where it seems a bit hard...and also how the format of animation state is to be like
@tinermkei94087 жыл бұрын
sorry...i feel silly right now...just found out how simple it is
@vmarques7 жыл бұрын
clip maniac I would recomend creating a new behaviour script, with your custom actions, to override the active one.
@himynameis69986 жыл бұрын
Very cool!!! But how can i switch shoulder in aim mode? pls answer
@vmarques6 жыл бұрын
Hi, the default is the middle mouse button. Please check the Input configuration for alternatives.
@attkme8061Ай бұрын
Hey How do i add more animations to the 3rd person actions
@vmarquesАй бұрын
You need to look for tutorials about Unity Mecanim Animation System.
@attkme8061Ай бұрын
@vmarques could I contact you via inbox for more information about unity ? I'm trying to start a small 3d indy game and your tutorial has gotten me pretty far
@unknownlepoggers27533 жыл бұрын
Hi! Do you will can send me this ready asset but with no a humanoid, but with a sphere? i need it, but it isnt working when im doing this :P
@vmarques3 жыл бұрын
This asset depends entirely on the humanoid root motion animations to work properly. You can use only the camera, but you'll need another player controller to move the sphere as you want.
@suj133 жыл бұрын
@@vmarques thank you so much! for this asset!!!!
@kingdaygaming84616 жыл бұрын
Thanks again for this, i revisit this several times and for some reason i cannot jump very high, any ideas why?
@vmarques6 жыл бұрын
You may be talking about the idle jump right? You can only set the height of the movement jump.
@kingdaygaming84616 жыл бұрын
@@vmarques yea the idle jump and thank you still this reply helped me
@vmarques6 жыл бұрын
KingDayGaming You can remove the idle jump and, with a little modification on the animation controller and on some script variables, you may alter the movement jump to trigger when idle too.
@a.s.agaming58725 жыл бұрын
help me i used a custom character its flying but not moving i did it correctly as shown
@vmarques5 жыл бұрын
INFOTAINMENT DAILY ensure that your character rig is set to humanoid, and check if you have correctly set up the capsule collider.
@xSilverW0lfx6 жыл бұрын
Is there a way to make this asset work with non humanoid characters? I'm trying to use this with a non human character but I can't get the character to move or jump. I'm sure I have to make some changes in the scripts to make it work, but I'm not sure exactly what I have to change...
@vmarques6 жыл бұрын
I believe you don't have to make changes on the scripts. You will need to have you own generic animations for that. You just need to change the humanoid animations for your custom ones on the animator controller. This may work.
@xSilverW0lfx6 жыл бұрын
Vinicius Marques Yes I tried just that, but I still can't seem to get the character to move or jump. I can fly but it's not exactly the same compared to when I use a humanoid character, and the animations don't seem to play even after I inserted my own in a copy of the asset's animation controller
@vmarques6 жыл бұрын
@@xSilverW0lfx Try to delete and recreate the animation transitions, and see if it triggers the animations
@xSilverW0lfx6 жыл бұрын
Vinicius Marques Alright I was able to fix the animations and now they all play correctly, but I'm still not able to move the character. Same as before, I can't walk or run. I can fly but it's not working as intended. When I go up or down by pointing with the mouse it flies way too fast in those directions respectively, and when I cancel flying the character slowly falls to the ground.
@vmarques6 жыл бұрын
@@xSilverW0lfx this asset need animations with root motion. Honestly I don't now if it is supported by generic animations, I have never worked with them.
@grgdrp25536 жыл бұрын
Hello, lot of thanks for this big Times Saver :) But i have a problem with the Asset. I want to doing TPS shooter game, where player can take weapon in world and take it in hands or not when the weapon is in the player's Inventory, so i created another Blend Tree named "WeaponLocomotion" with another parametters boolean in animator named "Armed", the transition between the 2 Blend Tree (Locomotions to WeaponLocomotion) is doing with Armed == TRUE. But when the animator switch to my custom Blend Tree, the character can't move. The animation is playing but character not moving. I put the right "Speed" parameter in my Blend Tree like the Locomotions, but don't working. Any idea why ? thanks in advance for your help :) (oh and i don't know if it should be the cause, but for the character holding weapon i used IK, maybe the cause ?) thx
@vmarques6 жыл бұрын
Hi, I recommend that you put your blend tree in another layer, and use an avatar mask to modify just the desired members of the player avatar in the animation. For example, use a mask that enables only the upper body for the animation layer.
