FIRST PERSON MOVEMENT in 10 MINUTES - Unity Tutorial

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  • Опубликовано: 6 фев 2022
  • FIRST PERSON MOVEMENT in 10 MINUTES - Unity Tutorial
    In this video I'm going to show you how to code full first person rigidbody movement. You can use this character controller as final movement for your game or build things like dashing, wallrunning or sliding on top of it.
    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 SCRIPT: www.mediafire.com/file/1b7mf5...
    ➤ 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 #FirstPersonMovement #UnityTutorial

Комментарии • 2,6 тыс.

  • @pikapikalis
    @pikapikalis Год назад +1301

    This tutorial was great but one small problem. I couldn't get the capsule to jump until I compared my script side by side with your script and noticed that in the video you do not say to add the following line to Start()
    readyToJump = true;
    You might consider updating your description so people know. I spent awhile trying to figure it out comparing everything I did from the video before I gave up and looked at your script.
    edit: this was a year ago, still getting thanks to this day. never expected to get this much support, thank you all for the 1k likes. means alot. good luck on your movement systems everyone!

    • @mentallyunprepared8635
      @mentallyunprepared8635 Год назад +22

      yeah I noticed it too and was so confused, why it didn't jump, thanks for the heads up

    • @aidanhawley3981
      @aidanhawley3981 Год назад +15

      You helped me alot thank you.😘

    • @whitehook5450
      @whitehook5450 Год назад +18

      Hey, I added this, but I still cannot get the capsule to Jump, even tried with the movement script in the description, still doesn't work, do you have any solutions? Everything else works just fine.

    • @dadenbenoit3159
      @dadenbenoit3159 Год назад +2

      Had the same issue. But great tutorial!

    • @pikapikalis
      @pikapikalis Год назад +1

      @@whitehook5450 do you have your ground layer set to, "whatIsGround"?

  • @davegamedevelopment
    @davegamedevelopment  Год назад +6

    If you need help with any of the code shown, just visit the "coding-help" channel on my discord server :D
    Also you can find many more movement tutorials on my channel in the "Tutorials!" playlist - I really hope they help you on your further GameDev journey!
    And in case you're interested in getting access to my full MOVEMENT LAB, where I combined all of the movement abilities shown in the tutorials and some more, check out the trailer:
    ➡ MLab Trailer: ruclips.net/video/9_Q9UxK7VF8/видео.html
    Also, since I know lot's of you are interested in ranged combat as well - I can gladly announce that I'm about to release my RANGED COMBAT LAB as well:
    🏹 RcLab Trailer: ruclips.net/video/j2YplilHjCA/видео.html
    Thanks so much for watching, hope this tutorial has helped you!

  • @jehriko7525
    @jehriko7525 Год назад +26

    Thanks a bunch! For someone like me who's absolutely new to programming in unity I'm appreciative that this is low-level enough for me to able to understand why each piece of code is being inputted.

    • @Kwakky69
      @Kwakky69 9 месяцев назад +1

      i dont even know how to make a script for the cam

    • @Sushanththeartist
      @Sushanththeartist Месяц назад

      @@Kwakky69 i dont even know where to put the script

  • @Alejandro_Berra
    @Alejandro_Berra Год назад +4

    I was doing my own FPS controller without any guidance and everything was alright but some weird camera jitter so I decided to check how everyone was tackling the camera. I never thought of having it outside the hierarchy of the player. Now I have 0 problems amazing idea!

  • @Hietakissa
    @Hietakissa 2 года назад +368

    for anyone struggling with the player sticking to walls; Make a Physic Material with little to no dynamic friction (I used a value of 0.1 with Friction Combine at Minimum) and assign it to the player's Collider. You can experiment with different friction values to find what works best for your game

    • @mlgjman1837
      @mlgjman1837 Год назад

      for me I needed to apply it to the slopes as well

    • @Hietakissa
      @Hietakissa Год назад +2

      @@mlgjman1837 how do you mean? If you set the Friction Combine to minimum it will use the smaller value of the 2 colliding objects, so it should be enough to just apply it to the player directly.
      Unless you are talking about some other problem.

    • @Carl-Randomness
      @Carl-Randomness Год назад +11

      Am i too dumb to understand this

    • @Hietakissa
      @Hietakissa Год назад +2

      @@Carl-Randomness the player is sticking to the walls because of friction, the friction is too high for the player to keep their momentum so they get stuck.
      By making the player have less friction they can slide across the wall

    • @Carl-Randomness
      @Carl-Randomness Год назад +3

      @@Hietakissa Oh thanks

  • @Seestral
    @Seestral 2 года назад +23

    Just found your channel. Thanks for all the tutorials you're doing and keep it up!

