How to Add a Field of View for Your Enemies [Unity Tutorial]
HTML-код
- Опубликовано: 11 фев 2025
- 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...
Join me and learn your way through the Unity Game Engine, the C# language and the Visual Studio editor. Remember, if this video was useful then DROP A LIKE! 👍
💯 Want to help me out and allow me to keep making these tutorials? Consider supporting the channel on Patreon:
/ comp3interactive
😍 AWESOME high quality 3D game assets available here:
shop.runemarks...
🤩 SPONSORED LINKS:
www.gigatank30...
/ gigatank3000
💬 Join the Discord community here:
/ discord
📱 Find us on social media for more Tips and Tricks:
/ comp3interactive
/ comp3interactive
/ comp3int
📱 Play our games for FREE here on Google Play:
bit.ly/2TisAQo #UnityTutorial #Unity3D #Comp3interactive #GameDev
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
Man's out here saving my project with expert guidance, and now I know at least five new things about Unity and C#.
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!!
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.
Good programming tutorials are rare, so whenever I find videos like this I appreciate it a lot.
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!
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
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!
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
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?
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 !!!
Great tutorial ! I would like to see more videos on custom editors for sure .
Excited for your game next week!
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
My kind of tutorial! Clear and to the point without excessive stammering and/or over explaining.
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.
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!
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 !
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 😂
🤓🤓🤓
Thank you for the video, I used this logic to implement an aim system in my game :)
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.
Thanks. This was the most useful tutorial I've watched in a long time.
Much thanks, been struggling to find something like this ❤
Amazing video! Thankyou for holding our hands through this!
Thanks for tutorial, Very simple to understand!!
Thank you so much! You explained it perfectly. Now my enemy AI is finnaly working.
Thank you for the tutorial, this should help me with designing enemy AI.
best tutorial on enemy fov i've found
Works like a charm, thank you!
AMAZING! Thank you for sharing it! Works perfectly good!
Just what I was looking for, thank you very much. Clear explanation!
Just what I needed, thank you so much for this little gem.
Awesome video and clear explanation! Thanks man!
Thank you so much for this tutorial! Really cool use of the gizmos for the FOV and very well communicated!
Awesome script my man! Thank you!
I'm glad i found your channel.
Fantastic tutorial :) I'll definitely be checking out your other videos for more content like this
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.
Hi. This tutorial is really fantastic 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...
thank yu so much, u help me a lot bro. keep it up.👍👍
This was perfect and immediately applicable for my AI controllers, thank you for posting!
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" 😂
Really helpfull tutorial, thanks for uploading it
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.
currently using this tutorial for a really strange mechanic xD haha thanks!
Hi, I'm stuck at about 7:10 in the video. When i input line 37 I get an error saying "An object reference is required for the non-static field, method, or property 'Transform.position'". Does anyone have clue as to a solution?
I've copied the tutorial bar for bar, but my enemy is still seeing through obstructions, please help 🙏🏿🙏🏿🙏🏿
This is beautiful!
Thanks for the tutorial!
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. :)
Very well explained. Thank you very much for an excellent tutorial.
this video is very helpfull thank you
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?
Thank you very much! Saludos desde Guatemala.
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.
Thank you so much for nice and clear video!
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).
Great vid! Liked and subbed
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.
for the editor part I'm getting an error saying target isn't in context but I followed his tutorial
saved me tried to make it for months
Thanks for the info, Sean Connery.
Saved my live thank you so much.
Thanks for the awesome tutorial. I followed your coding, and I noticed something. Should it be transform.forward in the angle check?
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
Maybe I should just use collider with set trigger?
It's detect position of collider but not collider itself. How can I change the script to fix it?
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 👍
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.
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)
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
@@comp3interactive didn't even think of that, thanks for pointing it out
Nah man it's always good to question methods, I could have made a point of that in the video tbh
Thank you brother
i got an error while making the editor script, " 'Handles' does not contain a definition for 'DrawWireArch' "
i followed everything but my enemy still doesnt see my character ;-; (i enven checked the FAQ and still no dice)
very nice guide!
Does the physics have better performance over the mesh filter method?
Good job! Thanks!
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.
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 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
So followed this tutorial and works mostly, however the distance before player becomes unseen is roughly double the radius
OMG! You saved me! Thank you so much!
I got you bro 😉
I want to have the enemy remember where it last saw the player, but it cant get it to implement. Can someone help?
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
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
Thanks a lot ! 🙏🙏
good job man!
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
Hey, can this be applied to 2D??
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
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.
excellent, thank you
amazing! thank you!
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?
what's the point of the playerRef?
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?
How would you convert this to 2D?
Well i m using Visual Studio too, but it has no auto-write unlike others. Is there a problem with me or what?
Any way to have a solid color in the radius FOV?
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.