Thank you so much, especially for providing the final script! I forgot one line of code and being able to compare my script with yours was very useful.
i know its an "older" video but i just found out your channel and this series and i just want to say that you are so amazing , helped me so much to understand how several things are working in unity and helped me alot with my project , thank you so much and keep doing so good! happy new year by the way 🥳
Awesome tutorial clear and precise ! There's not that many tutorials about root-motion-based character-controller with jumping, you really helped me improving my system. I subscribed without hesitation !
Great video and series, I love your channel! One suggestion I would make to this down the road is for the animation when falling off something. One thing I noticed is that it will often times trigger the falling animation when falling off small slopes or obstacles, in my case I think I sloped the terrain a little steeper on my terrain path so when going from the higher grass field to the path, I was seeing numerous fall animations. This is caused by the check in the code on line 93 (from the video) where it checks for ySpeed < -2. I actually updated my code to instead use a method that uses a physics raycast instead, this way you see the fall animation immediately when falling from something higher up and it prevents seeing it from smaller drops. I introduced a fallDistance unity field to the script that can be set in the inspector and then swapped the ySpeed
@@CCLawhon Not sure if you still need help with this but I'll add this anyway in case anyone else needs it. I'm not sure if this is exactly how @dondonnybtwenty5640 did it or if it's the most optimal of doing it, but for me it seems to work like it should: 1. First add a serializable field where all the other ones are at the top: [SerializeField] private float fallDistance; I will add that I'm not sure what to make this value in the inspector in unity, as I'm not sure what it does. When testing I just made it 2, and it seemed to work. I didn't do any further testing though and only tried that one value. 2. I then added the piece of code from dondonny right below (outside) the update method: private bool CheckIfFalling() { Ray ray = new Ray(transform.position, -transform.up); //Debug.DrawRay(transform.position, -transform.up); return (!Physics.Raycast(ray, out RaycastHit hit, fallDistance) && (ySpeed
These series are great! I have learned so much and very easy to follow. I have watched so many other tutorials on animations and I could never get them to work, but with yours I have been successful. One problem I have now thought is my character doesn't come out of the jumping up stage unless I hit space again, any ideas?? Keep up the great work and videos, they have all been very helpful to me!
Hello. I've watched all of the videos on your channel but I'm looking forward to a video of the character's costume change. Like wearing a hat, holding a weapon or changing clothes without having to change the character's fbx. I have read many documents but I don't know if there is a better way. Hope this video will be available soon.
I have an issue where I jump and I land but my character is below its collider and phasing through the floor below. Its also stuck on an animation and I cant get it out
Hi Ketra, really loving the Unity Tutorial videos! I have a question when I land from a jump I would like to be able to run immediately after the Landing animation there seems to be a slight pause?
Thanks for this comment 😊 You can reduce the delay by changing the transition duration. Try to reduce the transition duration for the landing->moving transition then it should reduce the delay.
Super good tutorials! But I have an issue with the animated jump. I can move the character around but as soon as I press jump my movement freeze, the only movement I get is while jumping but with no animation. I have searched the code and can't really find anything typed wrong. Help with this issue will be appreciated, keep up with the tutorials because they are really good structured! :)
Hey Ketra, thank you so much for your detailed and good tutorials. I don´t know if you make more videos about the 3D platformer. But i hope you will do because i have a little problem i dont know how to solve. I wanna make a "dodge" and "shoot" animation on my character but it won´t work because iam always going in some errors or other movements like jumping. it would be great if you could show us/ me how to add other animations like crouching, dodge idk. Thanks
what if i am using direct blendtree ? means in my animator controller i added blendtree as default from entry in blendtree there are movement animation but in your case your by default is breathing state i don't know why can you help me ?
Bit of a silly question cant seem to find the straight lines you've entered on my keyboard lol is there a way to sort this ? " || " Can find it on mobile phone So I've had to copy that line of your script
Just a heads up for anyone following this right now - there's currently a bug in version 2020.3.31f1 that doesn't let you add multiple transitions from one state. I couldn't find any way to fix it, but you can revert to editor version 2020.3.30f1 when opening from the Unity Hub and it works fine! Hope this saves someone the hour of pain I went through to find a way to fix it ^^
Is there a video for how you might handle an animation that has the whole jump sequence? My friend and I are making a game together and she said video tutorials on making the jump animation all show the jump as one sequence and affect the transform on the y axis. I'm not sure how to make that work.
