Hey everyone!! I have recently discovered that 2D vector composite has been changed slightly in later versions of Unity In this tutorial I am using 2020.3.8f1.. In order to do the same thing.. you will need to change some of the properties of the Movement action... So with the Movement action Selected: - In the the Properties tab - Change the 'Action Type' to Value - Change the 'Control Type' to Vector 2 Now you will be able to right click on the Movement action and Add an Up/Down/Left/Right Composite! Hope this helps! 😃 Also I left it out of the video but if anyone is having trouble implementing crouch and sprint, you need to define some extra properties for these at the top of your PlayerMotor script lerpCrouch, crouching, sprinting -> bool crouchTimer -> float
hello there man can u continue the series pls or atleast make a tutorial on how to get such good graphics like post proccesing and stuff cs everytime i create a new project the project has such bad graphics
Hey i know your busy but I need some help really bad when you dragged the camera on to the player look script it had a place for it mine doesn't do you know what I could of done wroung
@@gamertagyyshsggege1787 so the only line that will relate to being able to do that is public Camera cam;. So what I would recommend is make sure that it is public :). If there are any compiler errors before you saved the script then it will cause unity to not actually update the inspector, so maybe that could be causing the property to not show up... :). Alternatively if you want to do everything through code. You don't need a public Camera and you can use Camera.main to find the camera with the tag "MainCamera".. then you won't need the "cam" property... I will be setting up a discord soon to provide more reliable help if you would like to join then feel free to send me an email (which is in my channel page) and I will send an invite :)
@@andubunea9627 I am definitely keeping this series going and I will be covering post processing in order to make you game look awesome!! Apologies for the delay in getting the next one uploaded. It will be up in the next few weeks ! :D Thanks for watching!
For those who couldn't find 2D vector binding: you have to select your action (Movement) and change action type to value and control type to Vector 2. Edit: This is briefly same as in pinned comment
It would be nice if you can explain the classes, methods, and API's you're using, why you're doing it, and a higher level understanding. I get it cause I've been doing this for a long time, and it's fairly straightforward, but it's a bit quick from a viewer perspective.
Yeah, this tutorial is useful, but it's definitely not for beginners. He goes way too fast and its hard to follow along. I wish everything was explained so I can understand what the code is doing
if you want to implement crouching and sprinting don't forget to add a: bool crouching = false; float crouchTimer = 1; bool lerpCrouch = false; bool sprinting = false; do this in the playermotor script next to the other floats and bools (at the top of the script)
I was able to implement crouch and sprint successfully, however pressing down on the left game pad stick activates a sprint and deactivates when I press it again. Is there a way to sprint only while the left game pad stick is pressed?
@@jaceleeanderson When you go to the screen where you set up your controls you click on your control (sprint/crouch) and on the right side there is "Action type" which you set to pass through. Then there appears another field right under the last where you choose button.
For everyone having a camera stutter when sprinting or moving a little bit faster: --> go to Edit > project settings > time --> set Fixed Timestep to 0.005 (default is 0.2) Hope this helps!
If you want to toggle sprinting: -Go to your Input Actions -Go to the Sprint action map -Add a "Press" type Interaction -Make the trigger behavior "press and release"
Thank you so much, i fixed the crouch as well, and fixed the jump not working properly by adding "Press" type interaction and make the trigger behaviour to "press".
FYI: moving Jump from LateUpdate and Move from FixedUpdate to Update fixes stutters. Fixed and LateUpdate have moments of pauses, miliseconds but still induces stuttering on fast movements like turning your player. Just came across your tutorial, helped a ton. So many ways to go about setting up basic movement with the InputSystem, this seemed to make the most sense to me and actually able to understand what and why. Thank You!
Thx for your awesome work :) As a developer for myself (non gaming, being a junior for one month, fresh from school :P) I rly like your code structure and that you're coding a lot with data encapsulation, which makes it so much easier for me to understand your code and see the structure behind it.
Just getting into game design and learning Unity! So glad I found this new tutorial series and cannot wait to get started - looks incredibly informative and professionally done. Thank you!
Great tutorial man! Managed to go though it all and done my own troubleshooting as I'm currently running 2021.3.13f1 version, some of the things changed here and there but in the end I got a fully functional FPS movement. Thank you
hey its giving me a error for this its the motor it gives me [06:06:59] Assets\scripts\PlayerMotor.cs(7,1): error CS0116: A namespace cannot directly contain members such as fields, methods or statements
I'd like to add a tip in case people might also have been running into the same issues I have been. When following this tutorial, he places the movement inside of FixedUpdate. If you move, it would cause a stuttering effect (it did to me at least). Try putting the move code inside of LateUpdate, along with the camera look code. That should fix the issue. Not sure why this works differently for us, other than that amazing tutorial. I've had this similar issue while developing my own 2d games making the camera follow the player.
For what I see, the problem is because the camera is attached to the character object. Moving the movement code outside of the FixedUpdate can result in weird issues. nothkedev.blogspot.com/2017/11/how-to-cope-with-standard-unity-fps.html
Thank you so much for this tutorial! I had never used Unity to make anything before but this tutorial was very easy to understand, and I can’t wait for part 2!
Brackeys for a long time has been the gold standard for a lot of us aspiring gamedevs, as far as tutorials go. However, now that most of his content has been outdated, the assets used within those tutorials are broken, and the amount of scouring comments to find a fix for a litany of problems introduced from the previous 2 problems, it's no longer useful. After doing some digging, I found this video and cannot express how relieved I am. Now that i have a proper working controller script, I'm going to play with it and learn what I can before moving on to your next video; btw I particularly loved the "homework" at the end of the video. As long as you keep these videos up to date (which btw, thank you for pinning the fix comment below about 2d vectors), I see no reason why you won't be the next unity guru on youtube! If you ever develop this course professionally on skillshare or something, let me know. I'd love to dive deeper, with longer videos explaining the code in detail and how it functions in relation to the assets. Keep up the great work!
Thanks so much for those kind words! I'm so glad this video has helped you! I try very hard to make sure my videos are easy to follow and well designed so that everyone can be proud of their end product, and I'm still shocked that there's been such a positive response! It was a sad day when Brackeys stopped doing tutorials :(
This tutorial was really well made and easy to follow, thanks for making such a video. I’ve been struggling with the new input system and this made it way easier to understand. +1 sub
I feel like I have followed all of the steps but when I run the program my character is not moving. I was wondering whether that is the same as what you had?
this is a very underrated tutorial and this series will help many beginner and intermediate game devs out, just wanna let u know, the community appreciates you don't stop, brackeys is proud of you
Short question. So I followed the tutorial in every single step but when I tested it and press "W" may player actually moved "up" not "forward" do you now why that is?
Thank you so much for this tutorial, I was stuck on first person character control, no other tutorial helped me, and now I know how to use the new input system for other ideas!
I'm very new to any form of programming and have only just finished the create with code pathway. But your instructions are so clear and easy to follow along that I finally can see myself trying to make a full-fledged game one day! :D Thank you so much for making these!!
