WALL JUMPING & CAMERA EFFECTS - Unity Tutorial

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  • Опубликовано: 1 апр 2022
  • WALL JUMPING & CAMERA EFFECTS - Unity Tutorial
    As a continuation to my wall run tutorial last week, I'm now going to show you how to add wall jumping and smooth camera effects (fov change and cam tilt).
    If this tutorial has helped you in any way, I would really appreciate it if you leave a like in return. And you can also subscribe to this channel if you want to see more tutorials like this one.
    Links:
    ➤ DOWNLOAD the WALLRUNNING SCRIPT: www.mediafire.com/file/0emksz...
    ➤ DOWNLOAD the CAM SCRIPT: www.mediafire.com/file/aqsi81...
    ➤ GET the PLAYER MOVEMENT SCRIPT: • FIRST PERSON MOVEMENT ...
    ➤ DOWNLOAD the PROJECT (in the free-code-dave channel): / discord
    ➤ DON'T CLICK: bit.ly/2VcrDZt
    ➡️ Get Access to my full MOVEMENT LAB!➡️
    ➤ Trailer: • MOVEMENT LAB - Unity P...
    🏹 Get Access to my RANGED COMBAT LAB!🏹
    ➤ Trailer: • RANGED COMBAT LAB - Un...
    Other interesting videos :D
    ➤ THROWING Grenades, Knives and Other Objects - Unity Tutorial): • THROWING Grenades, Kni...
    ➤ FULL 3D ENEMY AI in 6 MINUTES! || Unity Tutorial: • FULL 3D ENEMY AI in 6 ...
    Support me on Patreon:
    ➤ / davegamedevelopment
    #UnityMovement #UnityWallrunning #UnityTutorial

Комментарии • 173

  • @user-lc5gh1kk4j
    @user-lc5gh1kk4j 2 месяца назад +3

    If anyone is having troubles with the player, re-attaching themselves to the same wall after the wallTimer finishes(due to the exitWallTime not being long enough), you can add "if(wallLeft || wallRight) {exitWallTimer = exitWallTime}" in the if loop, where you count down the exitWallTimer.

  • @YiaHong
    @YiaHong 2 года назад +7

    I love this movement tutorial series so much!!! Very clean explanation and all movements are cool~ keep it up ❤

  • @blookester6583
    @blookester6583 2 года назад +21

    Respawn: *Doesn't make Titanfall 3*
    Indie devs: "Fine, I'll do it myself."

  • @SaharshDev
    @SaharshDev 2 года назад +18

    At first i thought this movement was not better but eventually, it is getting way better... Can't wait for the grappling tutorial xD

  • @yulovery6398
    @yulovery6398 Год назад +1

    Love you . This is awesome

  • @s..y
    @s..y 2 года назад +3

    Again another good tutorial

  • @DevNoob
    @DevNoob 2 года назад +1

    YES YES YES! I'm probbably gonna use this info for my new game :D :D :D I was looking for this!!

  • @ShakerFS
    @ShakerFS 2 года назад +1

    that's a really nice tutorial right there

  • @TheMindMasteryClub-iu9go
    @TheMindMasteryClub-iu9go 2 года назад +1

    Thank you for everything!

  • @biscuittinx9203
    @biscuittinx9203 2 года назад +1

    thank you man for uploading this

    • @davegamedevelopment
      @davegamedevelopment  2 года назад

      No problem, glad you like it!

    • @biscuittinx9203
      @biscuittinx9203 2 года назад +1

      @@davegamedevelopment for the wall run script, what did you put what is wall and what is ground as they are mixed. is it just wall and ground layermasks?

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +2

      @@biscuittinx9203 Yes, I made it simple and just selected both.

  • @BFFUWGTHAFO
    @BFFUWGTHAFO 2 года назад +2

    I would like to ask if you could show us how you go about using probuilder and progrids.
    Maybe a few examples of basic modeling? (ie.: scale, extrude, inset, loopcuts, holes, etc)

  • @TheMindMasteryClub-iu9go
    @TheMindMasteryClub-iu9go 2 года назад +1

    Finally your again here!!

  • @shix207
    @shix207 2 года назад +2

    I can’t wait for climbing
    Var fun = Dave + unity

  • @taqaz
    @taqaz 2 года назад +1

    first like i love your tutorials

  • @yanfoo
    @yanfoo 2 года назад +9

    To avoid double jump on the same wall, remember the last wall normal and prevent jumping if the next normal is near the previous normal, like below an normal angle of 30 degrees, for example. This will feel more realistinc, as you can't really wall jump on the same normal angle.