@grgdrp25536 жыл бұрын
Working ! Thanks a lot :)
@oDarlas6 жыл бұрын
Cara tem como me ajudar,eu fiz tudo certinho as animações estão funcionando perfeitamente,porem a minha camera não segue o personagem...oque pode ter acontecido de errado?
@vmarques6 жыл бұрын
Cara, da uma repassada e ve se vc nao esqueceu nenhum detalhe.. Ve se tem mensagem de erro no console.. Vc adicionou o avatar do player no script da camera, no Inspector?
@rohitgamingstudio69025 жыл бұрын
how to kill enemy
@vmarques5 жыл бұрын
Hi, you probably want to start by adding a shooting feature to the player. Please take a look at this: u3d.as/X6v
@suzakaniex56985 жыл бұрын
Literally amazing
@HostileCapybara696 жыл бұрын
Can you make a tutorial on actually making the controller script cause it's very difficult.
@vmarques6 жыл бұрын
This package was created with the intention of saving time in the development of projects. Within minutes you can setup its assets on your project, directly from the IDE, and continue developing your ideia. All the scripts in this package have comments in each section, explaining what it does. If you want to learn scripting with Unity, I would recommend you to watch the official tutorials they provide: unity3d.com/learn/tutorials In my opinion they are the best way to begin with.
@HostileCapybara696 жыл бұрын
Vinicius Marques ok thanks
@vmarques6 жыл бұрын
Siddhant Saxena actually you give me a great ideia, I’ll start to work on that, thanks.
@HostileCapybara696 жыл бұрын
Vinicius Marques great I will be waiting
@asyrafsiharib42867 жыл бұрын
Hello vincius just bought ur asset Cover + Shooting System - Third Person Shooter but i had one problem. i tried to implement fly code on ur free asset. its get some glicth
@vmarques7 жыл бұрын
Hi, first you have to import the Fly Behaviour script and add it to the player, and also import the Fly folder, containing the animations, under the Animations folder. If you have done it already and the strange behaviour still persists, please go to the Flying layer, under the Animator tab, then, click on the gear to open its settings. Change the Blending mode from Override to Additive, and then change it back to Override. That should reconfigure the animation layer correctly and should solve the issue.
@adamdedubai65856 жыл бұрын
The walk animation doesn't work? How to fix it, please? Tx.
@vmarques6 жыл бұрын
Please review the video tutorial and check if you have not missed any step, like the collider setup (the incorrect position of it may cause some issues with the walk)
@adamdedubai65856 жыл бұрын
... To run we use the scroll mouse !! All run perfectly. A silly error by me !! Anyway, thank you for your quick assitance.. A good job you done here.Good continuation..
@vmarques6 жыл бұрын
Even at at the minimum speed the player has to walk. Some incorrect configuration of the collider position may cause the player to get stuck in the walk animation .
@powermins20306 жыл бұрын
is there any way to add mouse lock?
@vmarques6 жыл бұрын
what do you mean by mouse lock?
@powermins20306 жыл бұрын
like when you click your mouse is hidden so it does not move off the screen
@vmarques6 жыл бұрын
@@powermins2030 It is already on the asset, on the example scene, check the update function of the ControlsTutorial script
@rwartsentertainment41794 жыл бұрын
Thefly nodes from the fly animation is gone.
@vmarques4 жыл бұрын
Sorry, what?
@rwartsentertainment41794 жыл бұрын
@@vmarques nvm. It was an error with the environment. redid it in a different environment and worked fine.
@princekogaianmikoshi4053 жыл бұрын
Hey I'm having trouble changing the character model in 2020. 3. 21
@vmarques3 жыл бұрын
what kind of problem?
@oantar33977 жыл бұрын
when I start to move my character walks towards the camera on his own, how can I stop that from happening?
@vmarques7 жыл бұрын
You mean without pressing any button? Please check if any joystick/gamepad is connected to the computer. If so, it may be unbalanced. You may have calibrate it or adjust the dead zone for the gamepad inputs.
