This is an excellent question! The answer depends on which Flow we are working with. For instance, in the Mouse Look Flow, we did not Clamp MouseHorizontal. You can freely rotate. gyazo.com/a387276b21e325083f66def9b84c3caa We also use Clamp on Mouse Vertical, to limit how far up and down the Player can look in degrees. In this example GIF it is set to +- 7.5 or 1/10 the original value to show the effect. gyazo.com/da546600348ce7da8aba0efe6a72b214 Finally, in the Directional Movement Flow, we use this to limit the PlayerVelocity. In this example GIF it is set to +- 7.5 or 1/10 the original value for the Forward/Backward movement, and +- 0.75 or 1/100 the original value for the Sideways movement to show the effect. gyazo.com/9657ac10d30ae8754db8b9bdff058f60
It's sort of different from a true gimbal lock, but similar idea. We are straight up clamping the value, which acts as a barrier preventing it from leaving our desired range, whereas a gimbal lock is the loss of a degree of freedom due to two of the three axes of rotation moving along the same axis. Nothing is truly "locked". In the Mouse Look Flow we are talking literal degrees of rotation (Like looking up 15 degrees or rotating 90 degrees clockwise). The next part isn't as straightforward. In the Directional Movement script, all bets are off on standardized units, because the Rigidbody component's Mass property directly affects how much a force applied will move it. So in the tutorial my Rigidbody had a Mass of 10. I limit my Player velocity to a maximum of +-75. If I had a Mass of 1 (the default setting on a Rigidbody component) then I could reproduce the same result using a max of +-7.5. This is different from the PlayerSpeed variable by the way, which acts as a simple modifier for calculating our PlayerVelocity. The modifier is multiplied by the input (Vertical or Horizontal), then multiplied by Time.DeltaTime for smoothness, (ignore the Divide unit that is for a mechanic in my game that is unrelated. It's Slow if you were curious), and finally Clamped to a Min/Max so we don't break physics. Then we convert our values to a Vector3 (x, y, z) and use Set Variable so we can know the value. The most important part by far is the Transform Direction unit, which gives us True Directional Movement. Want to know the difference? Try skipping that unit haha! Finally we simply Set Velocity on the Rigidbody and Unity's Physics takes care of the rest. gyazo.com/6b0888bbbda12131c82b79cd7ca46c61
@@AliveDrive interesting, all I remember that made me want to pull my hair out in Unreal is that Glimbal lock was hard coded into the basic player pawns... How that thing dealt with its gravity and blueprints separately just made my head spin. It tries so hard to give you too much basic stuff with just the visual scripting and yoinks away the stuff you might need to really change.
Bolt is essentially 1:1 C#, so you can conceivably convert any C# into Bolt. Just whatever you do never research Quaternions, they are evil. ruclips.net/video/rb0EhmyQ0aM/видео.html
Whatup my Dude! Yes exactly what I was looking for. Seriously all day I went through about 4 different input controls. For now I'm using this set as a solid base. Finally I can move on to bigger parts of the puzzle. Thank you for your time, your knowledge, and patience. Very much appreciated. Catch you on the next one.
We will be slowly ramping up the difficulty, so I am glad to hear you are ready for the next piece of the puzzle! We will be covering 3rd Person Character Controller next!
Hi there.... I am an indie game dev who loves to make games... As my name suggests.. I hate coding... Now u will think how he is a game dev if he hates coding... But as a surprise.. I make games without coding... with the help of visual scripting tools... So if you want to learn game dev without code... Have a visit on my channel.. All tuts are in hindi There I am running 3 series.. 1. Open world game without coding 2. FPS horror zombie game without coding. 3. 2D platformer game without coding So if u r interested in making games without code( remember.. It is easy to make game without coding).. You can visit my channel and hit that subscribe button.. So that u never miss update from my channel... Thank you Coding Sucks..
Im confused as to how you got it to test correctly. @14:00. I think my issue may lie in the "on button input". Im confused as to how the program recognizes the input. As I am not able to jump with an input.