  • @TheRealBearclip
    @TheRealBearclip Год назад +2

    For people having trouble sticking to the wall and making it so you can wall run create a new physics material then set the Dynamic Friction to 0 Static Friction to 0 Bounciness to 0 Friction Combine to Minimum and Bounce Combine to Average :) great vid btw I was just finding a base movement tutorial and now im following the whole series

    • @tvcheese2125
      @tvcheese2125 Год назад

      Thank you so much!

    • @xuanki1
      @xuanki1 8 месяцев назад

      My raycast isn't even work every time I try to get stick in the wall the state doesn't change, do you know why?

  • @dorianrecht1202
    @dorianrecht1202 2 года назад +1

    Hey Dave in all your wallruning tutorial you use a / d to get the position of the player how can we got this by for example the camera angle? Thanks also again a nice tutorial 👍

  • @humayunmirza6843
    @humayunmirza6843 2 года назад +1

    Thanks

  • @victor.novorski
    @victor.novorski Год назад

    I'M LEARNING BRUH!!!!

  • @Makinator
    @Makinator 2 года назад

    nice video! can u make a tutorial about adding stamina (with ui, and sliding will increase stamina losing)?

  • @munyunu
    @munyunu 2 года назад +2

    Hi, can you please clarify: Does your Patreon contain all of these tutorials already? Or are these new? I'd love to subscribe to the Patreon if it has more of these tutorials starting from a scratch project. This is amazingly cool work.

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +3

      The MovementLab project contains everything I've showed in tutorials and even more. I also update it every month and add new abilities / overwork existing ones :D

  • @muhannad2793
    @muhannad2793 2 года назад +3

    Thanks for the amazing tutorial!!
    I just have a question regarding the movement in this series .
    how can i change direction mid Air towards mouse direction ?
    could not find any help online!
    i'll appreciate the help T_T

    • @Denomote
      @Denomote Год назад

      make sure your air multiplier isn't set to zero

  • @MrJamzOG
    @MrJamzOG 2 года назад +2

    Are you planning to release a tutorial on the grappling you have done for the movement lab promo video?

  • @clout8675
    @clout8675 10 месяцев назад

    i also have another problem where sometimes based on the wall's normals, the force applied on the jump is less than what i set it to be

  • @itscopper
    @itscopper Год назад

    Amazing tutorial but when I try to jump on the wall sometimes it does not let me get onto the wall

  • @beardulesgaming9900
    @beardulesgaming9900 Год назад

    excellent tutorial series, thank you for uploading. I have found that, during a wallrun, my camera view clips through my walls, showing whats on the other side. Any ideas how to avoid this?

    • @zypherone
      @zypherone Год назад +2

      edit the clipping planes on your main camera to something like 0.025. it works for me

  • @GinyuForce
    @GinyuForce 2 года назад +3

    Hello, is all of this functionality as well as additional stuff that you might cover in future videos already implemented in the full project with learning plan that's available on your patreon?
    I'd like to learn and see how all of this works.

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +4

      Yes, everything already implemented + I'm updating it every month :D

  • @gakebagiannama4401
    @gakebagiannama4401 2 года назад +2

    your voices remind me to Brackeys channel

  • @mithilesh8385
    @mithilesh8385 2 года назад +2

    Just What I Want ..

  • @julekf9046
    @julekf9046 2 года назад

    hi i know this is thing from other video but i have a problem my speed state isnt changing when i crouch, do you have any ideas how to fix this

  • @Eastyoffutt
    @Eastyoffutt 10 месяцев назад

    I have a problem where on two faces of a wall, my wallrunning works, however on the other two faces one of them applies an upwards force and the other one a downward force. Any Ideas?

  • @llsm7553
    @llsm7553 2 года назад

    I followed this tutorial exact and even downloaded you code but when I try to wall jump it just drops me of the wall (the jump doesn't actually work) but it turns of the wall running and that. I've found it's because of the exitingWall bool as when I allow jumping when exiting wall is false (!exitingWall) this happens but when I take it away it works. I know the function runs as I used debug.log in the funtion and it prints something but it won't work with the exitingWall. Please Help!!