I've been following another tutorial about the basics of voxelworlds and have almost finished that one. So unfortunately I haven't build my dream-game yet (also because of a fulltime job and only little time to work steadily on this hobby). But I have learned enough of the basics to continue prototyping the main game components :) I even made some crude platform 1-level games. I do have heavily underestimated the work it can take to make a game and have a LOT more respect for developers than I already had :)
For those wondering how to implement the last bit (crouch/sprint) if it is not working you need to make bools and floats underneath the jump height float at the top around line 12, it should look like this public float jumpHeight = 3f; Public bool lerpCrouch; Public bool crouching; Public bool sprinting; Public float crouchTimer; This took me a while to figure out so I hope this helps
Hi man, earned yourself a sub. I've been programming for about 6 years nearly half my life but only recently got into gamedev. This tutorial was wonderful and unlike other tutorials, you actually helped in the comments. I wouldn't have even been able to start without the 2d Vector control binding. I can see you doing very well
@@missunknowngaming6890 In the OnFoot action map, go to movement, in the action properties change action type from button to value, and then set the control type to vector 2
Just started to learn how to use Unity. I had some basic prior Python and C# knowledge of syntax and how to use the console, but I was reluctant to even open Unity, let alone try and use it. Then you came along and just made it all seem so simple! It was so easy to follow compared to other tutorials, so thank you!
outstanding video bro. So surprised to see your sub count. whole video was comprehensive and i like how you allowed the viewers to try some new stuff on their own. Im new to coding and i feel like the shit bc i figured out the sprint and crouch lol. I said that to say your method was effective teaching-wise. keep it up
For everyone struggling to add scripts into Player, make sure that at the very top of the script after the imports once it's definition starts, the first line looks like public class PlayerMotor : MonoBehaviour and not public class NewBehaviourScript : MonoBehaviour (when you're trying writing the PlayerLook script, change name according to the script you're writing). For some reason this happens automatically on his screen but I had to do it manually everytime (probably because I didn't set the name of the script immediately on creation the way he did, I switched back to the video first to double check the name then renamed my script, which led to the wrong name being present in the definiton).
Thanks for all of the support and kind feedback!!! Just to let you all know I am working on getting the next video out! There are some more complicated concepts in the next one so I want to make sure they are easy to understand! Thanks again! ❤
Any idea why my button inputs aren't making my character move? All the scripts are matching up, I've watched from the beginning five times or more, but every time I try to make the character move, it doesn't work. I opened the debugger and it's registering my button presses but it's not making anything happen.
You sir a re a legend, it took me some time and I kept running into errors because my spelling was off but in the end I got everything working. I also visited your discord and within 2 min of asking a question I got an answer and programming help. Keep it up man :)
The new input system has been so difficult to wrap my head around. Hoping you cover some other basics (doors, buttons, etc.) because there's so few tutorials out there for it! Also, as a side-note, were you planning on going further in-depth on crouching? What you provided was solid, and I've gotten it working well enough, and I THINK I could figure out raycasting to prevent standing up and clipping into objects on my own, but I'm also having the player clip through walls that are low enough to walk under, but still at camera height. Bit weird, and still not sure where to start on that. Either way, looking forward to more!
My next video will cover an interaction system that I think is awesome! Very easy to create heaps of interactions quickly, (it's taking abit longer than I hoped as it's been a very busy few weeks) Yeah, you could definitely do it that way,. raycast upwards when you are crouching, and if the raycast detects anything above head height, then just return; so that it doesn't cancel the crouch.. And for the player clipping through walls would it be possible to do a simple fix of just lowering the camera slightly ?? If not let me know and we can work out another way to fix this :) Thank you so much for watching and commenting!
@@NattyGameDev I've kept working away (sort of focused on modeling and environmental stuff, not so much code!) and since I've started building levels with steep slopes and walls, I was wondering if you had a solution for making the player slide down steep slopes? The default character controller only handles what slopes you can walk up, but not making you fall down them-- as a result, you can stand and hop all the way up a nearly-90* angle wall! Any suggestions on that front?
@@terraxanthis82 Have you tried messing around with Physic Materials ?? With a raycast you could find out the angle of the ground relative to the player, . and if the angle exceeds a certain amount swap out the physics material that has the dynamic friction turned down to 0.
@@NattyGameDev help i am having this errorAssets\Scripts\InputManager.cs(23,43): error CS1061: 'InputAction' does not contain a definition for 'Readvalue' and no accessible extension method 'Readvalue' accepting a first argument of type 'InputAction' could be found (are you missing a using directive or an assembly reference?) how to fix it ?
Tysm, i’ve learned a whole bunch of new stuff from this video and the comments helped too whenever there was an error. I was able to make the sprint and the crouch too!
I couldn't figure out why my character wasn't moving so I deleted the project and started over, got to 11:53 and laughed once I heard "we can drag our scripts onto our player." I don't know how I missed that the first time lol.
You can also set the Sprint interaction to be triggered on press and release by adding an Interaction "Press" then set this to trigger on Press and Release, this will allow you to hold the Shift button or mapped keypad button down instead of pressing once to sprint then again to walk.
@@rayhan285 Click the action, then action type, change it from button to value, then the control type will appear , choose vector 2, then go ahead and click the "+" sign on your action and now it will show add up down left right composite
Bruh does anyone else feel like they are just copying him, but not actually learning anything. Good tutorial but I feel that it moves a bit too fast without explaining how we can do this ourselves.
In case guys you have problem with no “Add 2D Vector Composite” when you right click on your input this is what you must do, On the right, change your movement action type to "value" and control type to "vector 2" Then right-click on movement and choose Add Up\down\left ight composite, thats all.
The screen jittering issue can occurs in this code when the player moves and rotates the screen simultaneously. You can resolve this issue by moving 'motor.ProcessMove(onFoot.Movement.ReadValue());' from the FixedUpdate method to the Update method in InputManager. But this might cause many collisions problem. So, I recommend interpolating the rotation. Here's the tutorial: ruclips.net/video/qtV8JEIq0Ng/видео.html With this solution, you need to rotate the player in the FixedUpdate method.
nice tutorial but just a suggestion, please dont cut the clips when adding more lines and curly brackets because then it causes more errors in our code, but other than that amazing tutorial!