I had the same problem. Looked for solutions and tried to change the name "Crouch" to "Jump" in the input box and it worked. You probably have found a solution for this after a year, but anyways, just letting you know. I'm starting my Unity journey... )
Edit -> Project Settings -> Input Manager, this is where you can set inputs. Unity already comes with jump tied to the spacebar right out od the box that's how it's able to tell
I learned so much from this thank you for making this lol At one point I was confused because of the input for crouch... I had to change it to on keyboard input instead of button and it worked .
@@AliveDrive thank you! I'm just starting out so everything is taking me hours to figure out, like double jump was a nightmare, but it was well worth figuring out though I'm sure it was just luck.. Lol I'm trying to figure out combat.. Chipping away slowly. Do you have any advice?
@@018FLP I thought that would be the case, though I'm still learning how to do most of what I want.. Because i'm jumping between concept art, 3d modeling, animation, and programming... 😩 its a handful
@@audajostudios We're - kinda - in the same boat! I'm an animator/content creator, so programming it's not my style AT ALL. I can conceptualize, animate and draw a whole universe, but if programming is the case, my (rage)quitting threshold is really REALLY low if something is off (i'm working on it!). Kinda understand the logics, but i'm the noobest noob of the noobverse, so i try to work as smart as i can to mitigate ANY coding issues in future projects >___
Hi there.... I am an indie game dev who loves to make games... As my name suggests.. I hate coding... Now u will think how he is a game dev if he hates coding... But as a surprise.. I make games without coding... with the help of visual scripting tools... So if you want to learn game dev without code... Have a visit on my channel.. All tuts are in hindi There I am running 3 series.. 1. Open world game without coding 2. FPS horror zombie game without coding. 3. 2D platformer game without coding So if u r interested in making games without code( remember.. It is easy to make game without coding).. You can visit my channel and hit that subscribe button.. So that u never miss update from my channel... Thank you Coding Sucks..
I know how to make a gun that shoots if you already have a character that can look around and move, all you do is make a new empty object, then add a cube as a child, turn the empty object into a prefab and name it “bullet everything”, open the prefab and click on the cube and replace it with something you want to be the bullet, then click on the empty object named “bullet everything” and add a flow machine, add a unit called “Add force X Y Z mode” and connect the “on start” unit to it, then set the mode to impulse and change whatever direction is forward to like 50 or however fast you want the bullet to shoot, I think the forward direction X or Z but I don’t know, then click on bullet everything and add a rigid body and set the collision to “Continuous Dynamic”, then go to your player and add an empty child object to your player where there arm would be, then add a flow machine to the empty object and delete the 2 default units. Add in “on click” and then to the right of it add the unit called “instantiate game object” or it’s called something like that” then connect “on click” to the instantiate mode. Instantiate means spawn. Click on the drop down menu in the instantiate unit and look for “bullet everything”, if it doesn’t show up, switch that objects flow machine to “Embedded” instead of Macro, then go back into the flow machine and add the unit called “Destroy T” or it’s called “Destroy” but it’s the one that has a box where you add a number of seconds to wait before destroying the object, then drag the green arrow from the instantiate unit to the destroy T unit or whatever it is called and open the drop down menu on the destroy unit and click on “Bullet Everything” and then set the destroy unit “seconds to wait” number to like 10 seconds or however long you want the bullets to exist for after being shot, if you do not do this and you spawn a ton of bullets, then eventually your FPS will get lower and lower until your game is a laggy mess, destroying the object after 10 or 15 or 20 seconds is a good idea. Now you are done and now when you click, it should spawn a bullet and the bullet should have a force that immediately launches it forward, changing the bullet to continuous dynamic makes it so it’s harder for the bullets to go through stuff, and the bullet destroys its self after 10 seconds so it doesn’t lag your game
I dont know what you think a beginner is, but you should probably explain what youre doing as youre doing it vs just dothisdothisdothisdothis. Igot things working sure, but I have absolutely no clue how and couldnt possibly recreate it
Wow thank you so much for these tutorials! I am looking forward to seeing more :) I tried following along (complete noob here) and when you tried jumping and crouching I got lost because I don't know what button to press to try it out? It says "Input button crouch is notset up" did I miss something? Edit: I found the input manager yay!
