How to Add a Field of View for Your Enemies [Unity Tutorial]
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- Опубликовано: 27 сен 2024
- Enemies usually have eyes, right? So lets give your enemies some vision! In this video we're going to add a really simple but really effective field of view, field of vision, cone of view, line of sight... Whatever you want to call it, to your enemies!
We're also going to make sure that the enemies can't see you through walls and AS A BONUS! We're going to create an Editor utility so we can see the field of view bounds in the scene view!
Download the scripts here: github.com/Com...
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This tutorial has the best thumbnail I've ever seen.
Nothing like a little bit of trigonometry programming in the middle of a friday afternoon. Thanks for the video.
Did I mention I hate maths... 😂
@@comp3interactive luckily for you it wasn’t your maths or code but Sebastian Leagues
@@revoxmediaHD wdym, did he copy code?
@@hi-its-matt Copied it exactly
woah, it's friday afternoon for me
DUDE!!! I am making a VR fps with my 11y/o son as a summer project between college and Uni and you just saved me weeks of stress!!
It took me a minute to get everything working, but this was exactly what I was looking for! Now I just need to combine this with a few other tutorials (Making the enemy walk around, making the enemy walk towards the player etc) and I'll have the logic for my very first game done! Thanks a billion!
Same. Combining the scripts is giong to be the hardest part I guess. Hope you had success!
Good programming tutorials are rare, so whenever I find videos like this I appreciate it a lot.
MULTIPLE TARGETS CHECK
Hi,
I don't know if this is 100% correct but it is just my explanation of what was suggested in the video for detecting multiple targets.
"FieldOfView" script:
1) Start( ) method: delete/comment out the "playerRef = GameObject.FindGameObjectWithTag("Player");" line
-----> this reference is used just in the Editor script for drawing the Gizmo line but doesn't actually have to do anything with the detection of the target.
2) in the FieldOfViewCheck( ) function , as the author said in the video 8:32, the rangeChecks array holds anything that has the targetMask on it and was detected in the radius around your player/character. Then we get one of these detected targets from this array and calculate in what direction this target is and finaly in the if statement with the Vector3.Angle, we calculate if it is in our FOV angle (if it is in the see distance, was automatically calculated by putting targets in our radius in the rangeChecks array).
-----> So, here we just have to check this for each of the detected targets in the rangeCheck array.
3) Create a for loop looping through all rangeCheck elements
-----> after "if(rangeChecks.Length != 0)" and before "Transform target = rangeChecks[0].transform;". So, we can look at each element in rangeChecks and find out if we see it or not
4) Change "Transform target = rangeChecks[0].transform;" to "Transform target = rangeChecks[i].transform;"
-----> So, we are able to calculate stuff for every element in the rangeChecks one-by-one
5) Inside the if statement where we set "canSeePlayer = true", assign the detected target gameObject from rangeChecks to our "playerRef" by adding "playerRef = rangeChecks[i].gameObject;"
-----> So, we know we see a player/target/enemy and in the Editor script we can draw the gizmo line
6) add "break;" under assigning the playerRef gameObject
-----> this should stop the for loop calculating stuff for the remaining found targets in the rangeCheck[], because we found (at least) one player/enemy/target that we can see. But this doesn't have much impact since it breaks just this one for loop and the next time this method will be called in the coroutine this for loop will run again. Also, this has to be there if you are going to do the remaining steps!
7) Inside the if statements where we set "canSeePlayer = false" write "playerRef = null" there (even to the very bottom else "if(rangeChecks.Length != 0){ }else{...here...}")
-----> making sure PlayerRef doesn't hold any gameObject that we don't see anymore. So, the gizmo line is not drawn if there is no player/target/enemy in our sight.
Please, read the coments to this (if there are any), maybe I made a mistake or didn't explain something in the correct way.
Hope this helps and thank you for the great video, it has significantly improved my project and I learned a lot.
Hey, your example worked fine. One thing I had to change was: after the *for loop* to check our objects we can no longer say -"Transform target = rangeChecks[i].transform"- since "i" can't leave the for loop. Instead we have to just do *"Transform target = playerRef"* since it was already changed in the forr lopp it's possible.
In my Case *"playerRef"* is *"enemyUnits"* but anyways here's the finished code:
void FieldOfViewCheck()
{
Collider[] rangeChecks = Physics.OverlapSphere(transform.position, visionRadius, targetMask);
if (rangeChecks.Length != 0)
{
for (int i = 0; i
I get so drawn into your voice, that i forget that im watching this tutorial to actually learn and just sit through till the end... Getting through one of yours to the point where id be satisfied enough with understanding the concepts took me ~6 rewatches. Great content my man love you
If anybody wants to know how to deal with multiple objects, here it is ( *in my case "playerRef" is "enemyUnits"* ):
void FieldOfViewCheck()
{
Collider[] rangeChecks = Physics.OverlapSphere(transform.position, visionRadius, targetMask);
if (rangeChecks.Length != 0)
{
for (int i = 0; i
@@Shadowjones You're very welcome mate ^^ That's the reason I posted this here. Enjoy :D
@@ImFrantic Really thank for this but I have one error. Cant use i++ in this line. for (int i = 0; i
@@whitedragon44 is your rangeChecks an array? If it's not "Collider[] rangeChecks" it can't work because there is nothing to count.