TURN OFF OTHER COLLIDERS! I had a second capsule collider enabled on my player model and spent HOURS combing through code only to realize the Character controller was colliding with my capsule collider. The results were a phantom pill flying around an arena at mach 5
I dont know why but even tho Im working on a multiplayer game for steam I still find myself just having your videos playing on the other monitor since your voice is so relaxing
In the ProcessMove you can add this code to move the player back/front instead of up/down float HMove = Input.GetAxis("Horizontal"); float VMove = Input.GetAxis("Vertical"); Vector3 moveDirection = new Vector3(HMove, 0.0f, VMove); controller.Move(transform.TransformDirection(moveDirection) * speed*Time.deltaTime);
well no, if youre moving up and down instead of front and back, its because youve typed moveDirection.y = input.y; instead of moveDirection.z = input.y;
Do yourself a favor if your still learning the ropes around unity, watch at 0.75x speed and pause around major areas and really try to understand what is being done
For those who couldn't find 2D vector binding: you have to select your action (Movement) and change action type to value and control type to Vector 2. credit: @eminkilicaslan8945
@@pranathisrivatsa1806: I'm assuming you guys have a 'typo'. [PlayerMotor.cs] using System.Collections; using System.Collections.Generic; using UnityEngine; /// Class Containing Player Movement Functionality public class PlayerMotor : MonoBehaviour { private CharacterController controller; private Vector3 playerVolocity; public float speed = 5F; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } /// Receive the Inputs for the InputManager.cs and Apply them to the Character Controller. /// public void ProcessMove(Vector2 input) { Vector3 moveDirection = Vector3.zero; moveDirection.x = input.x; moveDirection.y = input.y; controller.Move(transform.TransformDirection(moveDirection) * speed * Time.deltaTime); } } [InputManager.cs] using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; /// Class that manages all the Keyboard and GamePad Inputs. public class NewBehaviourScript : MonoBehaviour { private PlayerInput playerInput; private PlayerInput.OnFootActions onFoot; private PlayerMotor playerMotor; // Start is called before the first frame update void Awake() { playerInput = new PlayerInput(); onFoot = playerInput.OnFoot; playerMotor = GetComponent(); } // Update is called once per frame void FixedUpdate() { // > Tell the Player Motor to Move using the Value from our Movement Action playerMotor.ProcessMove(onFoot.Movement.ReadValue()); } private void OnEnable() { onFoot.Enable(); } private void OnDisable() { onFoot.Disable(); } }
Don't know if you figured this out, but PlayerMotor was the name of his Player Controller script, so if you named it something different, it can't find it. If you did name it PlayerMotor then make sure it is attached to the player gameobject.
yo man, im 2 years late but this video really helps a lot!!!. im new into game development and i never learn c# before, but the way you explain makes me understand the scripting ( cause i know c++ and js and i think its kinda similar ) but anyway well done dude, youre such a goat
First, thank you very much I would like to correct an error in the InputManager in line 8 that is "public PlayerInput.OnFootActions onFoot;" is not "private PlayerInput.OnFootActions onFoot;" and in PlayerInteract line 36 the error is "onFoot" is not "OnFoot"
I had this issue where the keys would register in the debugger but my camera did not move for the player. The solution was making sure OnEnable() and OnDisable() were capitalized correctly. I also had to fix about 15 compiler errors due entirely to capitalization errors, and one misspelling. So, this is likely where more issues lie for people., It took me 30 minutes to find my OnEnable() issue.
this serie looks really good for beginners, but will you cover advanced stuffs like gun types (shotguns, rifles, semi-auto, heavy rifle/snipers, burst) and more advanced player movement (vaulting, double jump, sliding)? It would be great in this serie
Update on Tutorial Issues (2024, 03.25) - Unity v2022.3.22/1 -> Missing "2D Vector Binding": 1. Under Actions, Select: "Movement" 2. Under "Action Properties" Tab > "Action Type" > Set it to: "Value" 3. Under "Action Properties" Tab > "Control Type" > Set it to: Vector 2. 4. On Action Tab, Select and Right Click: "Movement" 5. Select: "Add UP/DOWN/LEFT/RIGHT Composite" -> Player NOT Moving: Ensure the Player Contains the following Scripts: - Input Manager.cs - Player Look.cs - Player Motor.cs If not: Select Player Object, then Drag and Drop the Scripts. -> Missing References: Ensure each script class names are consistent with their file names. -> Sprint & Crouch Add these variables to "PlayerMotor.cs" bool crouching = false; float crouchTimer = 1; bool lerpCrouch = false; bool sprinting = false; and these Methods: public void Crouch() { crouching = !crouching; crouchTimer = 0; lerpCrouch = true; } public void Sprint() { sprinting = !sprinting; if (sprinting) { speed = 8; } else { speed = 5; } }
Had to give up on a tutorial without support and missing information. Sure, it is good for you to figure it out. It allows you to think for yourself (something society and their systems want you not to do). I guess it is worth to get an idea on how keybindings work (Input).
Just finished the playermotor and input manager scripts and im getting an error that says "PlayerInput.OnFootActions' does not contain a definition for 'Movement' and no accessible extension method 'Movement' accepting a first argument of type 'PlayerInput.OnFootActions' could be found (are you missing a using directive or an assembly reference?)" help plz
You should name the C# class of the input system you created before. Click on the inputSystem file and then in the inspector enter "PlayerInput" as the class name. Now you should have a reference.
For those wondering how to make the sprint or crouch toggleable, here was my solution onFoot.Sprint.started += ctx => motor.Sprint(); onFoot.Sprint.canceled += ctx => motor.Sprint(); and you would just do the same for Crouch
Hey, thanks for the tutorial! I'm trying to wrap my head around the new Input system so this video is very useful. It also allowed me to try out the character controller for the first time ever. I just have a quick question at 10:45, why did you use transform.TransformDirection()? what does it do since the code works just well by just passing in moveDirection.
So what TransformDirection is doing is converting our input to local space for our player... So pushing [W] will always move our player in the own "forward" facing direction If you just used moveDirection however.. [W] will always move our player forward in the Z axis/ [S] back on the Z Axis [A] forward on the X axis/ [D] back on the X axis... The direction we move would be fixed in world space.. Which is great for a top-down game. Hope that makes sense!! :D
Hello! Great Video. But Im experiencing this problem: error: CS0426: The type name ‘OnFootActions’ does not exist in the type ‘PlayerInput’ “OnFootActions” is also underlined Red when I type “PlayerInput.OnFootActions” 8:06
Hello, I hope I can help you and that you have not abandoned this. Doing a search in my files I discovered that my script was called Player Input Actions and not as it says in the video Player Input. Hope this can help you!
Isn't applying a constant downward force in update method very taxing? Can't we just assign all that in a pre-check before we hit the jump input key. I'm still learning so sorry if this is a dumb question.
Dude. this guy is the goat, every tutorial i watch on making a game in unity never works, this is simple and so far has worked EDIT: THIS GUY IS FRICKING TRASH, MY CODE WONT WORK AND I WISH ANYTHING I DID EVER WORKED
@@Yoseffa1786 my code doesnt work, im using version 2022.3.19f1, my code doesnt work at all and some of the code has diffrent coloured text to his colours, i dont know why nothing ever works for me
Yeah absolutely ! Since we're using the IsGrounded book from unitys character controller it will set the bool to true when we are on-top of any type of collider, but we do need assign it to our own isGrounded bool in update to get reliable results.
I realize this is over a year old, but this may help someone else. What you most likely have written: moveDirection.x = input.x; moveDirection.y = input.y; What is should be: moveDirection.x = input.x; moveDirection.z = input.y; The moveDirection.z is what moves you left and right, I made the same mistake when flying through the tutorial. Lol Hope this helps!
hey can somebody help with this error that I got from the tutorial: Assets/Scripts/InputManager.cs(11,13): error CS0246: The type or namespace name 'PlayerLook' could not be found (are you missing a using directive or an assembly reference?)