  • @Inferim
    @Inferim 4 месяца назад +2

    Your methods are so simple! I've ran into multiple problems with syncing the camera with an object that has a character controller before. Similarly, I had to do mental gymnastics just to figure out how to move the player based on the camera's perspective. Having an object whose only function is to keep track of orientation saves a lot of mental work and is definitely a game changer. I need to think like that more! Glad to have found this tutorial. Great stuff man!

    • @dnrspdr03canadian95
      @dnrspdr03canadian95 17 дней назад

      i gotta ask, i for some reason have copied the exact code and my character doesn't move, im rather new to this and just started learning today, is there something im missing thats just common sense?

  • @jacksmith7139
    @jacksmith7139 Год назад +16

    Thanks a lot Dave, appreciate the fact you're providing this content, and consolidating it to only 10 minutes so we can crunch through it. Its a good way to work.
    All the best!

  • @liamwhillier3334
    @liamwhillier3334 Год назад +29

    This was an Amazing guide, and it helped a lot with my first game!

  • @cboyslim5490
    @cboyslim5490 2 года назад +5

    this is the first time i've ever finished a unity tutorial lol hell yeah motivated af now

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +2

      Let's go! I also started by following youtube tutorials :D

  • @Tye_gameDev
    @Tye_gameDev Месяц назад

    I looked at over 10 videos, but this... this is just the best. Keep up the great work!

  • @Sputterbugz
    @Sputterbugz Год назад +1

    this is the best movement tutorial ive been able to find since Brackeys, thank you :)

  • @noodletree
    @noodletree 2 года назад +3

    great videos, I'm using this tutorial to check I didn't create my player controller in an unscalable way and its helped a lot. Thanks for the video chief.

  • @unleasheddevil1698
    @unleasheddevil1698 2 года назад +4

    oh your finally back after 1 year
    pls continue making content your doing good
    Thanks.

  • @Amke4432
    @Amke4432 Год назад +9

    I appreciate how there’s no ads, thanks.

  • @libbycb
    @libbycb 5 месяцев назад +11

    thanks for the tutorial!!
    if yall can't jump you can put "readyToJump = true;" in Start() or just when you create the variable initialise it to true ("bool readyToJump = true;").
    if ur jumps are huge and fall slowly, i found that increasing the rigidbody's mass in Unity helped, I liked 1.6 but tweak it for yourself. also tweak the jumpForce, i'm at 10.

    • @igoraugun1471
      @igoraugun1471 2 месяца назад +3

      Man, you just fixed my problem which I've been struggling with for 2 hours, tysm

    • @yuko_xzx
      @yuko_xzx 5 дней назад

      i have the same problem but i dont get what your saying can you give me help there was 2 ready to jump = the first one was false and the second was true i changed the first one to true nothing happened i tried copy pasting ("bool readyToJump = true;") under but there was an error so i deleted it

  • @jcd9456
    @jcd9456 Год назад +10

    Thank you very much for the code! I got to test each part on my own after watching your full vid. When following other youtubers as they code (Cuz code not provided) I always ended up messing the copy so I can't test it properly. Thank you once again!

  • @Yukiikakkoi
    @Yukiikakkoi Год назад +4

    This is very good I just started coding in unity and I understand the code very well with this!

  • @theMinecraftman87
    @theMinecraftman87 Год назад +3

    Good enough guide. Got me 90% of the way there. Nice product. smooth realistic movement.

  • @yasser_gg2276
    @yasser_gg2276 5 месяцев назад +1

    its amaaazing bro its just a very clear and easy tutorial THANKS KEEP GOING 😄💖

  • @ThePianoPlayerOfficial
    @ThePianoPlayerOfficial 2 года назад +4

    After some time, i finally found a useful tutorial on detailed fps controller, thank you so much for this tutorial

  • @thxr9766
    @thxr9766 2 года назад +121

    if you have a problem with the ground check then just add an empty game object at the bottom of the player then write this:
    grounded = Physics.CheckSphere(groundCheck.position, groundDistance, whatIsGround);
    with these as variables:
    public Transform groundCheck;
    public float groundDistance = 0.4f;
    public LayerMask whatIsGround;
    bool grounded;
    i got this from brackey's fps tutorial btw and it seems to work nicely with this script.

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +19

      Yeah that works just fine, thanks for helping others out!

    • @thxr9766
      @thxr9766 2 года назад +9

      @@davegamedevelopment np dude! i love helping people out!

    • @user-hk8fs9yo2k
      @user-hk8fs9yo2k 2 года назад +3

      i love you, man :D

    • @thxr9766
      @thxr9766 2 года назад

      @cuitotech no you don't have to you can just put it in the playermovement script in the same place where he put his ground check

    • @ezzir7003
      @ezzir7003 2 года назад

      Thanks dude , very cool.