Thanks for this comment. Attack animations can be done in a similar way. You would need an attack animation from Mixamo or elsewhere. Then you would need to setup transitions to the attack animation from idle/running etc. You could then trigger the transition from a script when a button is pressed by setting an animation parameter. Hope that helps 😊
Great lessons! My question is, why does the jump interrupt the movement during the jump? I have set up animations in the same way so that they do not affect movement. But in the end, the animation of the jump resets the movement speed. I disabled the jump animation and the jump works fine.
for some reason after changing the script my character moves really slow and i cant sprint so can anyone help me with this (its not the scripts problem because i even copied it from her)
hey its a problem in the script, just add another 2 lines in the script after all the other [SerializeField]s the code is: [SerializeField] private float MaximumSpeed; Hope that helps
Hello Ketra, amazing video for starters. I have watched all the way up until this point. This is a little silly, but I am having issues with the selecting of the three animations then selecting the player model for me. Doozy isn't showing up and I am not sure what to do.
hi thank you for everything, i just have a problem now, after i updated my code to yours in this video for some reason i can't jump anymore. i'm not sure where i messed up but is there a typical issue when this happens? i've sort of been having issues jumping for a while, i'm not sure if my ground check thing works correctly. (i solved it, i still had a different ground check thing from a previous project in there for some reason lol)
Evening, is there anyway to come up with a small solution as to when the character trips and the falling animations activates even when you are not jumping? like if your terrain has some small bumps when u r getting close to the end it will trigger the falling animation.
Hi, you could check how close to the floor you are and only trigger the Falling animation if you're above a certain distance. You could detect the distance to the floor using Physics.Raycast docs.unity3d.com/ScriptReference/Physics.Raycast.html. Hope that helps 😊
Hi Ketra, First of all, great tutorial, it's very precise and on point. Second, I just want to ask about the move in the air function: If(isGround == false){ Vector3 velocity = moveDirection * inputMagnitude * jumpHorizontalSpeed; velocity.y = ySpeed; characterController.Move(velocity * Time.deltaTime); } This line `` Vector3 velocity = moveDirection * inputMagnitude * jumpHorizontalSpeed `` , it should make character move along the direction from player input. But when testing, I spotted a problem. The character only jumped along the Global Axis instead of the Local Axis After a few more testing, I changed the *moveDirection* to *transform.forward* and it worked as intended. Third, about the character rotation, whenever I repeatedly tap Left & Right buttons quickly, my character would just move forward slightly. Why is that ?
Hi, thanks 😊 On the point about the movement direction when jumping, it should have been changed to face the direction of the camera with this line movementDirection = Quaternion.AngleAxis(cameraTransform.rotation.eulerAngles.y, Vector3.up) * movementDirection; In terms of why the character just moves forward slightly when you tap left and right, this is because the character moves in the direction it's facing rather than the direction you're pressed. By just tapping left and right it doesn't have time to rotate in that direction so just makes a small step forward. Hope that helps 😊
Hi! Great video. It is working, however, when i changing between blend tree animation and the other, an error occurs (the error only appears on console, but everything is fine on gameplay) : [Netcode] [DestinationState To Transition Info] Layer (0) does not exist! Any tip?
Hello! Great great tutorial, I really like your channel! I know this is an old video, but is worth a try. I have followed the steps from the video, and I have a problem with some of the animations. When I press the jump button, the character will do the jumping and falling animation, however it will never play the landing animation and it gets stuck in the falling animation (I can still move the character around and jump, but the character will be stuck on the falling animation). After the character gets stuck the only way to reset it is by falling of the edge from an object( when falling from a "high" object all the animations will play okay, "falling into landing into idle/moving"), any idea what it could be? Thanks in advance!
