How to Add a Field of View for Your Enemies [Unity Tutorial]

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  • Опубликовано: 18 дек 2024

Комментарии • 224

  • @Demented_Chaos
    @Demented_Chaos Год назад +4

    Man's out here saving my project with expert guidance, and now I know at least five new things about Unity and C#.

  • @Ophelos
    @Ophelos 3 года назад +78

    Nothing like a little bit of trigonometry programming in the middle of a friday afternoon. Thanks for the video.

    • @comp3interactive
      @comp3interactive  3 года назад +18

      Did I mention I hate maths... 😂

    • @revoxmediaHD
      @revoxmediaHD 2 года назад +3

      @@comp3interactive luckily for you it wasn’t your maths or code but Sebastian Leagues

    • @hi-its-matt
      @hi-its-matt 2 года назад +1

      @@revoxmediaHD wdym, did he copy code?

    • @revoxmediaHD
      @revoxmediaHD 2 года назад

      @@hi-its-matt Copied it exactly

    • @adriatical9016
      @adriatical9016 2 года назад

      woah, it's friday afternoon for me

  • @TwistdRabbit
    @TwistdRabbit 2 года назад +5

    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!!

  • @thebeeshu771
    @thebeeshu771 Год назад +20

    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.

  • @ASeggsyPotat
    @ASeggsyPotat 2 года назад +22

    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!

    • @Rize-TheArtOfPlay
      @Rize-TheArtOfPlay 2 года назад +2

      Same. Combining the scripts is giong to be the hardest part I guess. Hope you had success!

  • @carpe.die.m
    @carpe.die.m 3 года назад +5

    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.

    • @ImFrantic
      @ImFrantic 2 года назад +1

      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.

    • @ImFrantic
      @ImFrantic 2 года назад

      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

  • @JimmyJohansson-pj1zx
    @JimmyJohansson-pj1zx 7 месяцев назад

    Good programming tutorials are rare, so whenever I find videos like this I appreciate it a lot.

  • @Bobster536
    @Bobster536 2 года назад

    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

  • @DanielGarcia-ze9vy
    @DanielGarcia-ze9vy 3 года назад +3

    Actually the best tutorial on enemy AI I have ever seen so far! I've been wondering so long for help on making raycast detection, thanks a lot!

    • @bakedpizza4037
      @bakedpizza4037 2 года назад

      I am new to unity ... I am bit confused where to tell the enemy to do chase player or run any command on detection... Pls tell if you know

  • @AdamBarkerThe
    @AdamBarkerThe Год назад

    Excited for your game next week!

  • @lukastomasek8038
    @lukastomasek8038 3 года назад +10

    Great tutorial ! I would like to see more videos on custom editors for sure .

  • @jeffreydotson4842
    @jeffreydotson4842 2 года назад

    My kind of tutorial! Clear and to the point without excessive stammering and/or over explaining.

  • @troyna77
    @troyna77 Год назад +5

    This tutorial is better than some unity store assets. why ? 2 reasons:
    1)you get to know the "nuts and bolts" of exactly what is going on.
    2) and you get the code explained.
    With a little bit of tweaking, I added my own shooting component and basic health system components. Still trying to figure out how to represent the "fov" during runtime. but thanks !!!

  • @ImFrantic
    @ImFrantic 2 года назад +11

    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

    • @ImFrantic
      @ImFrantic 2 года назад

      @@Shadowjones You're very welcome mate ^^ That's the reason I posted this here. Enjoy :D

    • @whitedragon44
      @whitedragon44 2 года назад

      @@ImFrantic Really thank for this but I have one error. Cant use i++ in this line. for (int i = 0; i

    • @ImFrantic
      @ImFrantic 2 года назад

      @@whitedragon44 is your rangeChecks an array? If it's not "Collider[] rangeChecks" it can't work because there is nothing to count.

    • @whitedragon44
      @whitedragon44 2 года назад +1

      @@ImFrantic Collider[] rangeChecks = Physics.OverlapSphere(transform.position, radius, targetMask); You mean this?

    • @kioka2
      @kioka2 Год назад

      Thanks! How do I detect the closest object among all those detected?

  • @andreamansi2441
    @andreamansi2441 2 года назад +1

    Damn, thanks, you saved me A LOT of time to build a decent AI visual detection algorithm for my university assignment. Clean and elegant implementation, easy to use (actually it cost me around 2 minutes ahah). Simple but powerful script! You should actually sell it, not joking. Thanks!

  • @azrhyga
    @azrhyga Год назад

    Thanks very much for making this tutorial!! It is really helpful!!
    Thanks to this tutorial my enemies now have a field of view so they can detect the player more naturally :D

  • @Folghan
    @Folghan 2 года назад

    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.