  • @cacti74
    @cacti74 6 месяцев назад

    i followed this tutorial series but my camera clips through the wall. i reduced the clipping planes and it worked but now i can see part of my player when im sliding. anyone have a fix?

  • @KineticProduction
    @KineticProduction Год назад

    How to add footstep sound whenever walking and sprinting ?

  • @RikiGamingOfficial
    @RikiGamingOfficial 2 года назад +1

    Tq even though im not a game maker lol

  • @SpiritualSteve
    @SpiritualSteve 2 года назад

    when i wall run and my camera tilts, part of my camera goes through the wall, as well as everytime i do so, a scene called DontDestroyOnLoad appears

  • @mcchicken5146
    @mcchicken5146 Год назад

    hey im having trouble with dotween it gives me a error message of assets/plugins/demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs does anyone know how to fix this?

  • @sp4ky91
    @sp4ky91 2 года назад +2

    How would you implement a corner mantle? If your player character got to a corner and wanted to climb it or h9ld onto it like titanfall 2/apex legends

    • @captainvaughn5692
      @captainvaughn5692 2 месяца назад

      That would be an animation tho, not rigidbody movement right? In that case you can do that many ways via blend trees, you just need a parameter that sets the animation. That parameter could be a float that is equal to the y distance of the next corner, if the float is smaller than the trigger level the animation will occur. I'm not sure if that would work, but its worth a try

  • @dalidasse9593
    @dalidasse9593 9 месяцев назад

    Hey for people having the same problem as me as if the character not rotating anymore use another script to make the player rotate while looking
    here's what i used(might have some stuff that are useless)
    using System.Collections;
    using System.Collections.Generic;
    using System.Threading;
    using UnityEngine;
    public class PlayerRotate : MonoBehaviour
    {
    public Transform playerObject;

    [Header("References")]
    public PlayerCam pm;
    float xRotation;
    public float sensX;
    // Start is called before the first frame update
    void Start()
    {

    }
    // Update is called once per frame
    void Update()
    {
    float mouseX = Input.GetAxisRaw("Mouse X") * Time.deltaTime * sensX;
    playerObject.Rotate(Vector3.up * mouseX);
    }
    }

  • @saraschroder7523
    @saraschroder7523 Год назад +3

    Hey Ive been following along with all of your tutorials and my characters controller is finished now and amazing! I have a problem with the wall jump though. Every time I walljump, rather than jumping off the wall and falling, my player floats up into the air. Do you have any suggestions on how I can fix this? Please.

    • @sofiaonaga5352
      @sofiaonaga5352 Год назад +1

      me too!

    • @mathiasprudhomme6495
      @mathiasprudhomme6495 Год назад

      You still have that problem ?

    • @excaliber_bruh
      @excaliber_bruh Год назад

      Try finding at the exit of the wallrun function set rb.useGravity = true;

    • @TheRealBearclip
      @TheRealBearclip Год назад

      all you need to do is tick the "Use Gravity" box then it should work :)

    • @kenan-nynor
      @kenan-nynor 11 месяцев назад

      use
      rb.useGravity = true;
      pm.wallrunning = false;
      in your StopWallRun() function and it should be solved. And make sure you are calling the function

  • @user-iu1cs5st7j
    @user-iu1cs5st7j 10 месяцев назад

    Does anybody know a fix to my problem? Every time I tried importing Dotween, unity suddenly showed compiler errors, but I didn’t make any changes in the projects and it was working before the import. Then I remove it and it works again. I couldn’t find any solutions online, so please.

  • @hajjex_9086
    @hajjex_9086 2 года назад +3

    Do u think it's efficient to add code to the wall it self, so that it can exchange information with the player to determine if it was the last wall u have ran on?

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +1

      Too complicated, the easiest way would be to store the normal of the wall you're currently detecting, and then check every frame if it has changed -> If it did, you probably hit a new wall.
      Not a perfect solution though

    • @hajjex_9086
      @hajjex_9086 2 года назад +1

      @@davegamedevelopment yes, it has its problems though, for example;
      What if the player wants to fall down, and below him is curved wall that would lead to underground or something (kind of like a slide but turned to act as a wall)
      The first normal would be the same as the previous wall.