  • @FergiesHuman
    @FergiesHuman 6 дней назад

    I don't often thumbs-up videos but this one deserved a big one

  • @yojan69
    @yojan69 Год назад

    love you, thanks for doing such amazing tutorials man

  • @thunderx3005
    @thunderx3005 2 года назад +6

    Thank You bro I needed this 💪🏾

  • @_ace55
    @_ace55 2 года назад +227

    For anyone that has stuttering / jittering issues with their camera: There are 2 options how you can fix it
    • Remove the "* Time.deltaTime" from the PlayerCam Class where getting the input
    • Replace the "* Time.deltaTime" in the PlayerCam class with "* Time.fixedDeltaTime"

    • @consultingprestig2096
      @consultingprestig2096 2 года назад +4

      I would like to know why it is not the same? The math is the same though, right?

    • @_ace55
      @_ace55 2 года назад +2

      @@consultingprestig2096 I dont know the exact difference but I think the Input handler by unity already does the frame indenpendence stuff for you, so you dont need the time.deltaTime

    • @consultingprestig2096
      @consultingprestig2096 2 года назад +18

      @@_ace55 Ok thank you. I also have another question; Every time I work on a project and I come back to it later there are always mistakes... I wonder if it's on their part to demotivate us from creating games... And let rockstar and all those known to keep the place of number 1? .. I say that because I don't understand how is it, with all the assets already done, that there are no games similar to GTA or Call of duty... Because these games are too loaded with server...

    • @_ace55
      @_ace55 2 года назад +23

      @@consultingprestig2096 I can't tell if youre joking

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +66

      @Consulting Prestig That's the first Unity conspiracy theory I've heard so far xD

  • @GaryParkin
    @GaryParkin 8 месяцев назад +2

    Thank you so much for the tutorial. Even after a year it's helping folks like me. And what's best is you already made the next video and I can go watch it.

    • @xuanki1
      @xuanki1 8 месяцев назад

      Did you make it so the camera works? I swear I did everything in this video, and everything works but the camera doesn't.

    • @GaryParkin
      @GaryParkin 8 месяцев назад

      @@xuanki1Yes, the thing to remember is the mouse movement is connected to the camera, not the body. I've watched one where the guy had the camera stationary and the player needed to bend down to see. that's bogus and can't work in a real game.

  • @BILGI_PASA
    @BILGI_PASA Год назад +1

    Thank you DAVE, this video helped me really much.

  • @imfaded3105
    @imfaded3105 2 года назад +5

    Great tutorial 🙌🏻🔥

  • @polix9999.2
    @polix9999.2 2 года назад +4

    i Cant wait for the next tutorial broo !!❤️

  • @danielmckellar3861
    @danielmckellar3861 2 месяца назад

    man you probably wont see this but you have no idea how helpful these videos are. thank you so much!

    • @DaveSucker
      @DaveSucker 2 месяца назад

      are you a developer if you are i can give you any unity project or asset that is on my chanel for a very cheap price that we end up with after bargaining there is no one on youtube doing this and it would be with proofs and have a refund policy to if you have a better excuse

  • @brayangames5062
    @brayangames5062 Год назад +1

    Thank you, I watched many videos and none worked because it bugs, but your script worked
    +1 sub

  • @bradleygallavin7378
    @bradleygallavin7378 2 года назад +4

    Thanks for this, just what I was looking for!

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +2

      Glad I could help!

    • @bradleygallavin7378
      @bradleygallavin7378 2 года назад +1

      @@davegamedevelopment very much so! Finished implementing the jumping today, very chuffed! 😊

  • @Pixelatic0733
    @Pixelatic0733 2 года назад +3

    you are on fire bro
    nice tutorials and you got a subscriber right away

  • @Elveneco17
    @Elveneco17 Год назад

    I just watched ur video now and it was wat av been looking for bro..... thanks champ

  • @martinjensen4563
    @martinjensen4563 8 месяцев назад

    Just wanna thank you i am in a group projekt and the guy that was supposed to make the code didn't do any work so I had to do it in two days with no codig experience so just wanna thank you for saving my projekt

  • @sergiomarcelinovilchezmend5174
    @sergiomarcelinovilchezmend5174 Год назад +3

    Thank you for your complete and comprehensive training. Very good!

  • @soksopanha7348
    @soksopanha7348 2 года назад +3

    The speed control help alot man, thank so much.

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +2

      No problem, glad I could help!

    • @jafizz6505
      @jafizz6505 2 месяца назад

      @@davegamedevelopmentI need help the speed check has and error and says vector 3 can not be float

  • @takeshisingchat980
    @takeshisingchat980 Год назад

    BROOO thankyou so much, this really helped and the tutorial was really easy to use as well :)

  • @ramlakhanyadav4951
    @ramlakhanyadav4951 Год назад

    Fantastic video. Thank you Michael, You have inspired to get into soft editing and videos soft design too.