  • @agnarzb
    @agnarzb 2 года назад +1

    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.

  • @paulberry3359
    @paulberry3359 3 года назад +2

    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 !

  • @nulltensor
    @nulltensor 3 года назад +2

    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.

    • @comp3interactive
      @comp3interactive  3 года назад +1

      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 😂

    • @rudefatty1766
      @rudefatty1766 Год назад

      🤓🤓🤓

  • @muriilouwu
    @muriilouwu 7 месяцев назад

    Thank you for the video, I used this logic to implement an aim system in my game :)

  • @krakuwdegustacja
    @krakuwdegustacja 3 года назад

    best tutorial on enemy fov i've found

  • @genofelice6034
    @genofelice6034 2 года назад

    Thanks. This was the most useful tutorial I've watched in a long time.

  • @unityvictor787
    @unityvictor787 3 года назад +2

    Thanks for tutorial, Very simple to understand!!

  • @mindergamestudios
    @mindergamestudios Год назад

    I'm glad i found your channel.

  • @QuantumChord
    @QuantumChord Год назад

    Thank you for the tutorial, this should help me with designing enemy AI.

  • @elric7371
    @elric7371 3 года назад +12

    Good tutorial. Noticed an bug, when the player is slight above the enemies fov radius (still in the angle). It cannot detect player.

    • @SetharofEdgarDead-Rose
      @SetharofEdgarDead-Rose 2 года назад +1

      needs to add Verticle element to this, or this only works on a flat ground game! Otherwise, this is an Ace Tutorial!

    • @somustache
      @somustache 2 года назад

      It's probably because the radius is spherical and not circular for vertical movement. idk

    • @welcomelittlefellow
      @welcomelittlefellow 2 года назад +2

      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).

  • @wortwortwort117
    @wortwortwort117 Год назад

    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.

  • @overcookedwalrus4482
    @overcookedwalrus4482 Год назад

    Amazing video! Thankyou for holding our hands through this!

  • @kyrollosaziz7519
    @kyrollosaziz7519 3 года назад

    absolutely need videos on custom editor tools with, it would be very useful to watch tutorials with such important topic in your great and simple explanation way.

  • @netanelkomm5636
    @netanelkomm5636 Год назад

    Works like a charm, thank you!

  • @olcaval
    @olcaval 2 года назад

    Thank you so much! You explained it perfectly. Now my enemy AI is finnaly working.

  • @washynator
    @washynator 3 года назад +1

    Awesome video and clear explanation! Thanks man!

  • @welcomelittlefellow
    @welcomelittlefellow 2 года назад

    Just what I was looking for, thank you very much. Clear explanation!

  • @HarrenTonderen
    @HarrenTonderen 8 месяцев назад

    Much thanks, been struggling to find something like this ❤

  • @Dosterczuk1321
    @Dosterczuk1321 Год назад

    AMAZING! Thank you for sharing it! Works perfectly good!

  • @imeldaweijers3284
    @imeldaweijers3284 Год назад

    Just what I needed, thank you so much for this little gem.

  • @РоманАфанасьев-ы8н
    @РоманАфанасьев-ы8н 9 месяцев назад

    Hi. This tutorial is really fantastic thanks!

  • @chimz8057
    @chimz8057 Год назад

    Awesome script my man! Thank you!

  • @ANGELB3AR
    @ANGELB3AR 2 года назад

    Fantastic tutorial :) I'll definitely be checking out your other videos for more content like this

  • @kitsunedotexe3587
    @kitsunedotexe3587 3 года назад

    currently using this tutorial for a really strange mechanic xD haha thanks!

  • @its_Wooddy
    @its_Wooddy 2 года назад

    Thank you so much for this tutorial! Really cool use of the gizmos for the FOV and very well communicated!

  • @corneliusbuckley8897
    @corneliusbuckley8897 3 года назад

    Thanks for doing the maths for me! Such a simple yet super useful tutorial, I appreciate your work.

    • @comp3interactive
      @comp3interactive  3 года назад +2

      And thank you for calling it "maths" and not "math" 😂

  • @halivudestevez2
    @halivudestevez2 Год назад

    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.

  • @MrBanana12344
    @MrBanana12344 3 года назад +3

    You could also just have the player layer and when you are doing the raycast you could type ~targetMask to see if there's anything that's not on the players layer in front of it. The ~ makes Unity check everything but that layer(s)

    • @comp3interactive
      @comp3interactive  3 года назад +4

      100%, but then trouble arises when you have transparent objects like windows which you want the player to be visible through, or meshes with solid colliders but visible gaps, this way you can select multiple layers on the obstructionMask variable to cater for multiple obstruction layers/objects

    • @MrBanana12344
      @MrBanana12344 3 года назад +2

      @@comp3interactive didn't even think of that, thanks for pointing it out

    • @comp3interactive
      @comp3interactive  3 года назад +2

      Nah man it's always good to question methods, I could have made a point of that in the video tbh

  • @TheKr0ckeR
    @TheKr0ckeR 3 года назад +3

    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. :)

  • @AJMarraffa
    @AJMarraffa 2 года назад

    Excellent tutorial, thank you! It was very easy to integrate into the code I had already written.