    • @versenova5531
      @versenova5531 2 года назад

      @@hajjex_9086 im assuming all of the walls are named differently, maybe you can save the name of the wall as a string by detecting what wall you hit adn saving its name in a variable, idk much tho

  • @thegw8841
    @thegw8841 Год назад

    my player also most teleports when jumping is there a fix for this

  • @edvinest7887
    @edvinest7887 11 месяцев назад

    For me, doing it this way results in the players camera rotation being reset to the default value.

  • @JakeBurnerDesigns
    @JakeBurnerDesigns 2 года назад +1

    Hey, curious, is it possible you could do a tutorial on back flips or front flips like in DUSK? Where while you're in the air, the camera's X axis is completely unlocked allowing you to do sick flips. I tried doing this a while back when I used plai's scripts by doing something like:
    if(!isGrounded)
    xRotation = Mathf.Clamp(xRotation, -90f, 180f)
    (i set it to 180f is cause I wanna go full on Matrix, like I slide underneath a big enemy and just unload a flurry of bullets in a full 180 degree.)
    To a degree, it worked...except when I land on the ground I all of a sudden snap looking up or down. Like after I land doing a front flip, I snap to looking down, and when I do a backflip I snap to looking up.

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +3

      Sounds interesting, I'll experiment with that once I have time, if it turns out nice, I'll make a tutorial :D

    • @emanknight4934
      @emanknight4934 Год назад

      hi! it sounds interesting, have you succeded in doing this and if Yes could you please tell me how(or send the code)? thank you.

  • @user-xr7sm2et6z
    @user-xr7sm2et6z 2 года назад +2

    Grande penne

  • @vivekvan
    @vivekvan 2 года назад

    Will that project file will work in unity 18

  • @Alexgamer-pp7hm
    @Alexgamer-pp7hm Год назад +2

    I am making mine with 3D view, but still want a camera tilt when wallrunning. However, I could not figure out how to tilt the cinemachine camera accurately; if anyone can help I'd much appreciate it!!

    • @saltyman5603
      @saltyman5603 5 месяцев назад

      You ever figure it out?

    • @Alexgamer-pp7hm
      @Alexgamer-pp7hm 5 месяцев назад

      @@saltyman5603nope not yet…

    • @saltyman5603
      @saltyman5603 5 месяцев назад

      @@Alexgamer-pp7hm i did figure out some stuff, but kind of just gave up and just used his character controller. The cinemachine virtual cam has an fov variable and a variable called dutch that controls the tilt. The only issue is, if you use those, you can't use the dotween and have to think of a new method to lerp it. That is where I gave up.

    • @Alexgamer-pp7hm
      @Alexgamer-pp7hm 5 месяцев назад +1

      @@saltyman5603Yeah, what i was considering was just making separate static cameras for each wall where i could do a wall slide, and then transition to those when i enter that area, but it’s very much based on the environment for the game. Not fun to place a bunch of separate cameras everywhere

  • @RealBlueWolf
    @RealBlueWolf 2 года назад +1

    Ive found 2 problems with the scripts, one is that if i just hold w towards a wall i can just stay floating in the side of it. That being said its not a huge problem since you cant move anyway so only option is to release anyway. But one that annoys me is that i seem to be able to run on a wall for an infinite amount of time as long as its curved inward, its ends the wallrun but manages to hold on because it just starts a new one. Is there a way to solve it like you did with the wallclimbing?

    • @ThiccestMayo
      @ThiccestMayo 2 года назад +3

      Put a physics material on your player colider and set friction and bounciness to 0 and minimum

    • @supersentaimexicano1967
      @supersentaimexicano1967 Год назад +1

      @@ThiccestMayo Thanks, this helped me.

    • @user-lc5gh1kk4j
      @user-lc5gh1kk4j 2 месяца назад

      Add "if(wallLeft || wallRight) {exitWallTimer = exitWallTime}" inside the if loop that counts down the exitWallTimer. This way if you are still touching the wall during the exitingWall state, it will prolong the state until you actually leave the wall.

  • @josemanuel5205
    @josemanuel5205 2 года назад +1

    I've been following along whilst using the character controller, all has been fine except for the wall jump, it almost teleports the player in the jump direction. Any help?

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +1

      Well you need to apply the movement over multiple frames, not just one. You probably need a bool that's true while you're jumping and then while this bool is active apply the jump force.