  • @szialoo9674
    @szialoo9674 2 года назад +261

    You sound alot like brackeys

  • @rpc6882
    @rpc6882 2 года назад +10

    Thank you so much for breaking all this down. Please keep up the good work.

  • @christophermohite537
    @christophermohite537 9 месяцев назад +60

    For anyone having trouble with the Jump function : we just have to set readyToJump to true when we begin (its not shown in the video)

    • @creativeumar10
      @creativeumar10 8 месяцев назад

    • @Snek5981
      @Snek5981 8 месяцев назад +1

      thank you I was so confused on why my jumping wasn't working!

    • @benneeds_a_name7398
      @benneeds_a_name7398 4 месяца назад

      Thank you!
      I wish I saw this comment before spending half an hour figuring that out!
      People really gotta like and comment on this comment so it gets higher in his comment section so others can find it faster!

    • @user-kg1ok9tw9f
      @user-kg1ok9tw9f 2 месяца назад

      thank you so much, this comment help me so much

    • @Fl00rless
      @Fl00rless 2 месяца назад

      Thanks for the help, I could not figure it out lol

  • @gui.pimentas
    @gui.pimentas Год назад

    Wow what an acNice tutorialevent! Best of luck for the rest of your future, I’m looking forward to being able to invest when I turn 21 in November!

  • @PABLOIS369
    @PABLOIS369 2 года назад +95

    Couple of things, first off. thank you for making this video, it helped a lot!
    Second, I couldnt jump.
    Tried to check if i was grounded and played with the variables for awhile, but I had some issues finding out if i was grounded and the consol log was really confusing so i used this code in the Update() section :
    Debug.Log(grounded);
    if (Input.GetKey(jumpKey))
    Debug.Log(jumpKey);
    it helped me confirm real time if i was grounded or not so i could alter the varibles until i was actually grounded, and if the game was registering me pressing space bar.
    However i was unable to jump because I initially did not have "readyToJump" set to true.
    I fixed this adding this code to Start() section
    ResetJump();

    • @ahmet_islam8808
      @ahmet_islam8808 2 года назад +8

      tysm u rly helped me out!

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +10

      Appreciate the help for others!

    • @whitefox9077
      @whitefox9077 2 года назад +4

      I followed what you said, and I'm still having trouble jumping, idk else to do, also first time coding

    • @guilherme3537
      @guilherme3537 2 года назад +1

      You can also just set the variable to true when declaring it.

    • @biscuitsandgravy1608
      @biscuitsandgravy1608 2 года назад +2

      Just helped me out, thank you!

  • @asstra_s
    @asstra_s 2 года назад +6

    This is perfect. I hope you upload everything you showed at the beginning.

  • @claudiosilvalira5672
    @claudiosilvalira5672 Год назад +1

    THANK YOU SO MUCH THIS WAS EXTREMELY HELPFUL :D

  • @talismanskulls2857
    @talismanskulls2857 Год назад

    Hey Dave. Great little tutorial. Unfortunately I could not adapt it to fit my current script but do keep making tutorials :). PS Happy Belated New Year

  • @byte-sized-tech
    @byte-sized-tech 2 года назад +24

    This man is the new brackeys no cap. Seriously though, amazing tutorials.

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +4

      Thanks a lot, that's about the highest compliment you could give me :D

    • @Mr_BlueBanana
      @Mr_BlueBanana Год назад +2

      @@davegamedevelopment you even sound like brackeys. I sense potential

    • @Inferim
      @Inferim 4 месяца назад

      That said, I can imagine a DGD branding for merch!

  • @ExamProChannel
    @ExamProChannel Год назад +158

    I followed this to the letter, and I had jumping like I was on the moon. I did solve it myself by downloading the original source files and I found that the global value for the Gravity's Y value is set to -30. For a default project it set to -9, so this is an omission in the video. You can find this setting under Edit -> Project Settings and just make sure its set to -30 and you'll be back on earth lol.

    • @nemorururur
      @nemorururur Год назад

      i changed it to 30 and the jump height didnt change

    • @jaxisplayingtoday
      @jaxisplayingtoday Год назад

      @@nemorururur change it to -30

    • @olly-o3810
      @olly-o3810 Год назад

      I got the opposite i jump .1mm off the ground

    • @d4rkwells688
      @d4rkwells688 Год назад

      @@olly-o3810 I depends on the scale of ur object too. If ur player is really big you'll have to scale up ur jumpForce

    • @colecancode
      @colecancode Год назад +3

      you fucking legend. was having this same problem

  • @Mr.slowed501
    @Mr.slowed501 Год назад

    Your explanation is very clean and clear Thx

  • @feelfreetofee
    @feelfreetofee Год назад

    Thank you very much, your explanations made me understand some basic concepts!