Hi, it sounds like the Is grounded flag isn't getting set after falling a small amount. Try setting the minimum move distance of the Character Controller to zero to see if that helps 😊
Hi, it might be the that the animations you're using for jump and fall don't line up properly. You can edit the animations to make the line up properly. This video may help - ruclips.net/video/hfBdtkC-nLg/видео.html
hello i am facing a error with walking and jumping the problem is that i can only jump but i can't walk or run so can u plz tell me how to fix this issue plz reply
And i really don't understand what have you done in the animator controller i mean u have breathing idle and then you connected it with moving bleed tree i mean i can't understand what you did plz help me
Hi, if you haven't already it might be worth going through our 3D platformer series in order to get an understanding of how this has been created - ruclips.net/p/PLx7AKmQhxJFaj0IcdjGJzIq5KwrIfB1m9
Hello Ketra Games, I have been watching your videos and I have been following along. I have made a project wherein I have a character which has idle, walking and running animations to it. I have been trying to add a 180 degree turnback animation such that when S is pressed the turnback animation should trigger and the character should walk in the backward direction. I tried almost everything but I can't get it to work properly. The character turns back with the animation but doesn't transition into the walking state and freezes in its pose. Can you please help with this?
I set my low poly robotic character as generic.But in this video you did it with humanoid option.And there is not a bake into pose option in Generic mode.What should ı do ? By the way thank you for this videos,they are all amazing jobs
What happened to my character, after I did this it was unable to move and I can't put movement speed on it because it's gone from the inspector, usually it becomes 0 again when I save the code but now it's gone
Hi Ketra Games, i've done everything like you did on the video and my character jump but does the jumping animation in the middle of the air. What am I doing wrong? Thanks.
Hi, do you mean the character doesn't start the jump animation until they are in mid air? Is it every time or just sometimes? Have a look at your animation transition from idle/moving to jumping. Maybe check the transition duration isn't too long.
I have a problem: When the player runs and jumps, the directional movement ends immediately. He jumps in the air, but only on the spot. What did I do wrong there?
Hi, because the jump doesn't use root motion it needs code to move it forward when jumping. Take a look at the full script here - dotnetfiddle.net/LS1rhW. Lines 112-118 is the key section. Hope that helps 😊
Hello, i have a problem i am beginner don't know how to fix it. I have a character i added animations in it then when i playing the game in unity my character is not on 3d object terrain it is one block above it (y axis also changes when move) . Pls help me
Hey! new issue.. Everything seem to work with the animations and the controls and everything, but my character is now moving veeeeery slowly and i don't know how to fix it. I tried following this tutorial before the root motion one because i didn't know if i needed to use root motion but then i realized it was easier to follow the tutorials if i did them in order. So maybe it has something to do with that somehow?
changing "Min Move Distance" to 0 in the character controller component made him move a little faster. still veeeery slow though. just thought this might make it clearer what the issue is maybe.
hey its a problem in the script, just add another 2 lines in the script after all the other [SerializeField]s the code is: [SerializeField] private float MaximumSpeed; Hope that helps
Hi, the walking movement is done by Root Motion in the OnAnimatorMove method. Do the animations you have contain motion or are they on the spot? Can you put a Debug line in OnAnimatorMove to make sure this is being reached?
@@KetraGames The problem is already solved btw. It’s my fault, because i skipped one of ur video that include creating humanoid avatar on doozy avatar. Thankyouu very much ketra!!!.
12.00 - if ((isJumping && ySpeed < 0) || ySpeed < -2) ****** if i put is - 2 to my character land propertly***** { animator.SetBool("IsFalling", true); }
Thank you its very helpfull.. I am very beginner. I want to make games for mobile Android and iOS. I have many games idea, design, level, everything but no knowledge of unity can you start mobile 3d game development video Or leave a private msg
Hi and thank you so much for all the tutorials ! However, after updated the script to add the jumping animation, I have this error in the console : Parameter 'InputMagnitude' does not exist. UnityEngine.Animator:SetFloat (string,single,single,single) PlayerMovement:Update () (at Assets/PlayerMovement.cs:51) Everything was correct before with the tutorial on Jumping... Any ideas? And also, now, the character is moving pretty slow compared to before. It's not fluid anymore..
@@KetraGames Hi ! Thanks for your answer. No I still have the error in the Console.. and there is no space in the script at this line. Here what I have in the script for InputMagnitude. Hopes it help.. Vector3 movementDirection = new Vector3(horizontalInput, 0, verticalInput); float inputMagnitude = Mathf.Clamp01(movementDirection.magnitude); if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { inputMagnitude /= 2; } animator.SetFloat("InputMagnitude", inputMagnitude, 0.05f, Time.deltaTime);
@@galacticsurfeur6689 Maybe try changing it to have a space. "Input Magnitude". The key thing is that it needs to match the name of the parameter in the animator window
@@KetraGames I tried also to add a space because I saw in another version of the script that Input Magnitude has a space, but still the same error (in yellow). Everything seems working anyway so I don't know what are the consequences. Thanks for your reply!