Nice work finding a solution! Glad this was helpful. It also helps me understand where I might need to go more in depth. I am planning on posting a new video soon. It will be basic FPS.
@@jackehaus265 In your project settings (I believe) is a thing called "Input Manager", You can choose which keys will go with "Horizontal" or "Vertical", if it says it is not set up like it did for me you need to find the Horizontal and Vertical option in the Input Manager and assign the keys for it so Unity knows what to look for when you write Horizontal/Vertical! This was out of memory so I am not 100% sure it is accurate but I hope it helps
hey man, good tutorial, learnt a lot from it, but I'm not sure if its just me or the way this script was written, but when looking up or down whilst holding one directional movement input, it changes the direction slightly depending on how far down I'm looking, but if I'm looking straight ahead it works great, not sure why this is, maybe you would know. thanks for the tutorial regardless, helped me a lot
@@AliveDrive yeah it's happening in play mode, I haven't done a test build yet, as I'm still just starting. It's alright I've made a few different controllers that all have their own flaws so it's a good learning experience trying to fix them
This uses Unity’s Input System, essentially it will work for a joystick as well. However, if it is not working properly, check Unity -> Preferences -> Input and add any needed inputs.
Is there a way to add a joystick to the already existing flow chart? Like change out the vertical and horizontal input keys for joystick touch control.
Yes! You can even do that without Bolt. First, confirm everything on the Unity side of things shows correctly. Input systems are so often so complex, they could have their own series. But I will try to show a small example. prnt.sc/u9q7lu For the Bolt side of things, you can use the Get Input Axis nodes, with axes names "Vertical" & "Horizontal" prnt.sc/u9rel4 To add this to Touch should not be too difficult, but I don't have a graph that shows this. You can try to drag an object using Touch, get the output, then clamp the value, essentially making a "touch" joystick.
Is there a reason my camera is stuck on the horizontal axis? no matter what i do i cant get it to move in the horizontal, even if i change the cameras starting horizontal axis it will snap back to Y 0 as soon as i press play. ps amazing vid this is really helping me learn how to use Bolt and Unity ^^
Man I been looking at this Bolt thing, honestly this seems like a hell of a lot more work to link all these together make boxes etc than it does just to code the script what the heck am I missing something, I thought this was supposed to be a lot faster way of doing things? lol this is my first time looking into Bolt, I started looking into it from your videos.
the crouch wasnt working because there was no input and im new to unity and coding so i didnt know how to fix plz help edit: i also deleted my main camera so is that the problem?
Ok I got another one for ya. Game and character scale/size. In your opinion, what's a good average to set character size at? Perhaps start with the size of the textures I want to use(idk🤔) I feel I can model the world around my main character more accurately then. Just with textures, resolution, memory constraints..ect I'm not sure where to begin.
I try to find a balance between the Blender models I export and Unity's default scale of 1. Once you have a Character you are comfortable with (Compare to a Cube or Capsule for reference) then you can scale the world around the Player!
I dont see bool literal when i add my setboolean node into the world. Not sure why... i made sure it was all in application variables, and it is Set, not Get... at a loss
thanks so much I was looking for this! and in the future can you make a video how to set the animations to our player with Bolt. like run animations and idle ect. thanks
Thank you for the comment! A long time ago when I was first learning Bolt I made a short tutorial about using animations with Bolt. The hard part is actually learning to use the Animator within Unity. Let me know if you'd like to see an updated tutorial that goes more in depth on using the Animator within Unity as well as the Bolt that powers it! ruclips.net/video/HKTxXtIQ0Sw/видео.html
@@AliveDrive Yes I will like to see an updated tutorial that goes more in depth on using the Animator within Unity as well as the Bolt . and thanks keep up the good work.
