- Видео 117
- Просмотров 517 400
spaderdabomb
США
Добавлен 10 дек 2014
I'm an indie game dev who works on open world games.
I've been developing games for nearly 10 years and have a PhD in physics.
In this channel, we bring you tutorials specialized for Unity, Blender, Photoshop, and indie game design!
I've been developing games for nearly 10 years and have a PhD in physics.
In this channel, we bring you tutorials specialized for Unity, Blender, Photoshop, and indie game design!
1ST AND 3RD PERSON CONTROLLER - COMPLETE COURSE (Part 7)
In this part, we finish our 1st person controller, patch some key bugs, and look into making an exportable unity package for our player controller. Using this, we can easily import our player controller into a new project with one click.
This is part of a free complete course for making a player controller, I hope you enjoy it!
····················································································
Project Files
github.com/spaderdabomb/FinalCharacterController/tree/part7
····················································································
Video Links:
Part 1: ruclips.net/video/muAzcpAg3lg/видео.html
Part 2: ruclips.net/video/PIFQbxMgT0c/видео.html
Part 3: ruclips.net/v...
This is part of a free complete course for making a player controller, I hope you enjoy it!
····················································································
Project Files
github.com/spaderdabomb/FinalCharacterController/tree/part7
····················································································
Video Links:
Part 1: ruclips.net/video/muAzcpAg3lg/видео.html
Part 2: ruclips.net/video/PIFQbxMgT0c/видео.html
Part 3: ruclips.net/v...
Просмотров: 128
Видео
1ST AND 3RD PERSON CONTROLLER - COMPLETE COURSE (Part 6)
Просмотров 461День назад
In this part, we put some finishing touches on our jump mechanic, allow for camera zooming and scrolling, add in some actions, and discuss animation layers. By using layers and avatar masks, we can blend actions and locomotion/movement together to form seamless blended animations. This is part of a free complete course for making a player controller, I hope you enjoy it! ·······················...
1ST AND 3RD PERSON CONTROLLER - COMPLETE COURSE (Part 5)
Просмотров 566Месяц назад
In this part, we'll cover slope handling, wall handling and steps. Slopes are a difficult part of any player controller, and we make use of our state machine and antibump parameters to ensure near perfect edge detection and amazing ground detection. This is part of a free complete course for making a player controller, I hope you enjoy it! ·······················································...
1ST AND 3RD PERSON CONTROLLER - COMPLETE COURSE (Part 4)
Просмотров 518Месяц назад
In part 4 of this series, we go through turning in place while idling - a difficult feature that often gets forgotten about. Additionally, we add in strafing and walking mechanics. In this series, I'll be going over beginner through advanced topics for building a complete player controller, both for 1st and 3rd person. We'll covers topics like movement, jumping, slopes, wall handling, step hand...
1ST AND 3RD PERSON CONTROLLER - COMPLETE COURSE (Part 3)
Просмотров 572Месяц назад
In part 3 of this series, we go through jumping mechanics and animations. This includes distinct jumping and falling states with explicit transitions to allow for dynamic scene interaction. In this series, I'll be going over beginner through advanced topics for building a complete player controller, both for 1st and 3rd person. We'll covers topics like movement, jumping, slopes, wall handling, ...
1ST AND 3RD PERSON CONTROLLER - COMPLETE COURSE (Part 2)
Просмотров 682Месяц назад
In part 2 of this series, we go through animations for running, sprinting and idling states. Additionally, we make a basic enum state machine to keep track of our player's movement state. In this series, I'll be going over beginner through advanced topics for building a complete player controller, both for 1st and 3rd person. We'll covers topics like movement, jumping, slopes, wall handling, st...
1ST AND 3RD PERSON CONTROLLER - COMPLETE COURSE
Просмотров 1,8 тыс.Месяц назад
In this series, I'll be going over beginner through advanced topics for building a complete player controller, both for 1st and 3rd person. We'll covers topics like movement, jumping, slopes, wall handling, step handling, animation, blend trees, Mecanim, Cinemachine, avatar masks, animation layers and multiplayer. This is a free complete course for making a player controller, I hope you enjoy i...
1ST AND 3RD PERSON CONTROLLER - COMPLETE COURSE (teaser)
Просмотров 793Месяц назад
In this upcoming series, I'll be going over beginner through advanced topics for building a complete player controller, both for 1st and 3rd person. We'll covers topics like movement, jumping, slopes, wall handling, step handling, animation, blend trees, mecanim, cinemachine, avatar masks, animation layers and multiplayer. I hope you enjoy the series and I will link in the description once its ...