@kingdaygaming84617 жыл бұрын
BUT I have a huge problem, my character isn't moving. he'll do his animations but no movement is happening
@vmarques7 жыл бұрын
if you are using your own animations, check if has root movement, and enable it to move.
@paulkruger41565 жыл бұрын
There is definitely some thing wrong with this. It was published 2 years ago, so probably Unity version updates is causing it. Hold down space too long creates a jump loop until you press a move key. Pressing space while moving, makes your character jump about 10 miles, and then your movement speed is super fast. From a standing start, pressing a move key, makes your character move so slow, that it takes for ever to get any where. Note, I used the free Kyle robot Unity asset, because Ethan is apparently no longer available!
@vmarques5 жыл бұрын
Although this asset was first released a time ago (in 2015 to be more precise), it is constantly updated, with the latest version fully compatible with the most updated Unity version. To use Ethan model, you can still find it under the Unity standard assets package, available on the asset store. About your issue, I have tested it with robot Kyle model and have no issues at all. Just make sure you use the humanoid rig and check "Apply Root Motion", under the animator controller.
@paulkruger41563 жыл бұрын
Not very useful for animation that does not have root motion!
@angelocmcarvalho17 жыл бұрын
só um bug que encontrei: se vc pula, e voa antes do pulo terminar, ele voa, mas não deixa mirar, pois para ele o pulo não terminou. Normalmente quando voa ele deixa mirar, mas nesse caso ele voando o código não deixa mirar mais.
@angelocmcarvalho17 жыл бұрын
isso aqui bloqueia a possibilidade de mirar if (behaviourManager.GetTempLockStatus(this.behaviourCode) || behaviourManager.IsOverriding(this))
@angelocmcarvalho17 жыл бұрын
removi os tempos para mirar e comentei o código dentro de LockTempBehaviour(int behaviourCode). resolveu.
@vmarques7 жыл бұрын
Existe mesmo uma questão a ser resolvida. O movimento de pulo, por ser temporário, não deveria permitir a transição para o voo. Obrigado pelo retorno. Vou dar uma olhada.
@angelocmcarvalho17 жыл бұрын
Mas se o personagem que vc criou é uma pessoa que pode voar, não teria problema essa pessoa pular, depois voar e depois mirar. Via código a forma que eu fiz da um jeito nesse problema, outra solução seria o início do voo sinalizar como pulo finalizado, caso esteja ocorrendo algum pulo.
@angelocmcarvalho17 жыл бұрын
Acredito que esta solução que vc comentou daria a sensação ao jogador/usuário que o voo as vezes falha.
@pixchel62757 жыл бұрын
Hey, I just want to know why i can't download the free project in Unity Store ? Nice Work and Thanks for this
@vmarques7 жыл бұрын
Hi, I could not see any issue with the download. Have you updated your Unity to the latest version?
@pixchel62757 жыл бұрын
Hey, thanks for your answer. I got unity 4.5.4 and Unity 5.6. When I click on the "Download" he remains, and the 'Add to project' doesn't appear. How do I do ?
@vmarques7 жыл бұрын
Hi, please try to update your Unity to the latest version and try again. In some older versions of Unity , a similar situation used to occur with me. I suspect it is related to the network bandwidth or the traffic to the asset store. I remember that I've tried again later and it worked.
@pixchel62757 жыл бұрын
Hey, i didn't see that he have a last 2017.2.X version, i don't know why my unity don't ask me to update .... I'll try soon, and ty for support , really.
@bashirmanafikhi5 жыл бұрын
thanks
@attkme80614 ай бұрын
it works but my animations are stuck in place
@vmarques4 ай бұрын
check "apply root motion" under the animator controller
@attkme80614 ай бұрын
@@vmarques thank you! Hey any recommended tutorials on starting a free 3rd person video game ? this video help me get my animations and i have a custom map made.
@attkme80614 ай бұрын
@@vmarques Hey How would i add more scripts to the animations ? i want add crouch animation and fighting animations
@taxmarvel26703 ай бұрын
@@attkme8061 can you tell me in detail how you fix it
@attkme8061Ай бұрын
@@taxmarvel2670 wym?
@cfactorygames6 жыл бұрын
Can I switch 3rd to fps?