Really bad tutorial, not showing how you had the running animations blend with the blend tree, nor how you worked with multiple animation controllers, you just assume we know that works...
Sorry you didn't find this video useful. We always try to make our tutorials as stand alone as possible but equally we are keen to get to main focus of the video without spending too much time going over material we have previously covered. Whenever our videos don't start from scratch we make sure to always use projects that we have created in previous videos, so there is never anything done off camera and you can follow along. If you found some bits of this video confusing then I suggest you have a look at some of the earlier videos in our 3D platformer series where it is all explained in more detail - ruclips.net/p/PLx7AKmQhxJFaj0IcdjGJzIq5KwrIfB1m9
Nd im getting it always this Warning in conslole,but i can figure out why?-can you help? this is warning--- Assets\Scripts\Player\PlayerMovement.cs(21,18): warning CS0414: The field 'PlayerMovement.isGrounded' is assigned but its value is never used
Hi, it means that you aren't using the value assigned to isGrounded. Have a look at the final script here - dotnetfiddle.net/LS1rhW. You can see the value being used on lines 112 and 123. Hope that helps 😊
and after altering script to look like that i m geting this error code,before change no - error code is -- NullReferenceException: Object reference not set to an instance of an object UnityEditor.Graphs.Edge.WakeUp () (at :0) UnityEditor.Graphs.Graph.DoWakeUpEdges (System.Collections.Generic.List`1[T] inEdges, System.Collections.Generic.List`1[T] ok, System.Collections.Generic.List`1[T] error, System.Boolean inEdgesUsedToBeValid) (at :0) UnityEditor.Graphs.Graph.WakeUpEdges (System.Boolean clearSlotEdges) (at :0) UnityEditor.Graphs.Graph.WakeUp (System.Boolean force) (at :0) UnityEditor.Graphs.Graph.WakeUp () (at :0) UnityEditor.Graphs.Graph.OnEnable () (at :0)
Thank you so much, especially for providing the final script! I forgot one line of code and being able to compare my script with yours was very useful.
i know its an "older" video but i just found out your channel and this series and i just want to say that you are so amazing , helped me so much to understand how several things are working in unity and helped me alot with my project , thank you so much and keep doing so good! happy new year by the way 🥳
Thanks so much for this message and your support 😊
Awesome tutorial clear and precise ! There's not that many tutorials about root-motion-based character-controller with jumping, you really helped me improving my system.
I subscribed without hesitation !
Great to hear. Thanks for your support 😊
You saved my life with fix 1, thank you
Great 👍😊
many thanks!! you are lifesaver. Looking forward for your next tutorial.
Great, thanks for this comment 😊
Great video and series, I love your channel! One suggestion I would make to this down the road is for the animation when falling off something. One thing I noticed is that it will often times trigger the falling animation when falling off small slopes or obstacles, in my case I think I sloped the terrain a little steeper on my terrain path so when going from the higher grass field to the path, I was seeing numerous fall animations. This is caused by the check in the code on line 93 (from the video) where it checks for ySpeed < -2.
I actually updated my code to instead use a method that uses a physics raycast instead, this way you see the fall animation immediately when falling from something higher up and it prevents seeing it from smaller drops. I introduced a fallDistance unity field to the script that can be set in the inspector and then swapped the ySpeed
Hi, thanks so much for sharing this improvement 😊
I had the same issue on hilly ground, so I just changed the number -2 in ySpeed
@@CCLawhon Not sure if you still need help with this but I'll add this anyway in case anyone else needs it.
I'm not sure if this is exactly how @dondonnybtwenty5640 did it or if it's the most optimal of doing it, but for me it seems to work like it should:
1.
First add a serializable field where all the other ones are at the top:
[SerializeField]
private float fallDistance;
I will add that I'm not sure what to make this value in the inspector in unity, as I'm not sure what it does. When testing I just made it 2, and it seemed to work. I didn't do any further testing though and only tried that one value.
2.