This error usually means that the new script created for PlayerLook is still named 'NewBehaviourScript'. If you look at the public class declaration within Visual Studio you will need to make sure that the class itself is called PlayerLook and that the file is also named PlayerLook in the file explorer (via file directory). I also had an issue where the struct OnFootActions was not being updated with the Look action once I added this in the Unity editor. To fix this issue I had to right click on the PlayerInput tab within the Unity editor and then click 'UI Toolkit Live Reload' and this appeared to recompile the scripts and update the struct object definition within Visual Studio.
So with the Movement action Selected: - In the the Properties tab - Change the 'Action Type' to Value - Change the 'Control Type' to Vector 2 Now you will be able to right click on the Movement action and Add an Up/Down/Left/Right Composite! Hope this helps! 😃
@@coding_game look into your input manager thing where you wrote did the aswd/left stick, it might just be that you just misrwrote onfoot or movement there
Assets\New Folder\InputManager.cs(9,25): error CS0426: The type name 'OnFootActions' does not exist in the type 'PlayerInput' how would you fix this error
I'm so glad no one actually helped you cause I'm pretty sure it has something to do with the player not knowing they're on the ground But I can't for the life of me figure out how to change that
Hey, thanks for the awsome video, one thing. When i use the input actions for w/s, instead of moving me along the z axis, it moves me along the y. Any help appreciated. (Beginner)
quick question, when I try to add my PlayerMotor and InputManager scripts into the player object, it says "Please fix compile errors before adding component". How do I fix this?
Now i got this error "Assets\Scripts\PlayerMotor.cs(26,33): error CS1061: 'Vector2' does not contain a definition for 'z' and no accessible extension method 'z' accepting a first argument of type 'Vector2' could be found (are you missing a using directive or an assembly reference?)" do you have any idea how to fix this ?
change your movement action type to "value" and control type to "vector 2"😊 (Action Proporties) Then right-click on movement and choose Add Up\down\left ight composite Thanks for Creative_Divide9845 for answer
For anyone using unity 6 preview keep in mind that for the 2d vector composite its going to be under action properties got to change type to value and control type to vector 2 then u can right click add up/down ect composite!
I have an issue where it says: Assets\Scripts\InputManager.cs(23,34): error CS1061: 'PlayerInput.OnFootActions' does not contain a definition for 'Movement' and no accessible extension method 'Movement' accepting a first argument of type 'PlayerInput.OnFootActions' could be found (are you missing a using directive or an assembly reference?)
I first had a problem with the camera couse it wasn't smooth when you look around it was more like stocking but I fixed it I just had to change in the PlayerLook Script the xRotatin wich was on -80, 80f and I just changed it to -100, 100f and now it's smooth 😃👍
Hey everyone!!
I have recently discovered that 2D vector composite has been changed slightly in later versions of Unity
In this tutorial I am using 2020.3.8f1..
In order to do the same thing.. you will need to change some of the properties of the Movement action...
So with the Movement action Selected:
- In the the Properties tab
- Change the 'Action Type' to Value
- Change the 'Control Type' to Vector 2
Now you will be able to right click on the Movement action and Add an Up/Down/Left/Right Composite!
Hope this helps! 😃
Also I left it out of the video but if anyone is having trouble implementing crouch and sprint, you need to define some extra properties for these at the top of your PlayerMotor script
lerpCrouch, crouching, sprinting -> bool
crouchTimer -> float
hello there man can u continue the series pls or atleast make a tutorial on how to get such good graphics like post proccesing and stuff cs everytime i create a new project the project has such bad graphics
Hey i know your busy but I need some help really bad when you dragged the camera on to the player look script it had a place for it mine doesn't do you know what I could of done wroung
@@gamertagyyshsggege1787 so the only line that will relate to being able to do that is public Camera cam;. So what I would recommend is make sure that it is public :). If there are any compiler errors before you saved the script then it will cause unity to not actually update the inspector, so maybe that could be causing the property to not show up... :). Alternatively if you want to do everything through code. You don't need a public Camera and you can use Camera.main to find the camera with the tag "MainCamera".. then you won't need the "cam" property... I will be setting up a discord soon to provide more reliable help if you would like to join then feel free to send me an email (which is in my channel page) and I will send an invite :)
@@andubunea9627 I am definitely keeping this series going and I will be covering post processing in order to make you game look awesome!! Apologies for the delay in getting the next one uploaded. It will be up in the next few weeks ! :D Thanks for watching!
@@NattyGameDev Hey I fixed it up and now it works I would like to say thank you for your response I wasn't expecting you to lol
For those who couldn't find 2D vector binding: you have to select your action (Movement) and change action type to value and control type to Vector 2.
Edit: This is briefly same as in pinned comment
Thank you
There's no action type
Thank you
thanks
Thank you
It would be nice if you can explain the classes, methods, and API's you're using, why you're doing it, and a higher level understanding. I get it cause I've been doing this for a long time, and it's fairly straightforward, but it's a bit quick from a viewer perspective.
Idek what's happening I'm just copying what he does
@@MrMelon-gs6bqthat’s the issue. You’re not learning much through imitation here
but the game is cool tho@@Islati
Can confirm this yea, i came here for a basic tutorial to learn and hes breezing through C# scripts in minutes.
Yeah, this tutorial is useful, but it's definitely not for beginners. He goes way too fast and its hard to follow along. I wish everything was explained so I can understand what the code is doing
if you want to implement crouching and sprinting don't forget to add a:
bool crouching = false;
float crouchTimer = 1;
bool lerpCrouch = false;
bool sprinting = false;
do this in the playermotor script next to the other floats and bools (at the top of the script)
thanks 😃
I was able to implement crouch and sprint successfully, however pressing down on the left game pad stick activates a sprint and deactivates when I press it again. Is there a way to sprint only while the left game pad stick is pressed?
Thanks dude
@@jaceleeanderson When you go to the screen where you set up your controls you click on your control (sprint/crouch) and on the right side there is "Action type" which you set to pass through. Then there appears another field right under the last where you choose button.
Thank's it help a lot
understood about one percent but thats the most ive ever understood from any unity tutorial ever, so good job
For everyone having a camera stutter when sprinting or moving a little bit faster:
--> go to Edit > project settings > time
--> set Fixed Timestep to 0.005 (default is 0.2)
Hope this helps!
thanks
thank you!!
still there any other fixes?
@@geoauthentic putting your game scene in full screen reduces stutter as well
thank you so much
If you want to toggle sprinting:
-Go to your Input Actions
-Go to the Sprint action map
-Add a "Press" type Interaction
-Make the trigger behavior "press and release"
What version were you using?
@@kingd0ofus 2021.3.12f1
thank you so much bro
Thanks man, helped
Thank you so much, i fixed the crouch as well, and fixed the jump not working properly by adding "Press" type interaction and make the trigger behaviour to "press".
FYI: moving Jump from LateUpdate and Move from FixedUpdate to Update fixes stutters. Fixed and LateUpdate have moments of pauses, miliseconds but still induces stuttering on fast movements like turning your player.
Just came across your tutorial, helped a ton. So many ways to go about setting up basic movement with the InputSystem, this seemed to make the most sense to me and actually able to understand what and why. Thank You!
the wording of this comment is confusing me. can you please give more detail? does this mean i move the entire jump function inside a lateUpdate void?