@@ImFrantic Collider[] rangeChecks = Physics.OverlapSphere(transform.position, radius, targetMask); You mean this?
Thanks! How do I detect the closest object among all those detected?
Thank you for the video, I used this logic to implement an aim system in my game :)
Great tutorial ! I would like to see more videos on custom editors for sure .
My kind of tutorial! Clear and to the point without excessive stammering and/or over explaining.
Excited for your game next week!
Exactly what I was looking for. Great job man, I've tried everything and couldn't make it work, and your video saved me from seppuku.
Excellent tutorial. Very clear and well communicated.
One minor nitpick though: "euler" is pronounced "oil er" rather the "you ler". It's a reference to the Swiss mathematician Leonhard Euler of Euler Identity fame.
Ah that's interesting, I'll be honest, didn't know that was the pronunciation (obviously). You-ler is pretty well engrained into me now so that might be a hard habit to break 😂
🤓🤓🤓
Really enjoyed this tutorial, simple and powerful and Modular! Since doing your fps tutorial really motivated me to try other things and see what I can put together !
Great tutorial. Very clean and to the point explanation.
Would like to add that even it is not main concern of the video but I love the idea to add the editor part as well.
Cheers.
Much thanks, been struggling to find something like this ❤
Thanks. This was the most useful tutorial I've watched in a long time.
Good tutorial. Noticed an bug, when the player is slight above the enemies fov radius (still in the angle). It cannot detect player.
needs to add Verticle element to this, or this only works on a flat ground game! Otherwise, this is an Ace Tutorial!
It's probably because the radius is spherical and not circular for vertical movement. idk
For future reference, you could try to set the y value on the transform.position and rangechecks[0].transform in the FieldOfViewCheck to make sure that the ray triggered higher above the ground (make sure to create new vector3 objects when doing that as you do not want to manipulate the gameobject transform, only for the check).
AMAZING! Thank you for sharing it! Works perfectly good!
Awesome video and clear explanation! Thanks man!
Pretty advaced style tutorial. Just a bit of idea: at fov check, you can avoid the "else" hell spaghetti, if you set the canSee to false 8n the beginning and set again to true at positive check.
Works like a charm, thank you!
Thank you so much for this tutorial! Really cool use of the gizmos for the FOV and very well communicated!
Just what I needed, thank you so much for this little gem.
Thanks for doing the maths for me! Such a simple yet super useful tutorial, I appreciate your work.
And thank you for calling it "maths" and not "math" 😂
This was perfect and immediately applicable for my AI controllers, thank you for posting!
Good job! Thanks!
Excellent tutorial, thank you! It was very easy to integrate into the code I had already written.
I have a problem converting this Script from 2d to 3d, i changed Vector 3 to 2 and forward to right burt it is still on the wrong axis...
Fantastic tutorial :) I'll definitely be checking out your other videos for more content like this
Thank you brother
Very well explained. Thank you very much for an excellent tutorial.
This is beautiful!
Thanks for the tutorial!
Thanks for the info, Sean Connery.
Thank you very much! Saludos desde Guatemala.
thank yu so much, u help me a lot bro. keep it up.👍👍
Thanks! It was really helpful! Both for Editors and raycasting! I would love to see Custom Editor scripts in the future! Is there anyway to visualize this angles in game too? So that its like a flashlight of enemies. :)
i followed everything but my enemy still doesnt see my character ;-; (i enven checked the FAQ and still no dice)
very nice guide!
Maybe I should just use collider with set trigger?
So followed this tutorial and works mostly, however the distance before player becomes unseen is roughly double the radius
excellent, thank you
Thanks a lot ! 🙏🙏
OMG! You saved me! Thank you so much!
I got you bro 😉
GOLDEN!
amazing! thank you!
This is a 10/10 tutorial. It's not the simplest thing to make, but everything is so well explained and the editor script is the cherry on top of the cake.
How would you convert this to 2D?
Very good, I learned a lot from your video, thanks for clarifying how to create a FOV! I have a doubt.. how to detect multiple players within the FOV and choose the closest player?
I was about to add this to my enemy ai. but then I realized, WHY IN THE WORLD WOULD a futuristic robot not have 360 vision.