Is it possible to use the new input map package (com.unity.inputsystem) to create and use a Bolt-based player script like this? If so, how? Thanks if anybody answers this. :-)
Sorry for the delay! I am really bad at editing. How would you feel about a live stream? When I was first learning I used this graph, maybe it will be of use to you? ruclips.net/video/HKTxXtIQ0Sw/видео.html
I would say double check all of the spelling, it has to be exact. Also I know I mentioned updates before, but just to let you know I am on Unity 2018.4.23f1 LTS and Bolt Visual Scripting Version 1.4.12 .
@@AliveDrive Thank you for getting back to me. Spelling has been more than triple checked. But now that you mention it, I am on Unity 2020.1.2 something I believe 😅 why they change things like this? Crazy people 👀 So basically it doesn't recognize"PlayerSpeed" as anything?
@@justsomeone64 I have same issue , and I use the stable version 2019 latest , it seems not to execute player speed , it just can't find it maybe I should use diff name for it? Was it deprecated? It is so frustrating I been 1h at it can't find anything on the web
@@youreselflove5734 I had too many problems with Bolt. It's deprecated. I have deleted Bolt and am learning C#. Have had more results with that. Still not a finished game by a long ol stretch 😅 But am further ahead with C# than I ever was with Bolt.
After changing the variable for the Jumpforce to an Object, Unity was able to find it, and the jump works, but still, my character just stays in the air.
Hello! Maybe you forgot to set the boolean of when the character is not collapsed... I forgot it either in the first time For the Crouch Function, Unity don't have it native, so it's a tutorial flaw... if i came up with a solution, i'll tell you
Why are all the clamp values + - 75?
This is an excellent question! The answer depends on which Flow we are working with.
For instance, in the Mouse Look Flow, we did not Clamp MouseHorizontal. You can freely rotate. gyazo.com/a387276b21e325083f66def9b84c3caa
We also use Clamp on Mouse Vertical, to limit how far up and down the Player can look in degrees. In this example GIF it is set to +- 7.5 or 1/10 the original value to show the effect. gyazo.com/da546600348ce7da8aba0efe6a72b214
Finally, in the Directional Movement Flow, we use this to limit the PlayerVelocity. In this example GIF it is set to +- 7.5 or 1/10 the original value for the Forward/Backward movement, and +- 0.75 or 1/100 the original value for the Sideways movement to show the effect. gyazo.com/9657ac10d30ae8754db8b9bdff058f60
@@AliveDrive so basically a way to create natural Glimbal lock? Is the resulting 75 input a literal 75 degrees, or are the units different?
It's sort of different from a true gimbal lock, but similar idea. We are straight up clamping the value, which acts as a barrier preventing it from leaving our desired range, whereas a gimbal lock is the loss of a degree of freedom due to two of the three axes of rotation moving along the same axis. Nothing is truly "locked".
In the Mouse Look Flow we are talking literal degrees of rotation (Like looking up 15 degrees or rotating 90 degrees clockwise).
The next part isn't as straightforward.
In the Directional Movement script, all bets are off on standardized units, because the Rigidbody component's Mass property directly affects how much a force applied will move it. So in the tutorial my Rigidbody had a Mass of 10. I limit my Player velocity to a maximum of +-75. If I had a Mass of 1 (the default setting on a Rigidbody component) then I could reproduce the same result using a max of +-7.5.
This is different from the PlayerSpeed variable by the way, which acts as a simple modifier for calculating our PlayerVelocity. The modifier is multiplied by the input (Vertical or Horizontal), then multiplied by Time.DeltaTime for smoothness, (ignore the Divide unit that is for a mechanic in my game that is unrelated. It's Slow if you were curious), and finally Clamped to a Min/Max so we don't break physics. Then we convert our values to a Vector3 (x, y, z) and use Set Variable so we can know the value. The most important part by far is the Transform Direction unit, which gives us True Directional Movement. Want to know the difference? Try skipping that unit haha! Finally we simply Set Velocity on the Rigidbody and Unity's Physics takes care of the rest.
gyazo.com/6b0888bbbda12131c82b79cd7ca46c61
@@AliveDrive interesting, all I remember that made me want to pull my hair out in Unreal is that Glimbal lock was hard coded into the basic player pawns... How that thing dealt with its gravity and blueprints separately just made my head spin. It tries so hard to give you too much basic stuff with just the visual scripting and yoinks away the stuff you might need to really change.