I then added the piece of code from dondonny right below (outside) the update method:
private bool CheckIfFalling()
{
Ray ray = new Ray(transform.position, -transform.up);
//Debug.DrawRay(transform.position, -transform.up);
return (!Physics.Raycast(ray, out RaycastHit hit, fallDistance) && (ySpeed
These series are great! I have learned so much and very easy to follow. I have watched so many other tutorials on animations and I could never get them to work, but with yours I have been successful. One problem I have now thought is my character doesn't come out of the jumping up stage unless I hit space again, any ideas??
Keep up the great work and videos, they have all been very helpful to me!
Edit: never mind I forgot to set the jump height as it was still set to 0 haha
Glad you worked it out 😊
Thanks for this video
👍😊
Thank You.
👍😊
Awesome tutorial! Very easy and understandable. You can apply this to pretty much anything
Great to hear, thanks 😊
Hello. I've watched all of the videos on your channel but I'm looking forward to a video of the character's costume change. Like wearing a hat, holding a weapon or changing clothes without having to change the character's fbx. I have read many documents but I don't know if there is a better way. Hope this video will be available soon.
I second this
Hi, these are definitely topics we want to cover in the future 😊👍
@@KetraGames oooooweeee, I'm definitely looking forward to this!!
@@KetraGames I'm having trouble with the animator.SetBool command. It doesn't seem to exist :/
@Alex Thompson Hi, sorry I'm not sure. It should definitely be there. Do you get any compilation errors?
Thank you for these videos, you are the best Ketra :)
Thanks for your support 😊
Oh Your logo change 😁❤️
😊
The Best video! youre the best to teach me Thanks u from colombia!
I have an issue where I jump and I land but my character is below its collider and phasing through the floor below. Its also stuck on an animation and I cant get it out
Hi Ketra, really loving the Unity Tutorial videos! I have a question when I land from a jump I would like to be able to run immediately after the Landing animation there seems to be a slight pause?
Thanks for this comment 😊
You can reduce the delay by changing the transition duration. Try to reduce the transition duration for the landing->moving transition then it should reduce the delay.
thank you so much
👍😊
Super good tutorials! But I have an issue with the animated jump. I can move the character around but as soon as I press jump my movement freeze, the only movement I get is while jumping but with no animation. I have searched the code and can't really find anything typed wrong. Help with this issue will be appreciated, keep up with the tutorials because they are really good structured! :)
Same for me it's take too long to land
Hey Ketra, thank you so much for your detailed and good tutorials. I don´t know if you make more videos about the 3D platformer. But i hope you will do because i have a little problem i dont know how to solve. I wanna make a "dodge" and "shoot" animation on my character but it won´t work because iam always going in some errors or other movements like jumping. it would be great if you could show us/ me how to add other animations like crouching, dodge idk.
Thanks
what if i am using direct blendtree ? means in my animator controller i added blendtree as default from entry in blendtree there are movement animation but in your case your by default is breathing state i don't know why can you help me ?
Bit of a silly question cant seem to find the straight lines you've entered on my keyboard lol is there a way to sort this ? " || " Can find it on mobile phone
So I've had to copy that line of your script
Hi, it can be hard to find but it should be on your keyboard somewhere. On mine it's Shift+\
Hope that helps 😊
Just a heads up for anyone following this right now - there's currently a bug in version 2020.3.31f1 that doesn't let you add multiple transitions from one state. I couldn't find any way to fix it, but you can revert to editor version 2020.3.30f1 when opening from the Unity Hub and it works fine!
Hope this saves someone the hour of pain I went through to find a way to fix it ^^
Thanks for sharing this. Hopefully it will be fixed soon 🤞
tutorial on motion matching for ledge climbing would be great!!
Thanks for the suggestion 👍
Is there a video for how you might handle an animation that has the whole jump sequence? My friend and I are making a game together and she said video tutorials on making the jump animation all show the jump as one sequence and affect the transform on the y axis. I'm not sure how to make that work.
Like the tutorial 👍👏
Thanks for this comment 😊
thanks you
👍😊
Very good tutorial. My only complaint, is that if you press jump in the middle of the landing animation , your able to jump again.
thank you very much creating such videos. Can you give some idea on making simple meele attack animation?