@vmarques6 жыл бұрын
Hi, You just need to reset the camera offsets and put the pivot on the player head. But this script was optimized for TPS, since unity already provides a good FPS controller on the standard assets.
@BeenYT5 жыл бұрын
wowo ur so fucking amazing at making tutorials
@leonardoalvarez55017 жыл бұрын
Can you do a third person melee forma mobile virtual Button?
@vmarques7 жыл бұрын
Yes you can. You just have to create the custom melee combat behaviour and attach it to the player.
@theoyeolive50116 жыл бұрын
my character keeps falling non-stop, help!
@vmarques6 жыл бұрын
Could you describe the issue better? Please check if you have correctly configured the capsule collider.
@theoyeolive50116 жыл бұрын
Nevermind, I fixed it. It works amazing, thanks!
@tpmgames98276 жыл бұрын
Can you please share how you did to fix it.
@theoyeolive50116 жыл бұрын
@@tpmgames9827 add a collider to the floor below and the player.
@tpmgames98276 жыл бұрын
thanks TheoyeoLIVE
@ozeistudio69166 жыл бұрын
i cant dowload your asset why
@vmarques6 жыл бұрын
I don't know, it could be some temporary issue on the Unity Asset store.
@ozeistudio69166 жыл бұрын
ok thanks but I find a way to download it
@schonkigplavuis88503 жыл бұрын
Installed it. Imported it. Now my entire game is just grey. There's nothing to select and nothing render. Just grey.
@vmarques3 жыл бұрын
You have being prompted with a warning about importing a full project, never import the full package on your current project the first time. This video show how to import only the needed files that does not mess with unrelated project settings. Honestly I don't know what happened, maybe it is related to difrerent render pipelines. If so, it can be reverted.
@schonkigplavuis88503 жыл бұрын
@@vmarques Do you have possibly an idea on how to revert back to earlier versions if that's a thing? Ctrl Z didn't do it for me hahaha. I was working in the HDRP and selected just the few things i needed to work with.
@vmarques3 жыл бұрын
@@schonkigplavuis8850 Delte the package folder from your project, and change your it back to the HDRP render pipeline. Then you may follow this video tutorial to setup on your own HDRP model.
@everhacker81884 жыл бұрын
thanks bro plz gun pick vidio
@vmarques4 жыл бұрын
What?
@nvznclan55976 жыл бұрын
You need more subscribers i just subbed to you
@AlexGomez-is4vp6 жыл бұрын
Can you make anither video, with the two asset pls?
@vmarques6 жыл бұрын
What other asset are you referring to?
@AlexGomez-is4vp6 жыл бұрын
Fly mode and cover move, i send you a meesege to chat
@vmarques6 жыл бұрын
The cover + shooting asset already has the blendtree for the fly mode on the animator controller. You just need to import this asset (just the extra fly behaviour script and the animations), then drag the corresponding animations to the slots inside the blendtree state, like in this asset.
@AlexGomez-is4vp6 жыл бұрын
Can you make me a short video, and send me on email pls.?. i dont understand too much.
@xakataka63936 жыл бұрын
Awesome! Thank you good man!
@MisterAlexOficial4 жыл бұрын
Have the asset EnemyAI
@kmdemos93016 жыл бұрын
Need help on the paid mobile version! Comments are disabled on that tutorial and I can't find an email to get you. How can I get help on the mobile version of this asset? People are getting replies here on the free version but people who actually paid money are left in the dark. Very disappointed.
@vmarques6 жыл бұрын
KM Demos G sorry to hear that tou could not find the suport email. You can check the README file to find the link for it. I hope you understand I cant make it public to avoid spam messages. Anyway I’ll try to message you in private right now to provide support.
@kmdemos93016 жыл бұрын
@@vmarques ok thanks I'll email
@thetechnicalh.n64226 жыл бұрын
You are great....
@addj68386 жыл бұрын
How to destroy the enemy by using these assests
@vmarques6 жыл бұрын
Hi, Unity provides great tutorials for those who are willing to learn. For your particular doubt, I would recommend this one: unity3d.com/pt/learn/tutorials/s/survival-shooter-tutorial Specially the sections 4, 7, and 9, that deal with the enemies. These principles can be applied with this asset.