Bolt is essentially 1:1 C#, so you can conceivably convert any C# into Bolt. Just whatever you do never research Quaternions, they are evil.
ruclips.net/video/rb0EhmyQ0aM/видео.html
Unity ,the place where even if you copy the code , it will not work.
Whatup my Dude! Yes exactly what I was looking for. Seriously all day I went through about 4 different input controls. For now I'm using this set as a solid base. Finally I can move on to bigger parts of the puzzle. Thank you for your time, your knowledge, and patience. Very much appreciated. Catch you on the next one.
We will be slowly ramping up the difficulty, so I am glad to hear you are ready for the next piece of the puzzle! We will be covering 3rd Person Character Controller next!
FINALLY! A tutorial person who has an AUDIBLE VOICE.
Thank you! I am planning on making more tutorials again soon!
Awesome, actually you're the best who introduce this brief; conclusive; and highly technical Bolt Demo. Thank you so much.
Hi there....
I am an indie game dev who loves to make games...
As my name suggests.. I hate coding...
Now u will think how he is a game dev if he hates coding...
But as a surprise.. I make games without coding... with the help of visual scripting tools...
So if you want to learn game dev without code... Have a visit on my channel.. All tuts are in hindi
There I am running 3 series..
1. Open world game without coding
2. FPS horror zombie game without coding.
3. 2D platformer game without coding
So if u r interested in making games without code( remember.. It is easy to make game without coding).. You can visit my channel and hit that subscribe button.. So that u never miss update from my channel...
Thank you
Coding Sucks..
thank you, dude! this helped me out starting with bolt and I can already see the simplicity of bolt.
Thank you! I am going to be streaming live Game Dev using Bolt & Unity again soon!
Im confused as to how you got it to test correctly. @14:00. I think my issue may lie in the "on button input". Im confused as to how the program recognizes the input. As I am not able to jump with an input.
I had the same problem. Looked for solutions and tried to change the name "Crouch" to "Jump" in the input box and it worked. You probably have found a solution for this after a year, but anyways, just letting you know. I'm starting my Unity journey... )
Very clear, detailed and usable.
Thanks for the professional tutorial
Question: On my version for Bolt I don't have vector 3? (I am pretty sure I am using the recent version of Unity and Bolt)
how does the computer know that if i press space , i will jump , there is no key imput
Edit -> Project Settings -> Input Manager, this is where you can set inputs. Unity already comes with jump tied to the spacebar right out od the box that's how it's able to tell
Unity automatically handles input from Space. Thanks @Mini Ninja for a speedy answer!
I'm brand new to Unity so I'm just going to drag the "character controller" from the assets to the thingy.
I learned so much from this thank you for making this lol
At one point I was confused because of the input for crouch... I had to change it to on keyboard input instead of button and it worked .
Glad to hear you got it working! I am way behind on tutorials, but I am happy to help answer any questions!
@@AliveDrive thank you! I'm just starting out so everything is taking me hours to figure out, like double jump was a nightmare, but it was well worth figuring out though I'm sure it was just luck.. Lol I'm trying to figure out combat.. Chipping away slowly. Do you have any advice?
The problem is: if your game is multi-platform, the keyboard input can be useless.....
