Awesome Third Person Shooter Controller! (Unity Tutorial)

💬 How to make a Third Person Shooter Controller in Unity!
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00:00 Third Person Shooter Unity Tutorial
01:24 Unity Starter Assets
02:18 Player Aim Virtual Camera
04:15 Aim Input
07:28 Aim Sensitivity
09:17 Crosshair
10:07 Shooting Target Position
15:15 Character Aim Rotation
18:55 Shooting Methods, Hitscan Vs Projectile
19:35 Shooting Projectile
24:05 Identify Shooting Target
26:00 Shooting Hitscan
28:26 Animations
30:44 Working Third Person Shooter Controller
31:10 Final Polished Third Person Shooter Controller
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💬 In this video let's build a Simple but Awesome Third Person Shooter Controller!
It is built on top of the official Unity Starter Assets so we already have a working base.
We add the Aim logic, make some projectiles, handle the animations and polish it all up.
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Пікірлер: 1 600

  • @CodeMonkeyUnity
    @CodeMonkeyUnity2 жыл бұрын

    💬 It took a lot of work to make this video but I'm really happy with the final result! I hope you like it! ✅ Get the Project Files unitycodemonkey.com/video.php?v=FbM4CkqtOuA 🌍 Get my Complete Courses! ✅ unitycodemonkey.com/courses 👍 Learn to make awesome games step-by-step from start to finish.

  • @syedsadiq8631

    @syedsadiq8631

    2 жыл бұрын

    Also u want to continue mobile 3rd person shooter

  • @IlmarAlamsyah

    @IlmarAlamsyah

    2 жыл бұрын

    Sir, need new unity mega bundle review🙏

  • @ggre55

    @ggre55

    2 жыл бұрын

    aw man i love u tnks

  • @AlMgAgape

    @AlMgAgape

    2 жыл бұрын

    Look My Channel, Im Make A Mobile Legends 2D Version, Thank You😁🙏🙏

  • @lokesh4847

    @lokesh4847

    2 жыл бұрын

    It is so usefull sir. Can you please suggest any video, how to attach weapon to the player, like you used

  • @teppidd
    @teppidd3 ай бұрын

    for those stuck between 20:00-23:00: 1. make sure the BulletProjectile script is on the pfBulletProjectile prefab (click the prefab and drag the script on). 2. Also, click on the prefab and make sure Use Gravity is ticked off. Still following the tutorial, but was stuck for a good while on this. Good luck! update: works perfectly thank you so much this is an amazing tutorial

  • @irisshard2336

    @irisshard2336

    Ай бұрын

    I have been stuck on this for an hour, thank you so much!

  • @hailrengaming4703

    @hailrengaming4703

    Ай бұрын

    Thank you I was wondering why my bullet would spawn and just hover took me hours and reading this comment fixed it thanks!

  • @medad5502

    @medad5502

    Ай бұрын

    Thank you!!! I spent 2 hours looking around and not understanding why it's not working lol You're a life saver!

  • @medad5502

    @medad5502

    Ай бұрын

    @@irisshard2336 ikr! lol, I'm very happy now!

  • @AlexraptorGameDev
    @AlexraptorGameDev2 жыл бұрын

    Excellent tutorial! I had already got a basic combat system going with the Third Person Controller, but I was not at all happy with the camera. This tutorial made it all right as rain, thank you! :)

  • @marcoszanre
    @marcoszanre2 жыл бұрын

    This is the first tutorial I found showing how to extend the Unity Starter controller up to a real use case scenario. Great content, thank you!

  • @StrunDoNhor
    @StrunDoNhor2 жыл бұрын

    I'll be real with you, channels such as Code Monkey and Brackeys are the reason I chose Unity over Unreal when it came to answering "which engine?" The quality and accessibility of tutorials such as these _cannot_ be overstated. Thank you for all the terrific content, and keep doing what you do! You've earned another subscriber/supporter!

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    2 жыл бұрын

    I'm glad the videos helped you! Thanks!

  • @alsgaming1426

    @alsgaming1426

    2 жыл бұрын

    @@CodeMonkeyUnity why will nothing move or respond in the scene

  • @jaybehl7567

    @jaybehl7567

    2 жыл бұрын

    @@alsgaming1426 make sure scripts and stuff are attached?

  • @alsgaming1426

    @alsgaming1426

    2 жыл бұрын

    @@jaybehl7567 yes they are

  • @mrtutorials3960

    @mrtutorials3960

    2 жыл бұрын

    @@jaybehl7567 But where to attach BullectProjectile script ?