@@ThatBlenderDude_ he meant moving both functions 'Jump' and 'Move' into Update instead of FixedUpdate
@@boremy_ so in inputmanager i move what is currently in the awake function into update?
Thx for your awesome work :)
As a developer for myself (non gaming, being a junior for one month, fresh from school :P) I rly like your code structure and that you're coding a lot with data encapsulation, which makes it so much easier for me to understand your code and see the structure behind it.
Just getting into game design and learning Unity!
So glad I found this new tutorial series and cannot wait to get started - looks incredibly informative and professionally done.
Thank you!
Same! i'm also new to unity and game design.
so did u learn anything after 7 months
Great tutorial man! Managed to go though it all and done my own troubleshooting as I'm currently running 2021.3.13f1 version, some of the things changed here and there but in the end I got a fully functional FPS movement.
Thank you
hey its giving me a error for this its the motor it gives me [06:06:59] Assets\scripts\PlayerMotor.cs(7,1): error CS0116: A namespace cannot directly contain members such as fields, methods or statements
I'd like to add a tip in case people might also have been running into the same issues I have been. When following this tutorial, he places the movement inside of FixedUpdate. If you move, it would cause a stuttering effect (it did to me at least). Try putting the move code inside of LateUpdate, along with the camera look code. That should fix the issue.
Not sure why this works differently for us, other than that amazing tutorial. I've had this similar issue while developing my own 2d games making the camera follow the player.
For what I see, the problem is because the camera is attached to the character object. Moving the movement code outside of the FixedUpdate can result in weird issues. nothkedev.blogspot.com/2017/11/how-to-cope-with-standard-unity-fps.html
my camera wont move left and right help pls
Thanks a lot! This was very helpful!
Thank you so much for this tutorial! I had never used Unity to make anything before but this tutorial was very easy to understand, and I can’t wait for part 2!
Brackeys for a long time has been the gold standard for a lot of us aspiring gamedevs, as far as tutorials go. However, now that most of his content has been outdated, the assets used within those tutorials are broken, and the amount of scouring comments to find a fix for a litany of problems introduced from the previous 2 problems, it's no longer useful.
After doing some digging, I found this video and cannot express how relieved I am. Now that i have a proper working controller script, I'm going to play with it and learn what I can before moving on to your next video; btw I particularly loved the "homework" at the end of the video.
As long as you keep these videos up to date (which btw, thank you for pinning the fix comment below about 2d vectors), I see no reason why you won't be the next unity guru on youtube! If you ever develop this course professionally on skillshare or something, let me know. I'd love to dive deeper, with longer videos explaining the code in detail and how it functions in relation to the assets.
Keep up the great work!
Thanks so much for those kind words! I'm so glad this video has helped you! I try very hard to make sure my videos are easy to follow and well designed so that everyone can be proud of their end product, and I'm still shocked that there's been such a positive response! It was a sad day when Brackeys stopped doing tutorials :(
Literally the best explanation of new input functionality.
So excited to follow an up to date tutorial series
This tutorial was really well made and easy to follow, thanks for making such a video. I’ve been struggling with the new input system and this made it way easier to understand. +1 sub
After 2 hours of debugging my first code, i finally got the inputs to move, feels good
I feel like I have followed all of the steps but when I run the program my character is not moving. I was wondering whether that is the same as what you had?
yeah me too @@jakewatson862
@@jakewatson862 i have the same issue, have you found the problem
@@Jayc_405 same have you found the answer
set the speed value@@adventuresinhomeschoolingwithb
dude.
I cannot tell you how much that this video has helped me.
thanks so much!
this is a very underrated tutorial and this series will help many beginner and intermediate game devs out, just wanna let u know, the community appreciates you don't stop, brackeys is proud of you
agreed
Short question. So I followed the tutorial in every single step but when I tested it and press "W" may player actually moved "up" not "forward" do you now why that is?
@@thetinywombat3848 months later but had this issue, check your moveDirection in ProcessMove. It Should be .x = .x and .z =.y
Thank you so much for this tutorial, I was stuck on first person character control, no other tutorial helped me, and now I know how to use the new input system for other ideas!
I'm very new to any form of programming and have only just finished the create with code pathway. But your instructions are so clear and easy to follow along that I finally can see myself trying to make a full-fledged game one day! :D Thank you so much for making these!!
Really happy to hear people in the same situation understanding it well ! Maybe I have hope after all !
So how much did you progress since ?
I've been following another tutorial about the basics of voxelworlds and have almost finished that one.
So unfortunately I haven't build my dream-game yet (also because of a fulltime job and only little time to work steadily on this hobby).
But I have learned enough of the basics to continue prototyping the main game components :)
I even made some crude platform 1-level games.
I do have heavily underestimated the work it can take to make a game and have a LOT more respect for developers than I already had :)
This serie is gonna be awesome. Thank you!
This is fantastic! I hope you'll continue the series!
For those wondering how to implement the last bit (crouch/sprint) if it is not working you need to make bools and floats underneath the jump height float at the top around line 12, it should look like this
public float jumpHeight = 3f;
Public bool lerpCrouch;
Public bool crouching;
Public bool sprinting;
Public float crouchTimer;
This took me a while to figure out so I hope this helps
Thank you!
Don’t know why he didn’t show that, but thank you for sharing something others might like me need help!
Thank you so so much!
What does the crouchTimer do?
@@damnthishandleistaken I posted this 4 months ago I don’t remember but it works
Can we all just take a moment to appreciate @Natty Creations, to thank him for all the valuable time of his, he is taking to teach this to us.
bro i think he meant to reply
i had some problems while doing it but with the help of comments everything works, very happy with ur tutorial m8
Hi man, earned yourself a sub. I've been programming for about 6 years nearly half my life but only recently got into gamedev. This tutorial was wonderful and unlike other tutorials, you actually helped in the comments. I wouldn't have even been able to start without the 2d Vector control binding. I can see you doing very well
I don't have the 2D vector Control Binding, any help?
@@missunknowngaming6890 In the OnFoot action map, go to movement, in the action properties change action type from button to value, and then set the control type to vector 2
@@mrnobody3122 THank you!
Just started to learn how to use Unity. I had some basic prior Python and C# knowledge of syntax and how to use the console, but I was reluctant to even open Unity, let alone try and use it. Then you came along and just made it all seem so simple! It was so easy to follow compared to other tutorials, so thank you!
hey man @Natty Creations , this tutorial is amazing! I hope you continue this series! loved it!
outstanding video bro. So surprised to see your sub count. whole video was comprehensive and i like how you allowed the viewers to try some new stuff on their own. Im new to coding and i feel like the shit bc i figured out the sprint and crouch lol. I said that to say your method was effective teaching-wise. keep it up
For everyone struggling to add scripts into Player, make sure that at the very top of the script after the imports once it's definition starts, the first line looks like
public class PlayerMotor : MonoBehaviour
and not
public class NewBehaviourScript : MonoBehaviour
(when you're trying writing the PlayerLook script, change name according to the script you're writing).