@@018FLP I thought that would be the case, though I'm still learning how to do most of what I want.. Because i'm jumping between concept art, 3d modeling, animation, and programming... 😩 its a handful
@@audajostudios We're - kinda - in the same boat! I'm an animator/content creator, so programming it's not my style AT ALL. I can conceptualize, animate and draw a whole universe, but if programming is the case, my (rage)quitting threshold is really REALLY low if something is off (i'm working on it!). Kinda understand the logics, but i'm the noobest noob of the noobverse, so i try to work as smart as i can to mitigate ANY coding issues in future projects >___
Just what I was looking for. Thanks for sharing
Happy to help! If you have any questions feel free to ask in the comments or add suggestions for future videos. Thank you!
Thank you so much for Uploading... Please make this a series. It would really help for those who just started Unity Bolt
Hi there....
I am an indie game dev who loves to make games...
As my name suggests.. I hate coding...
Now u will think how he is a game dev if he hates coding...
But as a surprise.. I make games without coding... with the help of visual scripting tools...
So if you want to learn game dev without code... Have a visit on my channel.. All tuts are in hindi
There I am running 3 series..
1. Open world game without coding
2. FPS horror zombie game without coding.
3. 2D platformer game without coding
So if u r interested in making games without code( remember.. It is easy to make game without coding).. You can visit my channel and hit that subscribe button.. So that u never miss update from my channel...
Thank you
Coding Sucks..
I am connecting the camera to the player. But it doesn't work. Anything I can do to fix it?
Thanks for the tutorial, looking forward for 3rd person shooting system in future please ❤️
Thanks! I will keep that in mind!
I went it's too plz
I know how to make a gun that shoots if you already have a character that can look around and move, all you do is make a new empty object, then add a cube as a child, turn the empty object into a prefab and name it “bullet everything”, open the prefab and click on the cube and replace it with something you want to be the bullet, then click on the empty object named “bullet everything” and add a flow machine, add a unit called “Add force X Y Z mode” and connect the “on start” unit to it, then set the mode to impulse and change whatever direction is forward to like 50 or however fast you want the bullet to shoot, I think the forward direction X or Z but I don’t know, then click on bullet everything and add a rigid body and set the collision to “Continuous Dynamic”, then go to your player and add an empty child object to your player where there arm would be, then add a flow machine to the empty object and delete the 2 default units. Add in “on click” and then to the right of it add the unit called “instantiate game object” or it’s called something like that” then connect “on click” to the instantiate mode. Instantiate means spawn. Click on the drop down menu in the instantiate unit and look for “bullet everything”, if it doesn’t show up, switch that objects flow machine to “Embedded” instead of Macro, then go back into the flow machine and add the unit called “Destroy T” or it’s called “Destroy” but it’s the one that has a box where you add a number of seconds to wait before destroying the object, then drag the green arrow from the instantiate unit to the destroy T unit or whatever it is called and open the drop down menu on the destroy unit and click on “Bullet Everything” and then set the destroy unit “seconds to wait” number to like 10 seconds or however long you want the bullets to exist for after being shot, if you do not do this and you spawn a ton of bullets, then eventually your FPS will get lower and lower until your game is a laggy mess, destroying the object after 10 or 15 or 20 seconds is a good idea. Now you are done and now when you click, it should spawn a bullet and the bullet should have a force that immediately launches it forward, changing the bullet to continuous dynamic makes it so it’s harder for the bullets to go through stuff, and the bullet destroys its self after 10 seconds so it doesn’t lag your game
When i walk forwards its going left a bit @AliveDrive
I dont know what you think a beginner is, but you should probably explain what youre doing as youre doing it vs just dothisdothisdothisdothis. Igot things working sure, but I have absolutely no clue how and couldnt possibly recreate it
Liked and Subscribed! Beautiful Desktop Wallpaper btw :)
Thank you so much!
how would i get my character's head bone to follow the camera using unity's bolt visual scripting?
this is really good content especially for such low subs. Thank You!
Aw thanks :D
Thank you for this! Great tutorial. Looking forward to more :)
How would you feel about a live stream? Is it better than waiting months for me to edit a video? xD
Wow thank you so much for these tutorials! I am looking forward to seeing more :)
I tried following along (complete noob here) and when you tried jumping and crouching I got lost because I don't know what button to press to try it out?