How Games Trick You Into Seeing Smooth Animation
Просмотров 1,2 тыс.3 месяца назад
Whether you are making a 2D game or 3D game, Open World or 3D Puzzle game, we always need a player with smooth animations and transitions. How do studios make characters smoothly transition between states without making hundreds of animations? Blend Trees! Blend trees are part of any major game engine, so whether you're using Unity, Unreal Engine, or Godot, you can easily incorporate blend tree...
Build a beautiful 3D open world in 5 minutes | Rain, Snow and Post-processing | Pt. 5
Просмотров 6 тыс.4 месяца назад
In this 3D open world, we continue the series and further enhance our scene using post-processing effects such as bloom and a color grading. This gives us a polished, professional scene which allows assets to glow. Additionally, we add in some basic weather to our scene, including rain and snow. Unity Asset Store Assets: Polygonal's low poly particle pack: assetstore.unity.com/packages/vfx/part...
Simple Day Night Cycle for 3D Open World Games
Просмотров 4 тыс.4 месяца назад
Simple Day Night Cycle for 3D Open World Games
Build a beautiful 3D open world in 5 minutes | Environment, Structures, Props | Pt. 4
Просмотров 12 тыс.8 месяцев назад
Build a beautiful 3D open world in 5 minutes | Environment, Structures, Props | Pt. 4
Build a Beautiful 3D Open World in 5 Minutes | Pt. 3
Просмотров 13 тыс.8 месяцев назад
Build a Beautiful 3D Open World in 5 Minutes | Pt. 3
Build a beautiful 3D open world in 5 minutes | Water, Lakes, Environment | Pt. 2
Просмотров 56 тыс.10 месяцев назад
Build a beautiful 3D open world in 5 minutes | Water, Lakes, Environment | Pt. 2
Stop Using Simple If Statements, Start Using This
Просмотров 70510 месяцев назад
Stop Using Simple If Statements, Start Using This
Superbullets Are A Nightmare For Gamers and Developers
Просмотров 47511 месяцев назад
Superbullets Are A Nightmare For Gamers and Developers
Blur Any Background in Unity | 2024
Просмотров 11 тыс.11 месяцев назад
Blur Any Background in Unity | 2024
Make A Floating Island in 5 minutes | Blender 3.4
Просмотров 10 тыс.11 месяцев назад
Make A Floating Island in 5 minutes | Blender 3.4
Custom Fonts in Unity in 1 minute
Просмотров 2,3 тыс.11 месяцев назад
Custom Fonts in Unity in 1 minute
Create an Advanced Bullet Hole Effect In Your Game | Unity 2024
Просмотров 3 тыс.Год назад
Create an Advanced Bullet Hole Effect In Your Game | Unity 2024
Crush ALL Lag in Unity with New Add-On | Unity 2023
Просмотров 2,3 тыс.Год назад
Crush ALL Lag in Unity with New Add-On | Unity 2023
Bubble Shield Shader Graph Tutorial | Unity 2023
Просмотров 4,5 тыс.Год назад
Bubble Shield Shader Graph Tutorial | Unity 2023
Build a beautiful 3D open world in 5 minutes | Unity
Просмотров 313 тыс.Год назад
Build a beautiful 3D open world in 5 minutes | Unity
My Longest Hunting Rifle Snipe - 253m!!!
Просмотров 3755 лет назад
My Longest Hunting Rifle Snipe - 253m!!!
Hold the Line: Classic - 5:54.02 (3rd All-time)
Просмотров 356 лет назад
Hold the Line: Classic - 5:54.02 (3rd All-time)
Hold the Line: Desert - 7:43.06 (3rd All-time)
Просмотров 366 лет назад
Hold the Line: Desert - 7:43.06 (3rd All-time)
Thanks youre the goat man
Maybe a pickup system that is NOT infinite like GTA. A pistol slot, a rifle slot, a backpack, a vest (?) and some ammo slots.
Nice!! Will u do the course on how to do it multiplayer?
Bro is crazy💪🏻
this makes me want to go fishing
:)
Can you explain how How to connect the Player Controller to the camera and character controller 16:56 thanks!
I’m doing it in the background during that part but did it fast. You just drag the camera/player controller in the hierarchy onto the script fields in the inspector on the right
Great tutorial
If you haven't, can you show us how to change the sky box to a storm, rain, or snow weather? I saw the one where you had shown how to add the particles, but if we wanted a thunderstorm, rain, and snow cycle. How can we set the sky boxes to change for that?