  • @dopplegangerdavid
    @dopplegangerdavid 2 года назад

    Thanks for the info, Sean Connery.

  • @unDeadGod69
    @unDeadGod69 7 месяцев назад

    Really helpfull tutorial, thanks for uploading it

  • @camelChase20
    @camelChase20 3 года назад

    This was perfect and immediately applicable for my AI controllers, thank you for posting!

  • @aussieraver7182
    @aussieraver7182 2 года назад

    This is beautiful!
    Thanks for the tutorial!

  • @Vasquez2701
    @Vasquez2701 3 года назад

    Thank you very much! Saludos desde Guatemala.

  • @coloneljcd6041
    @coloneljcd6041 2 года назад

    Great vid! Liked and subbed

  • @DTNenforcer
    @DTNenforcer 2 года назад

    Very well explained. Thank you very much for an excellent tutorial.

  • @patorino5295
    @patorino5295 Год назад

    Thanks for the awesome tutorial. I followed your coding, and I noticed something. Should it be transform.forward in the angle check?

  • @mrnickhox
    @mrnickhox 2 года назад

    Saved my live thank you so much.

  • @umang9brainz
    @umang9brainz Месяц назад

    this video is very helpfull thank you

  • @matzo3679
    @matzo3679 4 месяца назад

    Thank you brother

  • @12edcorea54
    @12edcorea54 Год назад

    very nice guide!

  • @nugraha000
    @nugraha000 2 года назад

    thank yu so much, u help me a lot bro. keep it up.👍👍

  • @saintpatronum921
    @saintpatronum921 Год назад

    good job man!

  • @kioka2
    @kioka2 3 года назад

    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?

  • @miikajuhala6748
    @miikajuhala6748 2 года назад

    Thank you so much for nice and clear video!

  • @pro100baobab
    @pro100baobab 9 месяцев назад

    Good job! Thanks!

  • @hewston1
    @hewston1 3 года назад +1

    excellent, thank you

  • @brianjirvin
    @brianjirvin Год назад

    So followed this tutorial and works mostly, however the distance before player becomes unseen is roughly double the radius

  • @slowman8385
    @slowman8385 3 года назад

    Awesome video!!! Can u make a video about enemy hearing range?

    • @comp3interactive
      @comp3interactive  3 года назад +4

      Dude, it's already on my to do list! 😂 Now I just need to find a celebrity with weird ears for the thumbnail 🤔

  • @raphaelrtf
    @raphaelrtf 3 года назад

    OMG! You saved me! Thank you so much!

  • @jehdiaizon
    @jehdiaizon 3 года назад

    amazing! thank you!

  • @themari666
    @themari666 5 месяцев назад

    Maybe I should just use collider with set trigger?

  • @Bobster536
    @Bobster536 2 года назад

    If i didnt know of your FOVRoutine() solution, I would use a function inside of MonoBehaviour::Update(), and make the function start with a if(bool) which gets set to false for x frames after function does its job. Your solution seems just much more clear, if im getting it right.

  • @javednoman3051
    @javednoman3051 2 года назад

    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

  • @lerryotter1750
    @lerryotter1750 2 года назад +1

    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...

  • @Mikelica69
    @Mikelica69 3 года назад +1

    Thanks a lot ! 🙏🙏

  • @piyushdamania2087
    @piyushdamania2087 3 года назад

    Thanks a ton !

  • @simuloid
    @simuloid 3 года назад +4

    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.

    • @comp3interactive
      @comp3interactive  3 года назад +1

      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

    • @simuloid
      @simuloid 3 года назад

      @@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?

    • @comp3interactive
      @comp3interactive  3 года назад

      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?

    • @simuloid
      @simuloid 3 года назад +1

      @@comp3interactive All set- it was my error- sorry. Thanks again for the amazing tutorial and outstanding support!

    • @comp3interactive
      @comp3interactive  3 года назад +2

      No worries man. Just glad it's working!

  • @XavierSarault-x7f
    @XavierSarault-x7f 9 дней назад

    Hi, my raycast is being cast to the side instead of towards the angle we set. It detects the player and shows the green line outside the angle.