    • @thegw8841
      @thegw8841 Год назад

      @@davegamedevelopment would this also work for regular jumping

  • @supersentaimexicano1967
    @supersentaimexicano1967 Год назад +1

    I have an error. My player sticks to the wall, after the walltimer runs out, so what happens instead of dropping to the ground, since the player it's still stuck in the wall I only fall a little and then continue wallRunning, does anybody have any idea how I can solve it?

    • @michaelcooper2781
      @michaelcooper2781 Год назад

      Having the same problem, did you find a solution? I need to be able to start wall running from happening again until I touch the ground

    • @thatsjustfunny1
      @thatsjustfunny1 Год назад

      @@michaelcooper2781 having the same problem, did you find a solution?

  • @nickcalt5446
    @nickcalt5446 2 года назад +1

    Im having a problem with the wall jumping bit. After typing in all the exit code, I jump either high or almost not at all, what could fix that?

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +1

      Are you using ForceMode.Impulse for the jumping? And also, you could Download the project file over my discord server to see how everything is set up :D

    • @nickcalt5446
      @nickcalt5446 2 года назад

      @@davegamedevelopment I think there is something wrong with the player movement script on my end, and I cant access it on my phone. Ive gone through the wall running script very closely, line for line, and saw no error. If you could put the most recent version of the movement script in the description as an individual file, I would greatly appreciate it. Thank you in advance. Also, Ive tried downloading the script through discord, but could not see the code.

    • @zypherone
      @zypherone 2 года назад

      did you ever fix this? im hella stuck rn with that issue

  • @ILIKEPC
    @ILIKEPC 2 года назад +2

    When falling, my Y velocity resets for a movement.... It feels bad when playing the game, plz tell the fix

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +2

      I'm quite busy at the moment, but I'll look into it asap :D

    • @ILIKEPC
      @ILIKEPC 2 года назад +1

      @@davegamedevelopment ok boss

    • @ILIKEPC
      @ILIKEPC 2 года назад

      @@davegamedevelopment If you are free now, plz solve my issue

  • @TheGoldenDragonDev
    @TheGoldenDragonDev Год назад

    so my camera appears to be clipping through my character. Idk why this is but i cant figure out how to stop it. Any idea what i could do?

    • @NikolasPapadakis
      @NikolasPapadakis Год назад

      this is a bit late but you just need to go to your camera and change clipping planes to 0.01

  • @bexymathew9668
    @bexymathew9668 2 года назад +1

    Hi there ,I have doubt for making 3d boss ,with stages and powers.there is a channel named "joexscript" which have a 3d boss tutorial ,he speaks in Spanish.please watch it and if it is ok , please make a simplified one of the video of the boss mechanics because I didn't understand it .it would be very helpful.with animations

    • @bexymathew9668
      @bexymathew9668 2 года назад

      This is the video ruclips.net/video/87vCLy5IL2E/видео.html

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +1

      A boss tutorial sounds nice, I'm probably gonna do this sometime :D

    • @bexymathew9668
      @bexymathew9668 2 года назад

      Ok great thank you so much.i hope the boss will have animations

  • @clout8675
    @clout8675 Год назад

    I am getting an error saying that my camera does not have the method of DOTILT or DOFOV, i have copied the code 1:1 yet i am still running in to this problem. can someone help me?

    • @TeamRadioDrill
      @TeamRadioDrill Год назад

      If you have the asset that he mentioned(DoTween) then i think its cuz u put them in caps. its DoFov and DoTilt

  • @ronak3813
    @ronak3813 2 года назад +1

    i am getting an error
    Assets\Scripts\WallRunningAdvanced.cs(173,12): error CS1061: 'PlayerMovementAdvanced' does not contain a definition for 'wallrunning' and no accessible extension method 'wallrunning' accepting a first argument of type 'PlayerMovementAdvanced' could be found (are you missing a using directive or an assembly reference?)

    • @TeamRadioDrill
      @TeamRadioDrill Год назад +1

      I know im late but its probably because your movement script is not called PlayerMovementAdvanced

    • @Johnmcclaine3118
      @Johnmcclaine3118 Месяц назад

      I have also this problem but but my movement script have the right name...

  • @krypticq4999
    @krypticq4999 2 года назад +1

    When I do the get component at 5:43 it says “Camera does not contain a definition for DOFieldOfView” even though I imported the DOTween asset. Do you know what’s wrong?