Thanks for this comment. Attack animations can be done in a similar way. You would need an attack animation from Mixamo or elsewhere. Then you would need to setup transitions to the attack animation from idle/running etc. You could then trigger the transition from a script when a button is pressed by setting an animation parameter. Hope that helps 😊
can you do a tutorial on how to achieve an air bullet dive and free fall
Great lessons! My question is, why does the jump interrupt the movement during the jump? I have set up animations in the same way so that they do not affect movement. But in the end, the animation of the jump resets the movement speed. I disabled the jump animation and the jump works fine.
for some reason after changing the script my character moves really slow and i cant sprint so can anyone help me with this (its not the scripts problem because i even copied it from her)
hey its a problem in the script, just add another 2 lines in the script after all the other [SerializeField]s
the code is:
[SerializeField]
private float MaximumSpeed;
Hope that helps
Thank you💙
👍😊
ty :)
👍😊
My character thinks it's always falling, it's stuck on the falling animation even if it's already on the floor, please help.
Have you checked if your IsGrounded is true when on the ground?
Check if you jump speed field is 0 on your character, I changed it and it fixed it.
Hello Ketra, amazing video for starters. I have watched all the way up until this point. This is a little silly, but I am having issues with the selecting of the three animations then selecting the player model for me. Doozy isn't showing up and I am not sure what to do.
i have a problem
when i jump or stay still it switches to a t-pose.
i didnt have that issue until now
hi thank you for everything, i just have a problem now, after i updated my code to yours in this video for some reason i can't jump anymore. i'm not sure where i messed up but is there a typical issue when this happens? i've sort of been having issues jumping for a while, i'm not sure if my ground check thing works correctly. (i solved it, i still had a different ground check thing from a previous project in there for some reason lol)
I was having the same problem my character was running on air while jumping
Evening, is there anyway to come up with a small solution as to when the character trips and the falling animations activates even when you are not jumping? like if your terrain has some small bumps when u r getting close to the end it will trigger the falling animation.
Hi, you could check how close to the floor you are and only trigger the Falling animation if you're above a certain distance. You could detect the distance to the floor using Physics.Raycast docs.unity3d.com/ScriptReference/Physics.Raycast.html. Hope that helps 😊
Hi Ketra,
First of all, great tutorial, it's very precise and on point.
Second, I just want to ask about the move in the air function:
If(isGround == false){
Vector3 velocity = moveDirection * inputMagnitude * jumpHorizontalSpeed;
velocity.y = ySpeed;
characterController.Move(velocity * Time.deltaTime);
}
This line `` Vector3 velocity = moveDirection * inputMagnitude * jumpHorizontalSpeed `` , it should make character move along the direction from player input. But when testing, I spotted a problem. The character only jumped along the Global Axis instead of the Local Axis
After a few more testing, I changed the *moveDirection* to *transform.forward* and it worked as intended.
Third, about the character rotation, whenever I repeatedly tap Left & Right buttons quickly, my character would just move forward slightly.
Why is that ?
Hi, thanks 😊
On the point about the movement direction when jumping, it should have been changed to face the direction of the camera with this line
movementDirection = Quaternion.AngleAxis(cameraTransform.rotation.eulerAngles.y, Vector3.up) * movementDirection;
In terms of why the character just moves forward slightly when you tap left and right, this is because the character moves in the direction it's facing rather than the direction you're pressed. By just tapping left and right it doesn't have time to rotate in that direction so just makes a small step forward.
Hope that helps 😊
😍
👍😊
Hi! Great video. It is working, however, when i changing between blend tree animation and the other, an error occurs (the error only appears on console, but everything is fine on gameplay) :
[Netcode] [DestinationState To Transition Info] Layer (0) does not exist!
Any tip?
Hello! Great great tutorial, I really like your channel! I know this is an old video, but is worth a try. I have followed the steps from the video, and I have a problem with some of the animations. When I press the jump button, the character will do the jumping and falling animation, however it will never play the landing animation and it gets stuck in the falling animation (I can still move the character around and jump, but the character will be stuck on the falling animation). After the character gets stuck the only way to reset it is by falling of the edge from an object( when falling from a "high" object all the animations will play okay, "falling into landing into idle/moving"), any idea what it could be? Thanks in advance!