  • @Bobster536
    @Bobster536 2 года назад

    I know its bit silly when just copying the code, but ive messed something up and was spending like 10 minutes looking at this one file of code and some settings, only after forfeiting and going back to your video i realised i had everything setup perfectly, just didnt start the coroutine

  • @TheJokerCard21
    @TheJokerCard21 Год назад

    Does the physics have better performance over the mesh filter method?

  • @davidbarnaba7229
    @davidbarnaba7229 2 года назад +1

    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?

  • @pixvee341
    @pixvee341 3 года назад

    Thanks you're AWESOME :)

  • @endxrseeker5051
    @endxrseeker5051 3 года назад +1

    My ai can still see me through walls, it shows the green line going through the walls. I have correctly labled and assigned the correct layer titles. Pls help

  • @viledeg2569
    @viledeg2569 3 года назад

    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.

  • @twelveminusone
    @twelveminusone 2 года назад

    I really appreciate the video, this is exactly what I'm looking for! However, I may be dense, but I cannot figure out how to alter the direction of the FOV angle without rotating the game object. In my 2.5d game I've locked rotation and only let objects face left or right. Any guidance would be greatly appreciated!

    • @twelveminusone
      @twelveminusone 2 года назад

      Answered my own questions! Just manually replace the eulerY value to whatever you want it to be. I added a "float viewAngle" that's clamped to 0,360 just like viewAngle and can manipulate it however I need it to be. Thanks again for the vid!

  • @flamyboy8043
    @flamyboy8043 3 года назад +1

    i followed everything but my enemy still doesnt see my character ;-; (i enven checked the FAQ and still no dice)

  • @lukdev
    @lukdev Год назад

    GOLDEN!

  • @kitsunedotexe3587
    @kitsunedotexe3587 3 года назад

    yessssssssssssssssssssssssssssssssss editor tutorial ♥.♥

  • @chimz8057
    @chimz8057 Год назад +1

    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.

    • @chimz8057
      @chimz8057 Год назад

      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.

  • @xazza1080
    @xazza1080 Месяц назад

    I've copied the tutorial bar for bar, but my enemy is still seeing through obstructions, please help 🙏🏿🙏🏿🙏🏿

  • @Bobster536
    @Bobster536 2 года назад

    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.

  • @Bobster536
    @Bobster536 2 года назад

    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

  • @AliceMonUnitydeveloper
    @AliceMonUnitydeveloper 2 года назад

    Thanks!

  • @lucasmattos5727
    @lucasmattos5727 2 года назад

    Any way to have a solid color in the radius FOV?

  • @schizoscope8703
    @schizoscope8703 10 месяцев назад

    It's detect position of collider but not collider itself. How can I change the script to fix it?

  • @SystembolagetOfficial
    @SystembolagetOfficial 2 года назад

    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.

  • @TheFluffyFoxxoFemboy
    @TheFluffyFoxxoFemboy 3 года назад +1

    How would you convert this to 2D?

  • @tobiasnilssenopedal6660
    @tobiasnilssenopedal6660 Год назад

    i got an error while making the editor script, " 'Handles' does not contain a definition for 'DrawWireArch' "

  • @rakyb12
    @rakyb12 Год назад

    Hey, can this be applied to 2D??

  • @fawx.1633
    @fawx.1633 3 года назад +1

    Great tutorial, great how you explain some of your coding and the reason for what you write. Trying to follow along myself and I do everything 1:1 that the video is doing but my enemy capsule is not detecting anything. Even when I declare my Target Layer & Obstruction Layer. The green line does not show when my player capsule gets in range nor does it follow. Any idea?

    • @comp3interactive
      @comp3interactive  3 года назад

      Have you set your player to be on the target layer?

    • @fawx.1633
      @fawx.1633 3 года назад

      @@comp3interactive Yes, I set the player as the target layer and my walls as the obstacle layer. Set both points and when I moved around my game world the FOV wireframe was showing but no green line when player was in sight. Only when I toggled Can See Player did the green line appear and locked onto my player but it stayed like that no matter what.

    • @comp3interactive
      @comp3interactive  3 года назад

      It sounds like you might not be setting your CanSeePlayer bool somewhere, check through your code again compared to the vid where you're setting it to true

    • @fawx.1633
      @fawx.1633 3 года назад

      @@comp3interactive I literally copy and pasted your github link into my Unity and it gave me the error in the console saying:
      NullReferenceException: Object reference not set io an instance of an object
      FieldofViewEditor2.OnScreenGUI ()
      and also
      GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced
      UnityENgine.GUIUtility: ProcessEVent(Int32, IntPtr)

    • @comp3interactive
      @comp3interactive  3 года назад

      Why is the script called FieldofviewEditor2? What happens if you remove all the scripts and just directly drag in the github package?

  • @uv-al
    @uv-al 3 года назад +1

    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?

    • @comp3interactive
      @comp3interactive  3 года назад +4

      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 👍