For some reason this happens automatically on his screen but I had to do it manually everytime (probably because I didn't set the name of the script immediately on creation the way he did, I switched back to the video first to double check the name then renamed my script, which led to the wrong name being present in the definiton).
still doesn't work
@@LitoMike can you please send me your code because after you change the class it should fix.
Thanks, I also had the same problem and after doing what you've said it worked
ty:)
thanks
Thanks for all of the support and kind feedback!!!
Just to let you all know I am working on getting the next video out!
There are some more complicated concepts in the next one so I want to make sure they are easy to understand!
Thanks again! ❤
whe are you going to post it?
Can I please get some help? I am trying to make my first game and have ran into a promblem. I would be greatly
appreciated!!!
@Natty Creations
I'm just starting unity and I don't know any "properties tab" can u post a video or at least post some images thank u :D
Any idea why my button inputs aren't making my character move? All the scripts are matching up, I've watched from the beginning five times or more, but every time I try to make the character move, it doesn't work. I opened the debugger and it's registering my button presses but it's not making anything happen.
I'm using 2021.3.19f1 I don't see any of the movement stuff
PLEASE CONTINUE THIS I LOVE IT!!! This is the way im going to be doing my movement from now on Thx
My hope is to make a game like FEARS TO FATHOM one day. You have given me a place to begin my journey!
You sir a re a legend, it took me some time and I kept running into errors because my spelling was off but in the end I got everything working. I also visited your discord and within 2 min of asking a question I got an answer and programming help. Keep it up man :)
The new input system has been so difficult to wrap my head around. Hoping you cover some other basics (doors, buttons, etc.) because there's so few tutorials out there for it! Also, as a side-note, were you planning on going further in-depth on crouching? What you provided was solid, and I've gotten it working well enough, and I THINK I could figure out raycasting to prevent standing up and clipping into objects on my own, but I'm also having the player clip through walls that are low enough to walk under, but still at camera height. Bit weird, and still not sure where to start on that. Either way, looking forward to more!
My next video will cover an interaction system that I think is awesome! Very easy to create heaps of interactions quickly, (it's taking abit longer than I hoped as it's been a very busy few weeks)
Yeah, you could definitely do it that way,. raycast upwards when you are crouching, and if the raycast detects anything above head height, then just return; so that it doesn't cancel the crouch..
And for the player clipping through walls would it be possible to do a simple fix of just lowering the camera slightly ?? If not let me know and we can work out another way to fix this :)
Thank you so much for watching and commenting!
@@NattyGameDev Absolutely! Excited to see what you've got in the next video.
@@NattyGameDev I've kept working away (sort of focused on modeling and environmental stuff, not so much code!) and since I've started building levels with steep slopes and walls, I was wondering if you had a solution for making the player slide down steep slopes? The default character controller only handles what slopes you can walk up, but not making you fall down them-- as a result, you can stand and hop all the way up a nearly-90* angle wall! Any suggestions on that front?
@@terraxanthis82 Have you tried messing around with Physic Materials ??
With a raycast you could find out the angle of the ground relative to the player, . and if the angle exceeds a certain amount swap out the physics material that has the dynamic friction turned down to 0.
@@NattyGameDev help i am having this errorAssets\Scripts\InputManager.cs(23,43): error CS1061: 'InputAction' does not contain a definition for 'Readvalue' and no accessible extension method 'Readvalue' accepting a first argument of type 'InputAction' could be found (are you missing a using directive or an assembly reference?)
how to fix it ?
Tysm, i’ve learned a whole bunch of new stuff from this video and the comments helped too whenever there was an error. I was able to make the sprint and the crouch too!
Can We Please appreciate THAT RUclips SAYS ITS UNREAL ENGINE?
This tutorial was amazing. I have been trying to find a tutorial for a first person game forever and this one worked, Thank you so much! :>
Wow, I love how people in the comment helping each other and dropping some tips
I couldn't figure out why my character wasn't moving so I deleted the project and started over, got to 11:53 and laughed once I heard "we can drag our scripts onto our player." I don't know how I missed that the first time lol.
Same
You can also set the Sprint interaction to be triggered on press and release by adding an Interaction "Press" then set this to trigger on Press and Release, this will allow you to hold the Shift button or mapped keypad button down instead of pressing once to sprint then again to walk.
Likewise, this can be set for the crouch interaction as well but I prefer the press to crouch press to stand method
Thanks! I was trying to figure out how to do this
thanks!!!
love the movement, good explaining and video, + 1 subscriber
Just for some confused people, for me the 2D vector was named as the up/down/left/right composite instead of 2D vector
@@21ns3cur3 same I don't understand
Yeah there's only positive and negative binding and another binding with one or two modifier
@@rayhan285 Exactly
@@rayhan285 Click the action, then action type, change it from button to value, then the control type will appear , choose vector 2, then go ahead and click the "+" sign on your action and now it will show add up down left right composite
@@joshuang.1154 u saved my life thx
Bruh does anyone else feel like they are just copying him, but not actually learning anything. Good tutorial but I feel that it moves a bit too fast without explaining how we can do this ourselves.
Bro sameeee
At about 7:42 what app does he use?
@@StandupWind709 Visual Studio
@@StandupWind709visual studio
I would recommend to understand and write a code in a different way. Like what does it and try to write a unique code
Awesome video. Straight to the point.
In case guys you have problem with no “Add 2D Vector Composite” when you right click on your input this is what you must do, On the right, change your movement action type to "value" and control type to "vector 2"
Then right-click on movement and choose Add Up\down\left
ight composite, thats all.
The screen jittering issue can occurs in this code when the player moves and rotates the screen simultaneously.
You can resolve this issue by moving 'motor.ProcessMove(onFoot.Movement.ReadValue());' from the FixedUpdate method to the Update method in InputManager.
But this might cause many collisions problem. So, I recommend interpolating the rotation.
Here's the tutorial: ruclips.net/video/qtV8JEIq0Ng/видео.html
With this solution, you need to rotate the player in the FixedUpdate method.
smoothDeltaTime fixed it for me, but the video is more than helpful
@@maritimeyoutubeengineer3354 how did you implement the smooth delta time. Thank You
Thank you for posting this! I'm trying to continue working on the framework this tutorial provides and that jittering was driving me mad.
@@micol04
public static float smoothDeltaTime;
you would put that in the PlayerMotor script near the top around line 12.