Hi, it sounds like the Is grounded flag isn't getting set after falling a small amount. Try setting the minimum move distance of the Character Controller to zero to see if that helps 😊
When I jump, my character changes his position half way through. His feet move down a lot when the character starts falling.
Hi, it might be the that the animations you're using for jump and fall don't line up properly. You can edit the animations to make the line up properly. This video may help - ruclips.net/video/hfBdtkC-nLg/видео.html
hello i am facing a error with walking and jumping the problem is that i can only jump but i can't walk or run so can u plz tell me how to fix this issue plz reply
Hi, does the running animation you're using have any forward motion or is it on the spot?
@@KetraGames it is on the spot and one more thing I can't change the running speed
And i really don't understand what have you done in the animator controller i mean u have breathing idle and then you connected it with moving bleed tree i mean i can't understand what you did plz help me
Hi, if you haven't already it might be worth going through our 3D platformer series in order to get an understanding of how this has been created - ruclips.net/p/PLx7AKmQhxJFaj0IcdjGJzIq5KwrIfB1m9
@@KetraGames thank you so much
Hello Ketra Games, I have been watching your videos and I have been following along. I have made a project wherein I have a character which has idle, walking and running animations to it. I have been trying to add a 180 degree turnback animation such that when S is pressed the turnback animation should trigger and the character should walk in the backward direction. I tried almost everything but I can't get it to work properly. The character turns back with the animation but doesn't transition into the walking state and freezes in its pose. Can you please help with this?
I set my low poly robotic character as generic.But in this video you did it with humanoid option.And there is not a bake into pose option in Generic mode.What should ı do ? By the way thank you for this videos,they are all amazing jobs
Hi, for a generic model you need to set the Root node on the Rig tab. Then the options should become available on the animation. Hope that helps 😊
@@KetraGames thank you I will try this option :)
help, my player is in falling idle state when i press forward, it does not move and stays in the same animation state
Have you checked if your IsGrounded is true when on the ground?
What happened to my character, after I did this it was unable to move and I can't put movement speed on it because it's gone from the inspector, usually it becomes 0 again when I save the code but now it's gone
I would double check your code to see if the speed it still public or serialized. Maybe it got deleted on accident or something?
It isn't working, can someone help?
Hi Ketra Games, i've done everything like you did on the video and my character jump but does the jumping animation in the middle of the air.
What am I doing wrong? Thanks.
Hi, do you mean the character doesn't start the jump animation until they are in mid air? Is it every time or just sometimes? Have a look at your animation transition from idle/moving to jumping. Maybe check the transition duration isn't too long.
I have a problem:
When the player runs and jumps, the directional movement ends immediately. He jumps in the air, but only on the spot. What did I do wrong there?
Hi, because the jump doesn't use root motion it needs code to move it forward when jumping. Take a look at the full script here - dotnetfiddle.net/LS1rhW. Lines 112-118 is the key section. Hope that helps 😊
Hello, i have a problem i am beginner don't know how to fix it. I have a character i added animations in it then when i playing the game in unity my character is not on 3d object terrain it is one block above it (y axis also changes when move) . Pls help me
Hi, if you're using a CharacterController, maybe check it's position. Maybe raise it slightly to see if that makes any difference
Was a blend tree in the earlier videos?
Yes, we use a blend tree for the walking and running
Hey! new issue.. Everything seem to work with the animations and the controls and everything, but my character is now moving veeeeery slowly and i don't know how to fix it. I tried following this tutorial before the root motion one because i didn't know if i needed to use root motion but then i realized it was easier to follow the tutorials if i did them in order. So maybe it has something to do with that somehow?
changing "Min Move Distance" to 0 in the character controller component made him move a little faster. still veeeery slow though. just thought this might make it clearer what the issue is maybe.
hey its a problem in the script, just add another 2 lines in the script after all the other [SerializeField]s
the code is:
[SerializeField]
private float MaximumSpeed;
Hope that helps
when i hold "W" i cannot move unless I jump
Hi, the walking movement is done by Root Motion in the OnAnimatorMove method. Do the animations you have contain motion or are they on the spot? Can you put a Debug line in OnAnimatorMove to make sure this is being reached?
Hi, how do you get down fast when jumping?
Hi, take a look at our video on high/low jump - ruclips.net/video/9kXrg6vY_jM/видео.html. Hopefully that will help 😊
my avatar field didn't showing the doozyavatar.