@vmarques6 жыл бұрын
Hi, I don't know why your answer is not appearing here. Anyway, the answer I gave you was the way I have learned how to do this. This comments section here is a open channel for short question&answer upon this free asset. If you have any issue that requires suport over the other assets (ie.: difficulties in integration with enemies), I kindly ask you to use the support email provided with the asset.
@angelocmcarvalho17 жыл бұрын
Olá Vinicius, como vi que vc é brasileiro vou escrever em pt mesmo. Parabéns pelo seu trabalho! Baixei o seu jogador e já li todo o código, cheio dos override. Estou usando ele em um jogo de nave que estou dev: kzbin.info Gostaria deste sistema de tiro que aparece no seu vídeo, mas não encontrei nos assets, onde que esta? Enfim, no pdf indica que vc fez mestrado na UFMG, qse fui para lá, mas acabei fazendo uma estadual aqui no estado de SP mesmo. Aguardo sua resposta aí, vlw!
@angelocmcarvalho17 жыл бұрын
Ah, só mais uma coisa, como que eu faço para aumentar a velocidade de movimento do player quando ele esta em modo de mira? obrigadão!
@vmarques7 жыл бұрын
Olá Angelo, tudo bem? Obrigado pelo feedback. De fato, na descrição desse vídeo só consta o link para o vídeo de apresentação do asset "Cover + Shooting System". Vou atualizar a descrição e colocar o link para acesso direto ao pacote na Asset Store. Obrigado pelo aviso. O link para acesso ao asset é: u3d.as/X6v
@vmarques7 жыл бұрын
Essa velocidade é definida pelas animações do modo de strafing. Você pode pode alterar diretamente dentro do Animator Controller, no layer Strafing, e no estado de mesmo nome (que na verdade é uma blendtree). Neste estado, existe o parâmetro Speed. For those who have this doubt on how to alter movement speed when aiming: You can alter the strafing speed on the Strafing Layer, inside the Animator Controller, by selecting the Strafing state (the blendtree) and altering the Speed parameter.
@angelocmcarvalho17 жыл бұрын
Obrigado Vinicius, tem alguma versão trial ou para compra com desconto? Na conversão para reais acaba ficando meio caro pra quem é brasileiro e esta na pindura rsrs, tem como dar uma ajuda pros amigos brasileiros? 30 dólares para quem é americano esta barato mesmo, lá eles conseguem comprar de boa, afinal já ganham em dólar e mesmo assim ganham mais.
@vmarques7 жыл бұрын
Infelizmente não tenho nenhum voucher... Mas pode comparar com as alternativas na própria asset store, você vai ver que elas são o dobro ou até o triplo do preço! Abraços
@janjaso4 жыл бұрын
This doesn't work with a differently animated character. The character just flops over, or flys into outer space, its just stupid.
@vmarques4 жыл бұрын
I don't know how offending can help in any way. It works with any humanoid animated character, just make sure you've checked the Apply Root Motion option on the Animator Controller. About flopping over, it seems you have skipped the rigid body setup on the video.
@bishopcupoison4550Ай бұрын
sand me an error message Assets\TutorialInfo\Scripts\Readme.cs(11,6): error CS0579: Duplicate 'Serializable' attribute
@vmarquesАй бұрын
This folder does not belong to the project, you probably have another package imported with the same readme script. If you are importing on an existing project, follow the steps on the video and import only the needed files. If you want to check the package examples , I do recommend importing on an empty project.
@pet145635 жыл бұрын
My camera zooms in when the camera is between the player and the enemy. How to ignoring it Pls help
@pet145635 жыл бұрын
Please help
@vmarques5 жыл бұрын
@@pet14563 Help with what? The camera was designed to work like that, this is the expected behaviour.
@pet145635 жыл бұрын
@@vmarques I want the camera Zoom near the player only. when it is close to the wall.
@vmarques5 жыл бұрын
@@pet14563 1) Tag your enemies with a tag, for example "Enemy" 2)Modify line 169 of ThirdPersonOrbitCamBasic script: if(hit.transform != player && !hit.transform.GetComponent().isTrigger && !hit.transform.CompareTag("Enemy")) 3) modify line 186 of ThirdPersonOrbitCamBasic script: if(hit.transform != player && hit.transform != transform && !hit.transform.GetComponent().isTrigger && !hit.transform.CompareTag("Enemy"))