  • @tonyhamilton7785
    @tonyhamilton77852 жыл бұрын

    This! This is what I needed to know to make the game I had in my head for almost a year, but put it to the side for easier challenges

  • @AaronAsherRandall
    @AaronAsherRandall Жыл бұрын

    If anyone is having difficulty aiming and walking at the same time, you need to create an Avatar Mask. Open up "Humanoid" in the Avatar Mask and deselect the legs and lower IK so that only the upperbody is green. Then, click the cog wheel on the Aiming layer and add the Avatar Mask to the Mask field. This will make it so that when aiming, only the upper body bones are affected and you will still be able to walk as per the Base Layer animations.

  • @ogunrindedaniel9230

    @ogunrindedaniel9230

    Жыл бұрын

    Great point, In addition to this, make sure you set your model to humanoid. After you import your fbx file, under the inspector, select "Rig" and then choose "Humanoid" under the animation type. This will allow you to switch layers and also prevent the bug of (the character from showing halfway through the ground).

  • @noblephantasms7250

    @noblephantasms7250

    Жыл бұрын

    Is the avatar mask created from the aiming animation fbx?

  • @Mport-UK

    @Mport-UK

    Жыл бұрын

    ​@@noblephantasms7250 You can do this by Right Clicking Create go down to Avatar Mask. From there I clicked on the legs, body and the bottom 1ks. Then on your Animator and your Aming Layer, click the gear icon, add the mask you just made and click on IK pass.... This is what I did any way works for me :)

  • @pawepatrzek2785

    @pawepatrzek2785

    11 ай бұрын

    For people who don't know how to do it kzread.info/dash/bejne/iWSZtLyAg5nKmLQ.html

  • @noblephantasms7250

    @noblephantasms7250

    11 ай бұрын

    @@pawepatrzek2785 thanks for the reply although I just finished University last month

  • @wmorais1976
    @wmorais19762 жыл бұрын

    Finally a simple and good tutorial about third person shooter. There's a lot out there but each one more difficult then other. Congratulations for this awesome tutorial.

  • @Foxtrop13
    @Foxtrop132 жыл бұрын

    you can put and "else{ mouseWorldPosition = ray.GetPoint(10);}" after the raycast so you dont need a collider for the skybox

  • @teknoard

    @teknoard

    2 жыл бұрын

    Thank you so much

  • @wmorais1976

    @wmorais1976

    2 жыл бұрын

    One of the most usefull comments on the KZread. Thank you!!!!

  • @agustin9594

    @agustin9594

    Жыл бұрын

    EXCELENT

  • @tartoras

    @tartoras

    Жыл бұрын

    I'm not sure how to implement this, unity says "mouseWorldPosition" does not exist in this context'

  • @agustin9594

    @agustin9594

    Жыл бұрын

    @@tartoras look the script in the video, he created a Vector3 called "mouseWorldPosition"

  • @tmoneygamestudio
    @tmoneygamestudio2 жыл бұрын

    Great little tutorial. I liked the new input system you are using compared to the old one. The coding you added for the third person controller was also pretty informative. Gotta save this to use later if I get around to doing a tps shooter demo in the future.

  • @DarkParadice
    @DarkParadice Жыл бұрын

    You should do a tutorial on a First Person Controller setup with full body awareness and animation rigging. I just realized while putting mine together that there are no real good tutorials for that out there for reference so I had to do mine all by scratch. It was actually more tricky than I expected. I never realized things like keeping the head and body separate for networking reasons. Or how difficult it really is to get the body to perform like an actual body in relation to eye sight and the hands/gun movement.

  • @diliupg
    @diliupg2 жыл бұрын

    This is a fantastic workout with the new Input system and the third-person character controller! Very well done! Thanks!

  • @adrianalcomendras6754
    @adrianalcomendras67542 жыл бұрын

    its finally happening! Im really hoping for a melee combat tutorial that expands upon the 3rd person starter assets. would it be possible to have the melee combat have animations where you dont just animate the upper body to perform melee attacks? like if you do a melee attack, you wont be able to move until the melee animation has finished playing like in most action games? a combo and targeting system would also be nice :)

  • @RainDevs

    @RainDevs

    2 жыл бұрын

    Yes please! Would love this!