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +1

      Is the variable for the camera of type "Camera" or "Transform"? Because this function only works if you directly call it on the Camera component, not transforms :D

    • @krypticq4999
      @krypticq4999 2 года назад +1

      Wow I’m so dumb, thank you Dave!

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +1

      @@krypticq4999 haha no problem, glad I could help!

  • @Frykuu._.
    @Frykuu._. 2 года назад

    hey bro do you know how to make cctv like rainbow six siege?

    • @owenroughley1889
      @owenroughley1889 10 месяцев назад

      Create cameras and position them around the scene, all under one gameobject. Then, make a script in the parent gameobject, inside of it a list of all the cameras. Then, on whatever input, switch from the first item in the list, to the second and so on

  • @user-ms7mv8up4d
    @user-ms7mv8up4d Год назад +1

    any one has any idea on how to fix this error
    Assets\Scripts\my scripts\PlayerCam.cs(4,7): error CS0246: The type or namespace name 'DG' could not be found (are you missing a using directive or an assembly reference?)

    • @user-dq3iw4wn5o
      @user-dq3iw4wn5o 10 месяцев назад

      this is 3 months late but maybe for future reference- u have to make sure that every word is correctly capitalized or uncapitalized so the words match each other or else it won't work

    • @user-lc5gh1kk4j
      @user-lc5gh1kk4j 2 месяца назад

      Did you import the DG Tween asset that he uses in the video? Because otherwise Unity won't recognise DG.

  • @sofiaonaga5352
    @sofiaonaga5352 Год назад

    When I jump off of the wall, it just floats. I think it's because it doesn't turn the rigidbody's gravity on again. Is there anyway I can fix that?

  • @Cazyman24
    @Cazyman24 2 года назад +1

    can i add wall jumping if i didnt add the wall running?

  • @skippymidnight
    @skippymidnight 4 месяца назад

    Anyone in the comments know where the OnSlope function is? been combing through the tutorial and i cant find it!!! thank u

    • @solidshrek
      @solidshrek 3 месяца назад +1

      check the slopes video

    • @skippymidnight
      @skippymidnight 3 месяца назад

      @@solidshrek thanks i got it!

  • @PortedBricksYT1200
    @PortedBricksYT1200 5 месяцев назад

    uhhhhh it says using DG.Tweening; doesn't exist

  • @videogamestutorial
    @videogamestutorial 2 года назад +1

    What's good

  • @sunilsreedharan5753
    @sunilsreedharan5753 Год назад

    How to I setup the dotween it has got so many errors

    • @leg4ci242
      @leg4ci242 Год назад

      don't check off free/core

  • @bastetthegod5227
    @bastetthegod5227 2 года назад

    when I try to jump, it just floats like i'm on the moon, can anyone help?

    • @davegamedevelopment
      @davegamedevelopment  2 года назад

      Go to your project settings -> physics -> and then change the gravity to 0, -30, 0

  • @ILIKEPC
    @ILIKEPC 2 года назад +2

    Second

  • @ano7371
    @ano7371 2 года назад

    I have a problem with wall jump, when jumping from the first wall to another wall the wallrunning condition is inactive

    • @ano7371
      @ano7371 2 года назад

      oke, i fix this

    • @Centicc
      @Centicc Год назад

      @@ano7371 how did you fix this?

    • @azzytheangel5494
      @azzytheangel5494 Год назад

      @@Centicc did you figure it you?

    • @azzytheangel5494
      @azzytheangel5494 Год назад

      @@Centicc ok, it turns out I accidentally misspeled one of my exitWallTimer statements as ExitWallTime

    • @Cacti75
      @Cacti75 9 месяцев назад

      ​@@ano7371hey, i know this is a really old comment, but i was wondering how you fixed the issue since im having the same one right now

  • @jizzmaster8657
    @jizzmaster8657 2 года назад +3

    my dude sounds like brackeys

  • @mayankkoli2300
    @mayankkoli2300 2 года назад

    my player just sticks to the wall for some reason

  • @ILIKEPC
    @ILIKEPC 2 года назад

    Grappling gun video???????