It says "Input button crouch is notset up" did I miss something?
Edit: I found the input manager yay!
Nice work finding a solution! Glad this was helpful. It also helps me understand where I might need to go more in depth. I am planning on posting a new video soon. It will be basic FPS.
Hey. I have the same issue. I don't get how you solved it. Could you tell me please? Thanks. Also great tut @AliveDrive!
@@jackehaus265 In your project settings (I believe) is a thing called "Input Manager", You can choose which keys will go with "Horizontal" or "Vertical", if it says it is not set up like it did for me you need to find the Horizontal and Vertical option in the Input Manager and assign the keys for it so Unity knows what to look for when you write Horizontal/Vertical!
This was out of memory so I am not 100% sure it is accurate but I hope it helps
@@Yumenoki99 thanks!
hey man, good tutorial, learnt a lot from it, but I'm not sure if its just me or the way this script was written, but when looking up or down whilst holding one directional movement input, it changes the direction slightly depending on how far down I'm looking, but if I'm looking straight ahead it works great, not sure why this is, maybe you would know. thanks for the tutorial regardless, helped me a lot
I'm not able to reproduce this issue. Is it possibly an effect of using perspective Camera? Is it happening in Play Mode? What about a Test Build?
@@AliveDrive yeah it's happening in play mode, I haven't done a test build yet, as I'm still just starting. It's alright I've made a few different controllers that all have their own flaws so it's a good learning experience trying to fix them
Very useful video! Is there anyway we could get a part 2 to go into the animator and how to set that up?
Liked and Subscribed! Really interesting theme. Please make another Bolt video tutorials :)) Good luck!
how do you snap to grid in bolt editor?
Go To Edit -> Preferences -> BoltEx (Formerly Ludiq) -> LudiqGraphs -> Snap To Grid
prnt.sc/txdisl
@@AliveDrive thank you subbed
hope this also works for touch input for a joystick
This uses Unity’s Input System, essentially it will work for a joystick as well. However, if it is not working properly, check Unity -> Preferences -> Input and add any needed inputs.
Is there a way to add a joystick to the already existing flow chart? Like change out the vertical and horizontal input keys for joystick touch control.
Yes! You can even do that without Bolt.
First, confirm everything on the Unity side of things shows correctly. Input systems are so often so complex, they could have their own series. But I will try to show a small example.
prnt.sc/u9q7lu
For the Bolt side of things, you can use the Get Input Axis nodes, with axes names "Vertical" & "Horizontal"
prnt.sc/u9rel4
To add this to Touch should not be too difficult, but I don't have a graph that shows this. You can try to drag an object using Touch, get the output, then clamp the value, essentially making a "touch" joystick.
some reason when adding the mouse look portion the game decides to throw my character vertically upwards for infinity
hi the jumping works when i export the game but the walking doesn't and in unity nothing happens at all (im new to unity and sorry for my bad english)
Is there a reason my camera is stuck on the horizontal axis? no matter what i do i cant get it to move in the horizontal, even if i change the cameras starting horizontal axis it will snap back to Y 0 as soon as i press play.
ps amazing vid this is really helping me learn how to use Bolt and Unity ^^
Man I been looking at this Bolt thing, honestly this seems like a hell of a lot more work to link all these together make boxes etc than it does just to code the script what the heck am I missing something, I thought this was supposed to be a lot faster way of doing things? lol this is my first time looking into Bolt, I started looking into it from your videos.
the crouch wasnt working because there was no input and im new to unity and coding so i didnt know how to fix plz help
edit: i also deleted my main camera so is that the problem?
Ok I got another one for ya. Game and character scale/size. In your opinion, what's a good average to set character size at? Perhaps start with the size of the textures I want to use(idk🤔) I feel I can model the world around my main character more accurately then. Just with textures, resolution, memory constraints..ect I'm not sure where to begin.
I try to find a balance between the Blender models I export and Unity's default scale of 1. Once you have a Character you are comfortable with (Compare to a Cube or Capsule for reference) then you can scale the world around the Player!