  • @ricekeks
    @ricekeks Год назад +38

    For people who struggle with jumping and the drag not being applied to their movement.
    Check if "grounded" is always false despite being on the ground. If you have set up everything accordingly it might be the issue that the raycast is starting at the same height (player-position at 0, 0, 0 in my case) at which the ground is placed as I am using a nested player object (collider and graphics as child objects). In that case the raycast may "skip" through the ground hitbox and as such "grounded" will never be set to true. Tldr: you can not jump and the "groundDrag" will never be applied.
    To fix this: On the Physics.Raycast() - modifiy it to give it an elevated starting position, so it starts inside the player object (a so called skin width).
    For example: grounded = Physics.Raycast(transform.position + new Vector3(0, 0.05f, 0), Vector3.down, playerHeight * 0.5f + 0.3f, whatIsGround);
    // make sure to set the player object and its children to another layer than "whatIsGround"
    Here I get the current position from the player by transform.position as demonstrated in the video and code but then I immediately add 0.05f up the Y-axis which makes it start slightly inside the player and always above the ground so it should never "skip" through it. You can also use a variable for this to avoid hardcoding the value. After this it worked perfectly fine for me and I hope it helps some of you as well 👍

    • @ThunderGuy77-
      @ThunderGuy77- Год назад

      Thank you so much, I couldn't figure out why my jump wasn't working and grounded never was true! Life saver fr

    • @zcraggynews9742
      @zcraggynews9742 Год назад

      thank u so much

    • @zcraggynews9742
      @zcraggynews9742 Год назад

      i was crying

    • @SacWebDeveloper
      @SacWebDeveloper 5 месяцев назад

      Debugged for 30 minutes and found this issue too since I figured the player position should be at the feet when I made the capsules.

    • @wonkanese
      @wonkanese 4 месяца назад

      still doesnt work did everything

  • @thefunnybuddy4138
    @thefunnybuddy4138 2 года назад +16

    I played dying Light 2. I don't like how the controller feels. So now I'm trying to understand how movement, vaulting, etc. works. Then make an obstacle course, code in the movement and tune it until it feels fun.

  • @TakaShitake-rt8bz
    @TakaShitake-rt8bz 9 месяцев назад

    but honestly I do want to eventually make a hockey/ice-skating game so the part up to 4:54 is pure gold. Now at least I got a nice head-start on that. Amazing tutorials. Subscribed. Can't wait for more

  • @siddharthshah2274
    @siddharthshah2274 5 месяцев назад +1

    Good video, amazing help. Thank you.

  • @razamondo
    @razamondo Год назад +31

    If you are still having trouble with "penguin sliding" after adding drag double check the position of your capsule in your player holder, if like me you moved the capsule at some point to align things it moves the starting point of the raycast with it, so make sure your capsule has 0,0,0 for position.
    For me my capsule was 0,2,0 and as such my raycast was starting lower then my player. I found this out by starting the game, then hitting esc to free my mouse then change to scene view, I then selected my player holder and unchecked "use gravity" to allow me to drag my player holder up while looking at 'Drag' in the Rigidbody and after my player was hovering ~1 unit in the air my Drag jumped from 0 to 5 which is what my GroundDrag was set to at the time

    • @StanTheMovie
      @StanTheMovie 10 месяцев назад +2

      THANK you!

    • @lmbozz1286
      @lmbozz1286 2 месяца назад +1

      Thank you, this was beginning to annoy me lol

    • @alperenusta5401
      @alperenusta5401 11 дней назад +1

      Thank you. That was the problem for me.

  • @snipermonkey427
    @snipermonkey427 2 года назад +69

    This man puts out high-quality, easy to follow, informative videos. Absolutely love it. Can’t believe you don’t have 1 mil+ subs

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +10

      Thank you so much! :D

    • @u_r_fool
      @u_r_fool 2 года назад +4

      Ya

    • @JaydacapTV
      @JaydacapTV 2 года назад

      @@davegamedevelopment The First Person part works but for some reason my camera changes positions on game start. The camera changes to being under my terrain plz help.

    • @opafritzsche
      @opafritzsche 2 года назад

      @@davegamedevelopment brillant!

    • @Gunami.
      @Gunami. Год назад

      @@JaydacapTV download the script

  • @tamhuynh8019
    @tamhuynh8019 Год назад

    Hi Dave... thanks for an amazing tutorial

  • @nicolasstanciu7545
    @nicolasstanciu7545 Год назад

    wow thank you so much. no joke it is now so much easier and u explained it really good.