Hey yeah I do want to get back to that series and i plan on a more advanced weather system for the next one. I am nearly done with the player controller series so I'll be back to that soon! In the meantime, I do have a tutorial showing how to blend skyboxes in a shader, I would check this one out ruclips.net/video/Mgb4b_oZ7yk/видео.html
@@spaderdabomb just watched it. Your videos are much easier to follow. Plus the scripts. You're awesome
Building a city id love to learn 🙏🏾
Thank you ! For a person with learning difficulties best vid ive found, also is there a way to create a literal city scape?
This is more a natural environment series but maybe in the future I can do a city scape :)
Amazing…I spent a lot of time looking for this
spader, where is the animator SprintRight? i cant find it.
nvm, i create other SprintLeft and make him mirror for SprintRight lol
@@siulaos yep that's what I did haha
Nice! Please make more parts 🎉
____ COMMON ISSUES AND BUG REPORTS ____ 1. Around 20:00, I missed putting in a clip showing that you need to remove the LateUpdate() function that sets AttackPressed and GatherPressed to False - make sure you do this BEFORE adding the animation events! Thanks @CodeOrDieUK
Your the best! where did you learn c# from?
Self taught over many years
trees come up pink with no textures i cant figure it out
Did you open a URP project? That base assets are for Built-in render pipeline. However, there is a folder named "SRP" in the assets you can open and double click the unity package file to convert them to URP assets.
hey im having an issue where my walk speed is quite jittery and very slowed down, and when i run forward left or right the animation goes between the walking forward left or right and run left and right animations causing the character to jitter, okay watched a bit of your next video and the issue has resolved to the point where it blends smothely however the run forward right and left animation doesnt play instead it is just the walk right and left, Enjoying the videos they are a great help keep doing what your doing thank you
Hmm, there's a lot of places where the issue could be. Sounds like maybe a run or walk diagonal value is not set correctly in the blend tree? If you want to join the discord I can help out a lot more with screenshots.
Fyi. Remove the LateUpdate function in PlayerActionInput Class that sets the 2 bools to false. I dont think you remove it in the video but in the git files it has been removed. It wont work correctly if that is left in. Took me forever to realise where I'd gone wrong but I got there in the end haha.
Dam, glad u found that, it appears I forgot to put that clip in, apologies it probably threw you for a while! I will make a pinned comment so hopefully others don't have this issue, thanks!
@@spaderdabomb Haha all good :)
Hey there, I love your series! I've been using this series and your 5 minute series to learn unity, and I couldn't help but wonder, can you please show us how you figure out adding features? I'd love to learn how to add rolling/ dodging, sliding, crouching, blocking, changing keybinds and strafe speed values, and I don't think asking for a tutorial on an infinite amount of possibilities is sensible, so I wanted to ask how one would begin learning how to do all of that by themselves while starting out in Unity. Thank you for your time, I love your videos and how polished each feature is!!
Thanks for the suggestions. I will be doing a final follow-up to address user feedback, so I will try to incorporate some of these, but I do want to wrap up this series and likely won't get to many of the things you suggested. As for blocking - that can be implemented almost identically to attacking. Changing keybinds is out of the scope for this series, but for that, you'll want to use Event.KeyBoardEvent() to get the key pressed. You can then save that in some scriptable object or static data class.
@@spaderdabomb Thank you very much, looking forward to it-and thank you for the advice!
Hey man since youre doing 1 more video could you maybe implement air momentum? Currently the controller will lose all momentum in the air if you let go of the movement keys but a more desirable feature would be to keep momentum and still having a little control while youre in the air. Great course by the way I really did learn a lot :)
Ah good find, never noticed it didn't have air momentum - it definitely should. I think it should be an easy fix, basically just turn off drag while airborne. I'm not sure if games usually still have a little bit of drag in the air? I'll have to play around with it.
@@spaderdabomb thanks bro :)
Can you please help Unity keeps telling me LOD groups are not supported. I tried removing the LOD group but that doesn't work. However if I place the prefab in my hierarchy I am able to place it on the terrain although using that method would take horrendously long
Amazing..thank u
Theres an error here in the UpdateMovementState(). In the videos its like this > bool isWalking = (isMovingLaterally && !canRun) || playerLocomotion.WalkToggledOn; < But walking doesnt work... but in the gitgub its like this > bool isWalking = isMovingLaterally && (!canRun || playerLocomotion.WalkToggledOn); < and it works how it should.