HELP - Question for anyone who can help:
I'm using this script, however my Player (and enemy for that matter) have their Pivot Points (or transform origins) at their feet.
I managed to fix the Enemy's Raycast to be shot out of his eyes, but it's being aimed at the player's feet because of the above.
What would you suggest I do to offset the transform in the script so it aims at the middle of the player. Changing the player's origin isn't possible so I really need to offset it in the script.
Basically "target.position" needs to have its Y axis offset by +0.9, and I don't know how to apply it.
Well no one answered so here's the best way:
Add a child object and place it in the middle (or where ever you want), and add an empty script to it.
In the enemy vision script, set its target to that script, so it will look at the object which is placed where ever you wanted.
The reason I say use a script and not tags, names, etc. is because scripts are easier to find. You can find it using "GetComponentInChildren" and do not require any Strings to work with which are a big no-no.
Thanks you're AWESOME :)
Thanks a ton !
I keep getting "The name 'angleInDegrees' does not exist in the current context" for the FieldOfViewEditor script. Is anyone else running into this problem? I'm using Unity 2021.3
Umm, im using HDRP, there is no editor folder, in the HDRP folder, (the one where the only editor folder is) has an editor folder but i cannot change anything in it, so i cant put a script in there, what do i do?
You just need to create your own folder named "Editor", it doesn't matter where it is and you can have as many as you want, but anything in that folder/folders will be ignored when you build your game 👍
I Ecounterred an issue.
I'm using the code on a 2D game, just a couple of differences (vector2 insted of 3 and transform.right instead of forward).
When the player is really close to the enemy (with pov) but still in the cone of view, canSeePlayer become false.
Can anyone help please?
Awesome video!!! Can u make a video about enemy hearing range?
Dude, it's already on my to do list! 😂 Now I just need to find a celebrity with weird ears for the thumbnail 🤔
Thanks!
yield return got me very confused. I would assume return means quit out of this function, but yield return means: pause execution of this code for x amount of frames.
How exactly can this be tweaked for multiple targets...
8:23
You mention adding a for loop but im unsure of how.
I've added a for loop to determine the closest collider from the list of all colliders in range, but it will still only seek one regardless of if its visible.
If i have 2 targets the enemy will lock onto the closest targe5 even if its behind a wall.
The 2nd target can be entirely visible but will be ignored.
Thanks for the tutorial, this is a nice solution, but I'm encountering some issues. When the player target moves outside of range, the raycast apparently still detects it. Also, strangely enough, the raycast appears to be triggered when the player is outside of the detection angle on the left side. Have you experienced this? Thanks.
Double check you have all of the scenarios in your script where canSeePlayer is set to false. I did actually have this exact issue prior to recording and I forgot to set it to false in 1 place
@@comp3interactive thanks for the quick reply! I actually didn’t change your script- using what you had on Git. I tried setting the canSeePlayer bool to false in Start, but didn’t appear to have any effect. Any other thoughts?
If that's the case, the only thing I can think is have you set up an obstruction and target layer and assigned the layers to the relevant objects?
@@comp3interactive All set- it was my error- sorry. Thanks again for the amazing tutorial and outstanding support!
No worries man. Just glad it's working!
yessssssssssssssssssssssssssssssssss editor tutorial ♥.♥
i copied all the code word tp word, didnt work. I then copied the github link code, didnt helped either, if i dont check "canSeePlayer" myself line to player isnt drawing, and obsticruction isnt working too. Anyone had the same problem?
Mine doesn't trigger the "Can see player" bool even though there are no obstructions and the player is inside the view of the enemy with the script. Help please...
Actually nevermid, I just forgot to put in the "StartCoroutine(FOVRoutine());" on the start. XD
Thanks for the tutorial dude! Works very well!
@@aokisea OMG THANKS I DID THE SAME ERROR XD
I don't see the green line even though the bool canSeePlayer is enabled.
I dont know why, but the scene ist freezing when my target (Player) gets into the field of view of the enemy...
i got an error while making the editor script, " 'Handles' does not contain a definition for 'DrawWireArch' "
Thanks you
It worked perfectly, until it just kinda broke. I probably did something, but not sure what. The script is identical (with the forward edit) but enemy sees player no matter how far away he is.
God dammit, i put the enemy on the same layer, which broke everything. Now it works again.
Good catch! 😂
I was nearing the end of this tutorial and my player object is invisible on scene view, I didnt click the eye icon to make it so... big mess i could only assume some part of the scripts i wrote before messes up and modifies my player object transform to make it lose visibility or make it small to the point where i cannot see it, still great tutorial
nice work, how to use it in case enemy is above or some ledge, and it can see player down or up, i short a 3d cone type field of view mechanic
Ive encountered a problem with this script that doesnt seem to have an clear answer. Whenever my enemy looses sight of my player it just stops and starts to shake in different directions. Like it doesnt seem to find the exact spot my player was on.