Hi, have you created the avatar on the character model by setting the Animation Type to Humanoid?
@@KetraGames The problem is already solved btw. It’s my fault, because i skipped one of ur video that include creating humanoid avatar on doozy avatar. Thankyouu very much ketra!!!.
Does this work with generic avatars?
Hi, there will be some differences to the steps followed in this video, but the general concept should work fine 😊
@@KetraGames I managed to do it, thanks
12.00 - if ((isJumping && ySpeed < 0) || ySpeed < -2) ****** if i put is - 2 to my character land propertly*****
{
animator.SetBool("IsFalling", true);
}
Thank you its very helpfull..
I am very beginner. I want to make games for mobile Android and iOS.
I have many games idea, design, level, everything but no knowledge of unity can you start mobile 3d game development video
Or leave a private msg
Hi and thank you so much for all the tutorials ! However, after updated the script to add the jumping animation, I have this error in the console :
Parameter 'InputMagnitude' does not exist.
UnityEngine.Animator:SetFloat (string,single,single,single)
PlayerMovement:Update () (at Assets/PlayerMovement.cs:51)
Everything was correct before with the tutorial on Jumping... Any ideas?
And also, now, the character is moving pretty slow compared to before. It's not fluid anymore..
Hi, hope you managed to fix this. I think the name of the parameter needs changing in the animator. It should be InputMagnitude without a space.
@@KetraGames Hi ! Thanks for your answer. No I still have the error in the Console.. and there is no space in the script at this line. Here what I have in the script for InputMagnitude. Hopes it help..
Vector3 movementDirection = new Vector3(horizontalInput, 0, verticalInput);
float inputMagnitude = Mathf.Clamp01(movementDirection.magnitude);
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
{
inputMagnitude /= 2;
}
animator.SetFloat("InputMagnitude", inputMagnitude, 0.05f, Time.deltaTime);
@@galacticsurfeur6689 Maybe try changing it to have a space. "Input Magnitude". The key thing is that it needs to match the name of the parameter in the animator window
@@KetraGames I tried also to add a space because I saw in another version of the script that Input Magnitude has a space, but still the same error (in yellow). Everything seems working anyway so I don't know what are the consequences. Thanks for your reply!
a subscribe for u!
Thank you 😊
I keep hearing "As the sauce"
😂
Really bad tutorial, not showing how you had the running animations blend with the blend tree, nor how you worked with multiple animation controllers, you just assume we know that works...
Sorry you didn't find this video useful.
We always try to make our tutorials as stand alone as possible but equally we are keen to get to main focus of the video without spending too much time going over material we have previously covered. Whenever our videos don't start from scratch we make sure to always use projects that we have created in previous videos, so there is never anything done off camera and you can follow along.
If you found some bits of this video confusing then I suggest you have a look at some of the earlier videos in our 3D platformer series where it is all explained in more detail - ruclips.net/p/PLx7AKmQhxJFaj0IcdjGJzIq5KwrIfB1m9
completely disa
Nd im getting it always this Warning in conslole,but i can figure out why?-can you help? this is warning--- Assets\Scripts\Player\PlayerMovement.cs(21,18): warning CS0414: The field 'PlayerMovement.isGrounded' is assigned but its value is never used
Hi, it means that you aren't using the value assigned to isGrounded. Have a look at the final script here - dotnetfiddle.net/LS1rhW. You can see the value being used on lines 112 and 123. Hope that helps 😊
@@KetraGames thanks!
and after altering script to look like that i m geting this error code,before change no - error code is -- NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Graphs.Edge.WakeUp () (at :0)
UnityEditor.Graphs.Graph.DoWakeUpEdges (System.Collections.Generic.List`1[T] inEdges, System.Collections.Generic.List`1[T] ok, System.Collections.Generic.List`1[T] error, System.Boolean inEdgesUsedToBeValid) (at :0)
UnityEditor.Graphs.Graph.WakeUpEdges (System.Boolean clearSlotEdges) (at :0)
UnityEditor.Graphs.Graph.WakeUp (System.Boolean force) (at :0)
UnityEditor.Graphs.Graph.WakeUp () (at :0)
UnityEditor.Graphs.Graph.OnEnable () (at :0)
only when jump i can move forward! i m going to cry ..dont know what to do!!