  • @kenan-nynor
    @kenan-nynor 10 месяцев назад +14

    Here is (maybe) why you cant get your jump working how you want it to be:
    Go to edit -> Project Setting -> Physics and set the Gravity Y value to -30
    I had it set to -9.81 on default but Dave is using -30 in his video (if you want to have the movement just like in the video)

  • @willb7484
    @willb7484 2 года назад +22

    Tip: If you player is sticking to walls, create a Physics Material and set all friction to 0 and then apply that to your walls

    • @gazior3712
      @gazior3712 2 года назад

      Where is Physics Material? I can't find it :( I found only Physics Material 2D

    • @willb7484
      @willb7484 2 года назад

      @Juka not sure why this didn't cross my mind too. Good suggestion

    • @Diamond-yn4nu
      @Diamond-yn4nu Год назад

      I will try it thanks

    • @Diamond-yn4nu
      @Diamond-yn4nu Год назад

      I added it to the blayer capsule colider

  • @TomA-ei6tq
    @TomA-ei6tq Месяц назад

    Amazing Tutorial! Thanks!

  • @ketaminemike3308
    @ketaminemike3308 Месяц назад

    This is awesome man, thank you

  • @Aragos207
    @Aragos207 Год назад +6

    If your player is sticking to walls add a physics material to the player mesh collider and set the physics materials settings to 0,0,0 minimum, and minimum. Hope this helps!

  • @wolfsmith9342
    @wolfsmith9342 2 года назад +6

    Thank you very much . This is a REALLY smooth controller I really hope ep2 will come soon . bty do you know how to make air strafing and ramp slid like Demoknight Trimping in TF2 and CSGO.

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +4

      Thanks, glad you like it!
      I know the mechanics you're talking about but never really tried coding them. Try googling for "Csgo Air straving Code", but you need to be quite good at vector maths for this :D

  • @crossie6136
    @crossie6136 Год назад

    when i typed in soft soft tutorial i did not expect it to be tNice tutorials good thank you so much aaaaaaa

  • @coderaven1107
    @coderaven1107 10 месяцев назад

    Love your tuts 😁😍🤩

  • @question2779
    @question2779 Год назад +27

    for people who didn´t understand this part (1:38), the yRotation is the Axes that gonne rotation, and gonne encrease and dencrease using the xMouse, who will recive the value according the mouse movement, if you don´t understand yet, the yRotation, is a line on the Y axes and if you imagine a object rotation on the Y axes, you gonna see that the object gonna rotate on X coordinates Axes

    • @sillyninja65
      @sillyninja65 Год назад +16

      cant really understand the comment tbh

    • @xDarki002x
      @xDarki002x Год назад +1

      Thank you, that was helpfull. I think i got it now xD

    • @kubagrotowski
      @kubagrotowski Год назад

      bro i dont understand the comment

    • @swiggityswagman
      @swiggityswagman 10 месяцев назад +6

      In case someone needs this in clearer English: the X axis of the camera is up and down, while the Y axis is left and right. When you add to the X axis of the camera, it moves up -- but the mouse y axis is "inverted", and moving the mouse up in this scenario would move the camera down. So you subtract instead of add, to make the directions match up. Since horizontal rotation is already matched, you just add. This works for both directions (i.e left AND right) since left is just a negative reference while right is a positive one. So for the x axis of your mouse, left = -, right = +, stationary = 0. The same concept applies to the vertical rotation, but can be a little confusing from the subtraction.

  • @mayankkoli2300
    @mayankkoli2300 2 года назад +6

    if anyone is having a problem that their player jumps too high and falls too slowly go to Project Settings -> Physics and sety the y value to something even lower i found -30 worked darn good for me

    • @scrooloose4473
      @scrooloose4473 2 года назад +3

      Thanks! I had fun flying all over the place tho :)

    • @croeusjawad9744
      @croeusjawad9744 Год назад

      For me, -20 worked much better

    • @firefoxcyan7564
      @firefoxcyan7564 Год назад

      Instead of changing the gravity of the entire game just add the fall multiplier to the specific rigidbody you want to change

  • @user-to8jr8cy2d
    @user-to8jr8cy2d Год назад

    Great tutorial! Super easy to understand!

    • @skulves9677
      @skulves9677 Год назад

      هلا والله بالعرب

  • @andriagoshadze
    @andriagoshadze Год назад +1

    bro you are so amazing!

  • @pridful6103
    @pridful6103 2 года назад +11

    Thank you so much the movement is very smooth.
    For the jump i had an issue where it didnt work although the script had no error
    I fixed that with putting resetJump() in Start()
    After that i realised i could keep jumping higher and higher if i held Space
    It has to do with this code : grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround);
    Change the "playerHeight * xf" depending on your playerHeight both the variable and the playerObject
    Hope this helps :)

    • @imrealgigachad
      @imrealgigachad 2 года назад

      Thank you so much for saving my time :D

    • @SpiritualSteve
      @SpiritualSteve 2 года назад

      i dont understand. What do i change?