@@AliveDrive Interesting, Thanks I'll give that a try.
how did you get your pc background animated?
I dont see bool literal when i add my setboolean node into the world. Not sure why... i made sure it was all in application variables, and it is Set, not Get... at a loss
thanks so much I was looking for this! and in the future can you make a video how to set the animations to our player with Bolt. like run animations and idle ect. thanks
Thank you for the comment! A long time ago when I was first learning Bolt I made a short tutorial about using animations with Bolt. The hard part is actually learning to use the Animator within Unity. Let me know if you'd like to see an updated tutorial that goes more in depth on using the Animator within Unity as well as the Bolt that powers it!
ruclips.net/video/HKTxXtIQ0Sw/видео.html
@@AliveDrive Yes I will like to see an updated tutorial that goes more in depth on using the Animator within Unity as well as the Bolt . and thanks keep up the good work.
I would like to see how to make door on which you click button, for example E and then doors can open and close
Is it possible to use the new input map package (com.unity.inputsystem) to create and use a Bolt-based player script like this? If so, how?
Thanks if anybody answers this. :-)
Why directional movement script makes me fly around
7 months i asked a 3d animation tutorial and still not coming out :)
Sorry for the delay! I am really bad at editing. How would you feel about a live stream? When I was first learning I used this graph, maybe it will be of use to you? ruclips.net/video/HKTxXtIQ0Sw/видео.html
That was really helpful. Thank you!
Any time!
Why does it keep saying “playerspeed not found” in the console? Do I need to set “PlayerSpeed” somewhere other than just as a variable?
I would say double check all of the spelling, it has to be exact. Also I know I mentioned updates before, but just to let you know I am on Unity 2018.4.23f1 LTS and Bolt Visual Scripting Version 1.4.12 .
@@AliveDrive Thank you for getting back to me. Spelling has been more than triple checked.
But now that you mention it, I am on Unity 2020.1.2 something I believe 😅 why they change things like this? Crazy people 👀
So basically it doesn't recognize"PlayerSpeed" as anything?
@@justsomeone64 I have same issue , and I use the stable version 2019 latest , it seems not to execute player speed , it just can't find it maybe I should use diff name for it? Was it deprecated? It is so frustrating I been 1h at it can't find anything on the web
@@youreselflove5734 I had too many problems with Bolt. It's deprecated.
I have deleted Bolt and am learning C#. Have had more results with that. Still not a finished game by a long ol stretch 😅
But am further ahead with C# than I ever was with Bolt.
You just got a new sub thanks for this tutorial
Thank you! Stay tuned for more. Next up is Third Person Controller and Shooter Mechanics.
I don't know what happened, but when I press Play after putting in the jump script, my character just goes upwards with no sign of going down.
I tried starting from scratch, but even then, Unity for some reason can't find the Jumpforce variable even though I added it!
After changing the variable for the Jumpforce to an Object, Unity was able to find it, and the jump works, but still, my character just stays in the air.
After doing all but the crouch in this video, I can't even move!
What am I doing wrong!?
Hello! Maybe you forgot to set the boolean of when the character is not collapsed... I forgot it either in the first time
For the Crouch Function, Unity don't have it native, so it's a tutorial flaw... if i came up with a solution, i'll tell you
Thank You sooo Much I've learnt so much!
Happy to help! I have been very busy with a lot of overtime lately, but getting back into it. The next tutorial will be a basic FPS.
Does it work for android?
Please make an third person shooter with bolt
Thank you, I will! Stay tuned for more. Next up is Third Person Controller and Shooter Mechanics.
@@AliveDrive great
17:00 Just a bookmark.
you are the best bro
Thank you! Next tutorial is going to be jam packed with Third Person Controller as well as Shooting Mechanics!
umm tho is np workinjg
Directional movement does not work for me
nice
THANKS
Fix the sound!
i subd
Чо кто шарит?
How do you bind the keys to the actions?