Another thing is that the enemies path-find perfectly to my player while playing the game in the Unity Editor, but as soon as i export a build of the game, the enemies just kinda randomly decide where to go once the player has been spotted. They dont run off tho, they just kinda waddle around the player.
Help! I can't export my game with that. How to solve it?
It kinda works...still a really good tutorial tho!
(the line doesnt show up unless I press the CanSeePlayer button...7/10 not to bad
Any way to have a solid color in the radius FOV?
There’s also an interesting idea to have four different states of spotting the player:
- player is out of range (the enemy has no idea where the player is)
- player is in the center of the fov (the enemy now has the player in complete view and can freely attack)
- player is at the “corner” of the fov (the enemy has to turn to the player first to look at him)
- player is outside the fov but inside the range (the enemy feels the player is near but doesn’t know where exactly he is)
Does the physics have better performance over the mesh filter method?
if the player is on a platform higher than the enemy, will the enemy see the player
Well i m using Visual Studio too, but it has no auto-write unlike others. Is there a problem with me or what?
Nice tutorial, but i wonder how to implement player detection that would work if any part of the player comes in view? Right now it's just detecting if the center of the player is in line of sight but in reality i think a more advanced approach may be needed when the enemy reacts even if only a part of the player is visible.
I guess you could detect colliders
i mostly want to use this to find every 'wall' the enemy can see
I have an issue, sometimes the script detects the player and sometimes not, plus I had to comment the Editor Script part where player is spotted, as the Handles.DrawLine gives me an error that says: You're pushing more GUIClips than you're popping. Any solution or anyone that has the same problem?
I found out that sometimes the green line doesn't appear in the scene view until you press play. Could be worth checking if your green line isn't showing.
Little late but thats because the functions update method doesn't run in editor mode only in game mode
I have 2 problems with guards being able to see my player:
1) I found out by accident if the player is close enough to the enemy, he won't be seen by the enemy when standing in their field of view. I have to walk almost near the edge of the FOV's radius for the enemy to see me.
2) The second problem is enemies can only see my player if the FOV's angle high enough (at least 80 degrees). Any lower and my player won't be seen by the enemy even when I stand inside the enemy's FOV viewcone.
How do I fix these 2 problems?
I just tested these, I dont have these problems.
Will this work if you allready have an enemy ai script and you just add this script to the enemy?
Any way to do this in 2D
Neat
I don't believe this example accounts for rotation. What happens if the enemy gets rotated? For me it definitely wasn't working.
It definitely does account for rotation, is it attached to the object you're actually rotating?
Are we allowed to use this in titles that we are gonna release??
I want to add a sound effect when the enemy spots me, how would I do that
done
why do you need to do the sphere check? couldn't you just calculate the distance to the player to tell if they are in range?
You could for sure, but adding the sphere check allowed for more flexibility when checking for more than 1 item, for example if your enemy AI was checking for the player and also cover points or if you hsd multiple players in a multiplayer setting then the sphere would be the better option in my opinion, if you're only ever going to check for your player then yes, a simple distance check will do
@@comp3interactive agh okay thanks,
Does this work for 2D
Hello!
I have an AI programmed using this raycast and some path script.
The AI works great, but im wondering. Would it be possible to add a searchtime, so when the enemy spots you, and then looses you, he will still go after for lets say 3 seconds?
Because when my enemy spots you, and then you hide, he instantly switches to his coded path I have made. Thus making the game really easy(you lose if he catches you)
I have tried to add an Ienumerator, but that didnt work.
Helo! I have a problem, I have a bot script already done (shoot and run) but I put the field of view of your video and it didn't work, I use the Nav Mesh Agent to follow the player, I wanted the bot to stay put and if the player stayed within his field of vision, he shoots, can you help me?
I thank!
How can we render the field of view in game so its visible to the player?
It depends what you want? you could use a mesh or a light to represent the fov and perant it to the head.
you can use the line renderer...
Can somebody tell me if this set up should work for moving enemies as well?
It could very well be that it is not intended to do so, but my field of view is only facing in one direction, I don't know if it is a "bug" in my code or in the code, since the enemy doesn't move in his code.
I could very well have made a mistake, since I translate the script from 3D to 2D, so there is a massive source for mistakes.
transform.forward gives you the direction, a GameObject is looking at. Like the face of a Character for example. Well each GameObject has a defined forward location. The angle will always start from the face. I mean you can't look behind you without turning either :D
If you're in 2d you may need vector2.right
this is awsome!牛逼!
Знакомый дядька на заставке.
"i promise you it will not take long"
"uploaded a 23mins video"
If you think 23 minutes is a long time to add a base function to a game then I hate to break it to you but you might not enjoy the more advanced levels of game dev