Good find - I do have a pinned comment on the video where I wrote that line correcting it, but I'll pin this here as well, thanks!
Sop browdy, continue the hustle, keep grinding
Gotta keep grindingg
Thank you for the new video! I have already used it in my open world survival game. However, I need to add a swimming system to it. If you have more time, could you please make a tutorial on this? Thanks again! and i find animations very hardly from unreal Engine that works well so if you want please let me know.
I plan on doing a final video where I throw in user suggestions so I'll note this =)
@@spaderdabomb Thanks :)
I tried making my own fps controller but I failed. I got the basics working but when it came to the advanced stuff I could never figure it out. How did you learn so much about creating player controllers? Is theres any other courses/books that you would recommend for learning advanced stuff like what you're teaching here? I
This is the 3rd time I've tried to make a player controller. They are really difficult and I built up this knowledge over years of experience in Unity. Started with youtube tutorials, a lot of experimenting on my own, reading Unity documentation and practice. My biggest suggestion is a lot of experimentation by yourself and do a lot of searching for how others accomplish things. I never read a specific book or anything but those are great as well.
Hey spader, i had my exams and left unity for like a few months and now i will restarting from june and i think this series will help me get back in touch with game dev.
yoo i just build Muck right now
YOU ROCK !
i am brand new i would not recommend this tutorial he does not explain how to do a single thing.
im trying to make games but i did no research so i quickly realized my mistake, so i started watching tutorials like these and i can actually help my team out instead of being just the idea maker for me and my friends. but this tutorial did help a lot.😁
Very helpful and easy; thanks!
Followed along exactly and the FPS controller just falls through the floor and is not showing the terrain.
Delete from scene and re add the prefab, not sure why this happens to some people
this is cool, how do you time the sinus? I want to synchronize something to the effect
If you want to sync something within the shader (like an additional effect), then you should split from the same time node so it's in sync =).
@@spaderdabomb sadly not inside the shader, trying to sync a 3d soundsource going up at the same time the blended pattern does. Need to sync to the sine curve externally, guess ill have to modify the shader to run once and start them by code simultaneously? Dont know enough about shaders to replace the sine curve tough... (Or if this is even possible)
Hey thank you, this was fun! Took a bit longer, but that's mostly because of loading time. Was fun to do :)
Changing the lighting wrecks the shader for me, id rather not use realtime lighting and use baked maps but the water shader just dont work otherwise seemingly
your not a human. dude thta really awesome, its easy to understand
This is such a good series, would really love to see you add other things like swimming, rolling and melee
Some of that stuff is coming soon :) almost finished editing next vid
hehe ppVolume
Someone noticed lol
Your videos are so helpful 😭 you explain everything so clearly and to the point, how do you not have more subs !
i love this video! very helpful for me, because i don’t make games that look like this. i make retro 2.5D games. i wanna make a game using this tutorial, but id feel like an imposter because i didn’t model my own stuff
~~~~BUG FIXES ALERT~~~~ At 12:12, when adding in the lateralVelocity check, I accidentally used the y component instead of the z component. Make sure you line reads like the one below (source code has been modified) Vector3 lateralVelocity = new Vector3(_characterController.velocity.x, 0f, _characterController.velocity.z);
why does my grass have gaps in it and isnt just blended withj the ground like his is
Turn up detail density if yours is low
MY GUY KEEPS FALLING THROUGH THE TERRAIN
Try deleting from hierarchy and dragging on prefab again, I think something can glitch with colliders the first time
your vids make me so happy ( I'm one of your 3.4 viewers btw love your streams too)
Thank you Spader for all of the awesome tutorials. I’m just having one compiler issue with the “PlayerLocomotionInput” script. I’ve done everything the exact same way you’ve done it. But, for some reason I keep getting error CS1061 telling me: ‘PlayerControls’ does not contain a definition for ‘PlayerLocomotionMap’… I’ve tried everything to no avail. It would mean the world to me if you could help ❤💯
Is there a way to make the ground layer texture a bit more vibrant?
In a later part of the series (part 4 I believe) we check out some new ground textures that are a bit beyter
My Trees are Flying
See part 3 where we fix :)
Do you have any thoughts on creating a large world so the player can't see forever into the distance?
Generally you can deal with this using a custom skybox or a super distance circular mesh that goes around the entire map. Certain post processing effects can be used to distinguish it from the real terrain. Valheim is a great example where they use a blur post processing effect on a skybox