    • @imrealgigachad
      @imrealgigachad 2 года назад

      @@SpiritualSteve you should make the changes in the player movement script

    • @ache7795
      @ache7795 2 года назад

      @pridful it says that "xf" does not exist in current context how do i fix it?

    • @imrealgigachad
      @imrealgigachad 2 года назад

      @@ache7795 copy your original code andmake this, if code get error, paste it old code

  • @Mus1im__Goat
    @Mus1im__Goat 2 года назад +3

    thanks you so much this was sooo helpful but I had a problem with jumping

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +3

      Glad I could help! Did you manage to fix the problem? If not, you can download the project file over my discord server and copy the exact setup, then everything should work :D

    • @Mus1im__Goat
      @Mus1im__Goat 2 года назад +2

      @@davegamedevelopment oh thx, every thing is now fine :D

  • @VikMen-ug5hv
    @VikMen-ug5hv 2 дня назад

    Great tutorial it helped me so much

  • @marcamooo
    @marcamooo 2 года назад +3

    Best videos ever

  • @atomictortoise
    @atomictortoise 9 месяцев назад +17

    for anyone struggling with the camera being outside of the player, make sure that the camera holder and the player cam objects are at the same coordinate
    anyone struggling with the player not jumping, add readyToJump = true; to Start() and make sure the player starts while touching the ground

  • @rachapongwatana3868
    @rachapongwatana3868 Год назад

    Thank you so much for your awesome tutorial.

  • @lumberapple8820
    @lumberapple8820 11 месяцев назад

    You are a godsend, Subbed!

  • @zedude21
    @zedude21 11 месяцев назад +4

    It's always fun to see different solutions to the same problems. Well done!
    I wouldn't say auto jump while holding the jumpkey was a missing feature in a player controller, but it's nice that you covered the concept.

  • @JATEK0S
    @JATEK0S 2 года назад +265

    intro 0:00
    camera 0:27
    movement 3:22
    drag & speed control 5:16
    jumping & air control 7:27

  • @dpereirax
    @dpereirax Год назад

    Loved it!

  • @ewthat
    @ewthat Год назад

    I needed this I switched from ue5 to unity cuz it seems more practical in some ways but I still didn't master the coding still learning so yeah thanks man

  • @gabxvyan
    @gabxvyan 2 года назад +4

    "A transform for the player's orientation"
    I died at that moment

    • @davegamedevelopment
      @davegamedevelopment  Год назад +1

      Haha I guess you need to watch some basic tutorials on Unity Variables First :D

  • @Maxatal
    @Maxatal 2 года назад +3

    Great! Do you know how to emulate the step offset found in character controllers so the player can walk up small steps?

    • @davegamedevelopment
      @davegamedevelopment  Год назад +1

      It's a bit tricky, but I'll Cover it sometime soon :D

    • @croeusjawad9744
      @croeusjawad9744 Год назад +2

      Try putting two empty gameObjects.
      one at the feet and on at the knee.
      don't ask me how to find the knee and the feet of the capsule, just do it your self. Then copy this script:
      Rigidbody rigidBody;
      [SerializeField] GameObject knee;
      [SerializeField] GameObject feet;
      [SerializeField] float stepHeight = 0.3f;
      [SerializeField] float stepSmooth = 2f;
      private void Awake()
      {
      rigidBody = GetComponent();
      knee.transform.position = new Vector3(knee.transform.position.x, stepHeight, knee.transform.position.z);
      }

      private void FixedUpdate()
      {
      stepClimb();
      }
      void stepClimb()
      {
      RaycastHit hitLower;
      if (Physics.Raycast(feet.transform.position, transform.TransformDirection(Vector3.forward), out hitLower, 0.1f))
      {
      RaycastHit hitUpper;
      if (!Physics.Raycast(knee.transform.position, transform.TransformDirection(Vector3.forward), out hitUpper, 0.2f))
      {
      rigidBody.position -= new Vector3(0f, -stepSmooth * Time.deltaTime, 0f);
      }
      }
      RaycastHit hitLower45;
      if (Physics.Raycast(feet.transform.position, transform.TransformDirection(1.5f,0,1), out hitLower45, 0.1f))
      {
      RaycastHit hitUpper45;
      if (!Physics.Raycast(knee.transform.position, transform.TransformDirection(1.5f,0,1), out hitUpper45, 0.2f))
      {
      rigidBody.position -= new Vector3(0f, -stepSmooth * Time.deltaTime, 0f);
      }
      }
      RaycastHit hitLowerMinus45;
      if (Physics.Raycast(feet.transform.position, transform.TransformDirection(-1.5f,0,1), out hitLowerMinus45, 0.1f))
      {
      RaycastHit hitUpperMinus45;
      if (!Physics.Raycast(knee.transform.position, transform.TransformDirection(-1.5f,0,1), out hitUpperMinus45, 0.2f))
      {
      rigidBody.position -= new Vector3(0f, -stepSmooth * Time.deltaTime, 0f);
      }
      }
      }