Nice video. Very easy to understand and follow. Underated RUclipsr for sure
Thank you for this series. I have one question, why not just use Rigidbody for gravity and collisions
there are advantages and disadvcantages to move movement methods there are a few videos on it on youtube
nice tutorial but just a suggestion, please dont cut the clips when adding more lines and curly brackets because then it causes more errors in our code, but other than that amazing tutorial!
yes in 7:10 i got an error saying numre blah blah blah
Not rlly annoying for me
@@DaWaffleDog good for you man
Why the heck did u reply, its almost =been an year
@@DaWaffleDog why the heck did you reply to a year old comment
Bro you are one of the best tutors of unity I have ever find on RUclips
TURN OFF OTHER COLLIDERS! I had a second capsule collider enabled on my player model and spent HOURS combing through code only to realize the Character controller was colliding with my capsule collider. The results were a phantom pill flying around an arena at mach 5
Thanks I’m 12 and luckily found this I’ve subbed you’re awesome man
Thanks for making this video. I found it to be incredibly helpful! :]
I dont know why but even tho Im working on a multiplayer game for steam I still find myself just having your videos playing on the other monitor since your voice is so relaxing
where did u arrive now
In the ProcessMove you can add this code to move the player back/front instead of up/down
float HMove = Input.GetAxis("Horizontal");
float VMove = Input.GetAxis("Vertical");
Vector3 moveDirection = new Vector3(HMove, 0.0f, VMove);
controller.Move(transform.TransformDirection(moveDirection) * speed*Time.deltaTime);
THANKS
well no, if youre moving up and down instead of front and back, its because youve typed moveDirection.y = input.y; instead of moveDirection.z = input.y;
rahnosam you are my hero thank you@@TheSaviourOfHumanity
Yeah, my player jump instead of go forward when i pressed W, thanks a lot@@TheSaviourOfHumanity
Do yourself a favor if your still learning the ropes around unity, watch at 0.75x speed and pause around major areas and really try to understand what is being done
how to add a 2d vector composite to the action movement 3:49 im seeing this in 2024 so probably versions are too different
For those who couldn't find 2D vector binding: you have to select your action (Movement) and change action type to value and control type to Vector 2. credit: @eminkilicaslan8945
Just use the up/down/left/right composite
can anyone help? At 11:08 I'm stuck, it says that "PlayerMotor" doesn't exist in the line "private PlayerMotor motor;"
Same idk what to do. If u have got it kindly reply
@@pranathisrivatsa1806: I'm assuming you guys have a 'typo'.
[PlayerMotor.cs]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// Class Containing Player Movement Functionality
public class PlayerMotor : MonoBehaviour
{
private CharacterController controller;
private Vector3 playerVolocity;
public float speed = 5F;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
/// Receive the Inputs for the InputManager.cs and Apply them to the Character Controller.
///
public void ProcessMove(Vector2 input)
{
Vector3 moveDirection = Vector3.zero;
moveDirection.x = input.x;
moveDirection.y = input.y;
controller.Move(transform.TransformDirection(moveDirection) * speed * Time.deltaTime);
}
}
[InputManager.cs]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
/// Class that manages all the Keyboard and GamePad Inputs.
public class NewBehaviourScript : MonoBehaviour
{
private PlayerInput playerInput;
private PlayerInput.OnFootActions onFoot;
private PlayerMotor playerMotor;
// Start is called before the first frame update
void Awake()
{
playerInput = new PlayerInput();
onFoot = playerInput.OnFoot;
playerMotor = GetComponent();
}
// Update is called once per frame
void FixedUpdate()
{
// > Tell the Player Motor to Move using the Value from our Movement Action
playerMotor.ProcessMove(onFoot.Movement.ReadValue());
}
private void OnEnable()
{
onFoot.Enable();
}
private void OnDisable()
{
onFoot.Disable();
}
}
Don't know if you figured this out, but PlayerMotor was the name of his Player Controller script, so if you named it something different, it can't find it. If you did name it PlayerMotor then make sure it is attached to the player gameobject.
Anybody looking for solution, In the Player Motor script at the top change class name to
public class PlayerMotor : MonoBehaviour
yo man, im 2 years late but this video really helps a lot!!!. im new into game development and i never learn c# before, but the way you explain makes me understand the scripting ( cause i know c++ and js and i think its kinda similar ) but anyway well done dude, youre such a goat
First, thank you very much
I would like to correct an error in the InputManager in line 8 that is "public PlayerInput.OnFootActions onFoot;" is not "private PlayerInput.OnFootActions onFoot;" and in PlayerInteract line 36 the error is "onFoot" is not "OnFoot"
Thank you so much for this i have not done this yet but tomorrow I will fix it and I hope that it will fixed pls pray 😅😅
I had this issue where the keys would register in the debugger but my camera did not move for the player. The solution was making sure OnEnable() and OnDisable() were capitalized correctly. I also had to fix about 15 compiler errors due entirely to capitalization errors, and one misspelling. So, this is likely where more issues lie for people., It took me 30 minutes to find my OnEnable() issue.
Thanks that was exactly my problem
thanks sm, that was the issue
No wonder it didn't move, this was my exact problem. Thanks man!
A really thorough tutorial, super easy to follow!
@jinx_gt i literally cant find the context for why you said this but it fixed my problem, thank you.
this serie looks really good for beginners, but will you cover advanced stuffs like gun types (shotguns, rifles, semi-auto, heavy rifle/snipers, burst) and more advanced player movement (vaulting, double jump, sliding)? It would be great in this serie
Hold on.. HOLD ON, THIS IS AN ACTUAL GOOD TUTORIAL!!!
Best tutorial I've ever watched.
Update on Tutorial Issues (2024, 03.25) - Unity v2022.3.22/1
-> Missing "2D Vector Binding":
1. Under Actions, Select: "Movement"
2. Under "Action Properties" Tab > "Action Type" > Set it to: "Value"
3. Under "Action Properties" Tab > "Control Type" > Set it to: Vector 2.
4. On Action Tab, Select and Right Click: "Movement"
5. Select: "Add UP/DOWN/LEFT/RIGHT Composite"
-> Player NOT Moving:
Ensure the Player Contains the following Scripts:
- Input Manager.cs
- Player Look.cs
- Player Motor.cs
If not: Select Player Object, then Drag and Drop the Scripts.
-> Missing References:
Ensure each script class names are consistent with their file names.
-> Sprint & Crouch
Add these variables to "PlayerMotor.cs"
bool crouching = false;
float crouchTimer = 1;
bool lerpCrouch = false;
bool sprinting = false;
and these Methods:
public void Crouch()
{
crouching = !crouching;
crouchTimer = 0;
lerpCrouch = true;
}
public void Sprint()
{
sprinting = !sprinting;
if (sprinting) { speed = 8; }
else { speed = 5; }
}
Had to give up on a tutorial without support and missing information.
Sure, it is good for you to figure it out. It allows you to think for yourself (something society and their systems want you not to do).
I guess it is worth to get an idea on how keybindings work (Input).
thx
@@mo7ammed597 :Not a problem. Glad it helped.
Just finished the playermotor and input manager scripts and im getting an error that says "PlayerInput.OnFootActions' does not contain a definition for 'Movement' and no accessible extension method 'Movement' accepting a first argument of type 'PlayerInput.OnFootActions' could be found (are you missing a using directive or an assembly reference?)" help plz
Same exact issue...
same
You should name the C# class of the input system you created before. Click on the inputSystem file and then in the inspector enter "PlayerInput" as the class name. Now you should have a reference.
For those wondering how to make the sprint or crouch toggleable, here was my solution
onFoot.Sprint.started += ctx => motor.Sprint();
onFoot.Sprint.canceled += ctx => motor.Sprint();
and you would just do the same for Crouch
Hello again, thank you!
this is so well done. thank u very much.
Hey, thanks for the tutorial!
I'm trying to wrap my head around the new Input system so this video is very useful. It also allowed me to try out the character controller for the first time ever.
I just have a quick question at 10:45, why did you use transform.TransformDirection()? what does it do since the code works just well by just passing in moveDirection.