  • @theboss-ph2ni
    @theboss-ph2ni Год назад

    Hey dave I followed your code to the last bit but when I do a wall run and the camera tilts it gives me this message "DOTWEEN ► Max Tweens reached: capacity has automatically been increased from 200/50 to 500/50. Use DOTween.SetTweensCapacity to set it manually at startup
    UnityEngine.Debug:LogWarning (object)
    DG.Tweening.Core.Debugger:LogWarning (object,DG.Tweening.Tween) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__DOTween/_DOTween.Assembly/DOTween/Core/Debugger.cs:40)
    DG.Tweening.Core.TweenManager:GetTweener () (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__DOTween/_DOTween.Assembly/DOTween/Core/TweenManager.cs:109)
    DG.Tweening.DOTween:ApplyTo (DG.Tweening.Core.DOGetter`1,DG.Tweening.Core.DOSetter`1,UnityEngine.Vector3,single,DG.Tweening.Plugins.Core.ABSTweenPlugin`3) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__DOTween/_DOTween.Assembly/DOTween/DOTween.cs:1084)
    DG.Tweening.DOTween:To (DG.Tweening.Core.DOGetter`1,DG.Tweening.Core.DOSetter`1,UnityEngine.Vector3,single) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__DOTween/_DOTween.Assembly/DOTween/DOTween.cs:432)
    DG.Tweening.ShortcutExtensions:DOLocalRotate (UnityEngine.Transform,UnityEngine.Vector3,single,DG.Tweening.RotateMode) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__DOTween/_DOTween.Assembly/DOTween/ShortcutExtensions.cs:592)
    PlayerCam:DoTilt (single) (at Assets/PlayerCam.cs:48)
    WallRunning:StartWallRun () (at Assets/WallRunning.cs:143)
    WallRunning:StateMachine () (at Assets/WallRunning.cs:95)
    WallRunning:Update () (at Assets/WallRunning.cs:60)"
    and the camera does not reset with the tilt Pls help

    • @theboss-ph2ni
      @theboss-ph2ni Год назад

      So i got that issue out of the way no more warnings, but my camera still wont straighten itself out after the wall run is over, yes i have the ground set to whatIsGround, and yes i have the wall set to whatIsWall

    • @theboss-ph2ni
      @theboss-ph2ni Год назад

      OMG i figured it out it was so dumb i forgot to check mark "Use Gravity" srry
      great vid tho

  • @neonghost4443
    @neonghost4443 Год назад

    Hey Dave, I know it's a late comment. I'm having an issue. When I do the wall jump the first time, it works perfectly but the second time the jump is weak. It makes it impossible for me to chain wall jumps together.
    // enter exiting wall state
    exitingWall = true;
    exitWallTimer = exitWallTime;
    Vector3 wallNormal = wallRight ? rightWallHit.normal : leftWallHit.normal;
    Vector3 forceToApply = transform.up * wallJumpUpForce + wallNormal * wallJumpSideForce;
    //Add Force and reset Y velocity
    rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
    Debug.Log("Adding Wall Jump force");
    rb.AddForce(forceToApply, ForceMode.Impulse);
    This works as expected and the debug gets logged every jump, yet the force seems to not be consistent throughout multiple jumps.
    Also here is my walljump State Machine:
    // State 1 - wallrunning
    if ((wallLeft || wallRight) && verticalInput > 0 && AboveGround() && !exitingWall && canWallRun)
    {
    if (!wallrunnning)
    {
    StartWallRun();
    }
    if (Input.GetKeyDown(jumpKey))
    {
    Debug.Log("wall jumping");
    WallJump();
    }

    }
    //State 2 - exiting wall
    else if (exitingWall)
    {
    if (wallrunnning)
    {
    StopWallRun();
    }
    if (exitWallTimer > 0)
    {
    exitWallTimer -= Time.deltaTime;
    }
    if (exitWallTimer

    • @neonghost4443
      @neonghost4443 Год назад

      Also thanks for this amazing tutorial. I am so grateful for the time and effort you put into making this.

    • @Centicc
      @Centicc Год назад

      I have the same problem, did you ever find a fix?

  • @Johnmcclaine3118
    @Johnmcclaine3118 Месяц назад

    I have a problem on wallrunning script : Assets\WallRunningAdvanced.cs(63,16): error CS1061: 'PlayerMovementAdvanced' does not contain a definition for 'wallrunning' and no accessible extension method 'wallrunning' accepting a first argument of type 'PlayerMovementAdvanced' could be found (are you missing a using directive or an assembly reference?)

    • @Notxepre
      @Notxepre Час назад

      your movement script is named "PlayerMovementAdvanced" and you dont have wallrunning setup in it