  • @zakariabouyahia9153
    @zakariabouyahia9153 Год назад

    Thankyou for actually explaining tNice tutorialngs. Other videos that I watched started talking about how to make soft and didn't ntion anytNice tutorialng

  • @suyahatesntr
    @suyahatesntr 10 месяцев назад

    Wow you're not just typing code but also explaining them. Great. I am a python programmer so I can grasp this language easier than expected.

  • @Draggie306
    @Draggie306 Год назад +3

    Great video, thank you so much!
    In the Update function, if you are ever stuck between two things and NOT grounded, you can insert this code to become unstuck and jump.
    // if movement hasn't changed since last frame, set grounded to False
    if (rb.velocity.x == 0 && rb.velocity.y == 0 && rb.velocity.z == 0)
    {
    grounded = true;
    // this is to prevent the player from becoming stuck
    }

  • @Toon444
    @Toon444 Месяц назад +3

    If anyone is having trouble with having really floaty jumps where you fall really slowly, here's how to fix it:
    Go to Edit -> Project settings -> Physics -> Gravity Y and change this Y value to something even smaller (for me -29.43 works pretty well, which is 3*(-9.81) so three times the normal gravity)
    You're welcome!

  • @Stardustyplayz
    @Stardustyplayz 4 месяца назад

    THIS IS SOOO GOOD!!!

  • @user-bw7uu1xo5n
    @user-bw7uu1xo5n 4 месяца назад

    Dude, You are the best!!

  • @karakazma
    @karakazma Год назад +5

    It's the fifth time i watch this to help me start my projects, so a big thanks to share your knowlage with us. I just have allways a small issue : Does thats normal that my player (capsule) dosen't follow / rotate himself with the camera and the movement ? (he move and jump perfectly, its just on the visual the capsule dosen't rotate).

  • @keyboardsmoosh
    @keyboardsmoosh Год назад +6

    I followed the steps up until air control and jumping and when i press play i cannot move my character. I downloaded the movement script from the Desc. and i have applied and completed the player camera and camera movement scripts.

  • @user-ni8bl8qq5x
    @user-ni8bl8qq5x Год назад

    very helpful and simple man.. i tNice tutorialnk i'm gonna see all your videos

  • @mediamermaid333
    @mediamermaid333 7 месяцев назад +1

    Thank you!!

  • @noirlavender6409
    @noirlavender6409 Год назад +3

    The moment i change from a capsule to a player model i couldnt jump anymore, adding ResetJump(); on start helped with making the capsue jump but not other models, even if i added the collider to the model (capuse collider) the 'fix' was to add the capsule collider directly to the Player, not the PlayerObj, for some reason that worked

  • @MagustenTV
    @MagustenTV 2 года назад +12

    Thank you for the very amazing guide!
    I'm trying to make my first game, so this really helped!
    I've heard a lot of nice things about the new input system, and can see that it has some clear strengths. I am however not at a level, where I know how to create what I see in this video, in the new input.
    Is there a chance you could give us a walkthrough on how to do that:)?

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +5

      Glad I could help you! And I'll think about covering the new input system :D

    • @noirlavender6409
      @noirlavender6409 Год назад

      @@davegamedevelopment Please do!

  • @owenfranke7857
    @owenfranke7857 Год назад

    🔥 Thank you!!

  • @ishaanasthana3991
    @ishaanasthana3991 Год назад

    Garrett Evans Wow thank you Garrett, you've made my day!

  • @iceb5743
    @iceb5743 2 года назад +5

    Great Tutorial your videos always help me! It worked on looking around, but I’ve done everything you did for the x and y movement and I still can’t seem to move? Any idea why?

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +3

      Did you create the whatIsGround layermask? :D

    • @iceb5743
      @iceb5743 2 года назад

      No, I didn’t realize that was needed. Thanks!

    • @iceb5743
      @iceb5743 2 года назад +2

      I got the movement to work, but I don’t move in the direction I’m facing, I move where the camera is pointing in scene (even if I’m facing backwards and I hit w I’ll go backwards)?

    • @davegamedevelopment
      @davegamedevelopment  2 года назад +4

      @@iceb5743 That's how this controller works, but it's easy to change, just put your player graphic into the orientation Objekt (everything in there will rotate with the camera)

    • @iceb5743
      @iceb5743 2 года назад +1

      Thanks a lot!