So what TransformDirection is doing is converting our input to local space for our player...
So pushing [W] will always move our player in the own "forward" facing direction
If you just used moveDirection however..
[W] will always move our player forward in the Z axis/ [S] back on the Z Axis
[A] forward on the X axis/ [D] back on the X axis...
The direction we move would be fixed in world space.. Which is great for a top-down game.
Hope that makes sense!! :D
Hello!
Great Video. But Im experiencing this problem:
error: CS0426: The type name ‘OnFootActions’ does not exist in the type ‘PlayerInput’
“OnFootActions” is also underlined Red when I type “PlayerInput.OnFootActions”
8:06
save the onfoot look action asset
Make sure the i in "Playerinput" is lowercase
p not i
same issue for me its very annoying
Hello, I hope I can help you and that you have not abandoned this. Doing a search in my files I discovered that my script was called Player Input Actions and not as it says in the video Player Input. Hope this can help you!
Thanks a lot for the tutorial, btw, mad respect for the wallpaper, Outer Wilds is my favorite game ever
Isn't applying a constant downward force in update method very taxing? Can't we just assign all that in a pre-check before we hit the jump input key. I'm still learning so sorry if this is a dumb question.
if you were to walk of an edge you would just float if that were the case I believe
Dude. this guy is the goat, every tutorial i watch on making a game in unity never works, this is simple and so far has worked
EDIT: THIS GUY IS FRICKING TRASH, MY CODE WONT WORK AND I WISH ANYTHING I DID EVER WORKED
Which part are you having difficulty with
@@Yoseffa1786 my code doesnt work, im using version 2022.3.19f1, my code doesnt work at all and some of the code has diffrent coloured text to his colours, i dont know why nothing ever works for me
A couple minutes in and I can already tell this is going to be a good tutorial.
Can you jump while you're actually on the object or does that come later? Love this tutorial by the way, keep this series going!
Yeah absolutely ! Since we're using the IsGrounded book from unitys character controller it will set the bool to true when we are on-top of any type of collider, but we do need assign it to our own isGrounded bool in update to get reliable results.
My W and S key just makes my character go up and down and not forwards and backwards, any tips on how to fix?
I realize this is over a year old, but this may help someone else.
What you most likely have written:
moveDirection.x = input.x;
moveDirection.y = input.y;
What is should be:
moveDirection.x = input.x;
moveDirection.z = input.y;
The moveDirection.z is what moves you left and right, I made the same mistake when flying through the tutorial. Lol Hope this helps!
this was so, so helpful, thank you! i had no idea how to make movement and combat in my game!
hey can somebody help with this error that I got from the tutorial: Assets/Scripts/InputManager.cs(11,13): error CS0246: The type or namespace name 'PlayerLook' could not be found (are you missing a using directive or an assembly reference?)
Same
This error usually means that the new script created for PlayerLook is still named 'NewBehaviourScript'. If you look at the public class declaration within Visual Studio you will need to make sure that the class itself is called PlayerLook and that the file is also named PlayerLook in the file explorer (via file directory).
I also had an issue where the struct OnFootActions was not being updated with the Look action once I added this in the Unity editor. To fix this issue I had to right click on the PlayerInput tab within the Unity editor and then click 'UI Toolkit Live Reload' and this appeared to recompile the scripts and update the struct object definition within Visual Studio.
I cant add 2D vector in action map
So with the Movement action Selected:
- In the the Properties tab
- Change the 'Action Type' to Value
- Change the 'Control Type' to Vector 2
Now you will be able to right click on the Movement action and Add an Up/Down/Left/Right Composite!
Hope this helps! 😃
Amazing! Clean and concise code. I love it.
if you got the code right can you past it please
I keep getting errors stating "Playerinput.OnFootActions does not have a definition for movement" please help.
same problem😔
@@coding_game look into your input manager thing where you wrote did the aswd/left stick, it might just be that you just misrwrote onfoot or movement there
Assets\New Folder\InputManager.cs(9,25): error CS0426: The type name 'OnFootActions' does not exist in the type 'PlayerInput'
how would you fix this error
I have the same problem, have you ever figured out what to change? (if you did, please tell me how,thanks :D)
@@floredadcorazon may be you figured it out? I have the same problem and don't know what to do 😭😭😭
Did yall ever figure it out
Thanks so much for this series
For some reason I cannot jump. The script has 0 errors, but when I hit space it doesn’t do anything
I have the same issue
Are you sure you put it in the right area or the right folder
@@panachedhallchannel1635 yes
@@Alstun try rewatching the video maybe you missed the code
I'm so glad no one actually helped you cause I'm pretty sure it has something to do with the player not knowing they're on the ground
But I can't for the life of me figure out how to change that
thanks for the help i am doing this to make my dad proud
How do i open the input manager code thing 7:34. Im very new to coding and stuff and i dont know how.
Same
I`m having a lot of fun making this!
Hey, thanks for the awsome video, one thing. When i use the input actions for w/s, instead of moving me along the z axis, it moves me along the y. Any help appreciated. (Beginner)
quick question, when I try to add my PlayerMotor and InputManager scripts into the player object, it says "Please fix compile errors before adding component". How do I fix this?
same here
same with me @Natty Creations help us out you are the God of Code
Now i got this error "Assets\Scripts\PlayerMotor.cs(26,33): error CS1061: 'Vector2' does not contain a definition for 'z' and no accessible extension method 'z' accepting a first argument of type 'Vector2' could be found (are you missing a using directive or an assembly reference?)" do you have any idea how to fix this ?
@@StanTxc the only thing I could advise you to do is rewrite the entire thing or check again for errors but I assume you have already done that
@@chriswizardman6384 yes i did and it turns out i wrote ''z'' instead of ''y''
4:00 there’s no “add 2D composite”
No 2d vector for movement 3:43
Same
at 4:00 i can't find 2D vector
change your movement action type to "value" and control type to "vector 2"😊
(Action Proporties)
Then right-click on movement and choose Add Up\down\left
ight composite
Thanks for Creative_Divide9845 for answer
@@Noqliumhow do i change it to value
For anyone using unity 6 preview keep in mind that for the 2d vector composite its going to be under action properties got to change type to value and control type to vector 2 then u can right click add up/down ect composite!
Thanks! I made it to the input actions part, and I remembered your comment about vector 2s, and turns out it was the fix!
@@beefjerkybros 👍glad i could help
I have an issue where it says: Assets\Scripts\InputManager.cs(23,34): error CS1061: 'PlayerInput.OnFootActions' does not contain a definition for 'Movement' and no accessible extension method 'Movement' accepting a first argument of type 'PlayerInput.OnFootActions' could be found (are you missing a using directive or an assembly reference?)
my OnFootActions says its not even found in the input manager /:
I first had a problem with the camera couse it wasn't smooth when you look around it was more like stocking but I fixed it I just had to change in the PlayerLook Script the xRotatin wich was on -80, 80f and I just changed it to -100, 100f and now it's smooth 😃👍
I had a different problem but changing it to -100 100 fixed it, THANK YOU SO MUCH
Congrulations ... You have got 2 new users... woppi