Great tutorial series! Thank you for making this. I also followed your Smooth Camera Follow tutorial video. I was wondering if there was an easy way to change the players movement to be relative to the camera's position rather than locked to the axes? I would like to use both this movement system as well as the smooth follow camera but be able to rotate the camera with the mouse and have W still move the character forward. Any tips or help would be greatly appreciated!
Thanks! I’m currently working on the camera rotation part of the tutorial, and will hopefully publish either tomorrow or the day after. Thanks again! 🤗
I've noticed that depending on how fast you press the jump button, your jump height changes with the second jump - so if you do it quickly, you fly up, but if you do it slowly, you get the normal height. Is this intended?
Please help with adding buoyant force to character controller Detecting trigger and collision, I am stuck and unable to do these things with character controller;
I challenged myself to figure out the double jump logic before proceeding the video, the only difference I did was. Instead of doing a coroutine to reset the jumps. In the ApplyGravity() Method below velocity = -1.0f; I put numberOfJumps = 0; Either way works, probably just comes down to personal preference.
Where do you call jump from?? I looked at the repo but couldn't find any calls. I'm having trouble implementing this with my current code, it always makes lets me triple jump no matter what I set maxJumps to :(
This is the best tutorial I've found using the new movement, but could you please make a tutorial using this script but added a 3rd person camera and make movement relative to the camera? Every tutorial I find doing that makes the gravity and jump stop working. Thanks!!
Thank you for your kind comment! I have a few tutorials that I’m working on, but I could prioritise the 3rd person camera one first. I’ll get it done as soon as possible! Thanks again!
everyone is like "thank you! omg!" but here i am wondering like... is everyone well versed in C# that they understand what's going on? cus I feel so dumb just blindly typing all this code not knowing exactly what's happening (to a certain extent i know what's happening, i just would never be able to come up with this code which is why im here), yeah everything is working as intended but its so fast, am i supposed to already know what all this is? idk it's frustrating because i know this will work for my project but if i wanted to do another project i know i will have to comeback to this or another tutorial on how to do something, i just dont feel like im learning. I appreciate that these are short videos, but each video turns into an hour session of me trying to understand whats happening.
This WaitForLanding business is VERY helpful, thanks!
Glad to hear that! 🤗
Your lessons help me a lot to learn Unity. Thank you very much )
Thank you!
Great tutorial series! Thank you for making this. I also followed your Smooth Camera Follow tutorial video.
I was wondering if there was an easy way to change the players movement to be relative to the camera's position rather than locked to the axes?
I would like to use both this movement system as well as the smooth follow camera but be able to rotate the camera with the mouse and have W still move the character forward. Any tips or help would be greatly appreciated!
Thanks! I’m currently working on the camera rotation part of the tutorial, and will hopefully publish either tomorrow or the day after. Thanks again! 🤗
it didnt work for me it says all compiler errors need to be fixed before entering play mode how to fix?
Thank You so much!!
Thanks
I've noticed that depending on how fast you press the jump button, your jump height changes with the second jump - so if you do it quickly, you fly up, but if you do it slowly, you get the normal height. Is this intended?
Please help with adding buoyant force to character controller
Detecting trigger and collision,
I am stuck and unable to do these things with character controller;
I challenged myself to figure out the double jump logic before proceeding the video, the only difference I did was. Instead of doing a coroutine to reset the jumps. In the ApplyGravity() Method below velocity = -1.0f; I put numberOfJumps = 0;
Either way works, probably just comes down to personal preference.
Where do you call jump from?? I looked at the repo but couldn't find any calls. I'm having trouble implementing this with my current code, it always makes lets me triple jump no matter what I set maxJumps to :(
This is the best tutorial I've found using the new movement, but could you please make a tutorial using this script but added a 3rd person camera and make movement relative to the camera? Every tutorial I find doing that makes the gravity and jump stop working. Thanks!!
Thank you for your kind comment!
I have a few tutorials that I’m working on, but I could prioritise the 3rd person camera one first. I’ll get it done as soon as possible! Thanks again!
@@chonkgames appreciate it!! Can't wait to see your next videos.
This was cool. Can you add a FPS camera to this?
Thank you! I could absolutely publish a video on that, hopefully coming up soon! 🤗
🔥🔥🔥
need the animation tutor
everyone is like "thank you! omg!" but here i am wondering like... is everyone well versed in C# that they understand what's going on? cus I feel so dumb just blindly typing all this code not knowing exactly what's happening (to a certain extent i know what's happening, i just would never be able to come up with this code which is why im here), yeah everything is working as intended but its so fast, am i supposed to already know what all this is? idk it's frustrating because i know this will work for my project but if i wanted to do another project i know i will have to comeback to this or another tutorial on how to do something, i just dont feel like im learning. I appreciate that these are short videos, but each video turns into an hour session of me trying to understand whats happening.