  • @borgerkong2699

    @borgerkong2699

    2 жыл бұрын

    @@nooksniche lessssssss ho

  • @lightbulb8888

    @lightbulb8888

    2 жыл бұрын

    Yeeeee

  • @joshuamiller7299

    @joshuamiller7299

    2 жыл бұрын

    Yes please!

  • @Renegade451
    @Renegade4512 жыл бұрын

    This is perfect, I'm currently working on and trying to learn how to make some good feeling Third person shooter controls!

  • @RyanGumley
    @RyanGumley2 жыл бұрын

    I absolutely love this video. Right up to the point of adding a point animation. I can't find anything easy to follow that will allow me to add animations to the standard unity third person controller.

  • @trentwilliams7829

    @trentwilliams7829

    2 жыл бұрын

    I figured this issue out for anyone else that might come across the same problem. I did this - Go to the "Rig -> Animation Type" and change from "Generic" to "Humanoid" and click on "Apply". That fixed it.

  • @rafbanaan
    @rafbanaan2 жыл бұрын

    Awesome! Always had troubles starting on a system like this. Looking forward to use this in an idea I had that I was always putting on the backlog :p

  • @ed_halley
    @ed_halley Жыл бұрын

    When you turn the character to the direction you're aiming, you use Lerp with the current position in the first argument. Lerp really works when you continually provide the original starting value and a final value on every frame. If you don't want to keep track of the original starting value, use MoveToward or RotateToward instead. The progression of values you get with Lerp are only linear if you use it as designed, with the original starting value on every call.

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    Жыл бұрын

    Yes I intentionally do not want it to be linear. I want it to be faster the further away it is from the target so it gets there faster.

  • @Ez-_-69.
    @Ez-_-69.11 ай бұрын

    The instantiating bullet can be used in a realistic game as then we can set the spawn point in the guns barrel and then if this happens( 27:54 ) then it shows that the bullet actually spawns from the guns itself and not from the middle of the screen, many realistic FPS/TPS games do this thing and it adds that extra bit of realism to the game really cool, raycast can be used for a more arcade shooter

  • @mrwhiteeagle
    @mrwhiteeagle Жыл бұрын

    I'll be honest, what i was expecting was ful tutorial without assets. But good theres a person that creates these free of charge for everyone ^^. Keep it up!

  • @IndieScapeGames
    @IndieScapeGames2 жыл бұрын

    Best video yet @Code Monkey! And great point at the end to 'never stop learning'. Sooo true

  • @freezinfire
    @freezinfire2 жыл бұрын

    I have waited so long for this, thank you Mr. Monkey

  • @zoeypaine7476
    @zoeypaine74762 жыл бұрын

    Honestly this is awesome. Doing this except for a melee system would also be awesome, to cover both melee/ranged weapon systems.

  • @BottleHeadGames
    @BottleHeadGames2 жыл бұрын

    I was waiting for this since the day it was announced, Thank you!!!!

  • @brianrussell5789
    @brianrussell578910 ай бұрын

    dude thank you so much for this!!! I've been pulling my hair out for months trying to figure this new input system out and though I'm still reluctant to say I figured it out, I definitely made progress finally today with combining what I've been trying to do with what you did here... Thank you so much for this upload! You're making dreams come true my friend!

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    10 ай бұрын

    Nice! I'm glad the video helped you!

  • @bdd740
    @bdd7402 жыл бұрын

    Please add simple climbing and ledge hanging. Thanks great series.

  • @HHungriaP
    @HHungriaP2 жыл бұрын

    There is a legend that someday CodeMonkey Sensei will explain how to work with the animation Rigging Package ...

  • @Fizz17

    @Fizz17

    2 жыл бұрын

    Brackeys made a tutorial on animation rigging, you should check it out

  • @HHungriaP

    @HHungriaP

    2 жыл бұрын

    @@Fizz17 Yes I found somebody videos but I love Code Monkey videos Tutorials. He is ver clear and I can Understand all that he show...

  • @shivamvishwakarma4317

    @shivamvishwakarma4317

    2 жыл бұрын

    You can also check kiwi coder he is doing a series using animation rigging

  • @sae-institute

    @sae-institute

    2 жыл бұрын

    Yes, this is the way

  • @SwagWizard555
    @SwagWizard5552 жыл бұрын

    I just skipped to the end to first see how it will look like when i set it up and instantly liked. Just what i needed for my game (:

  • @GameBoy-ov9xi
    @GameBoy-ov9xi2 жыл бұрын

    You are probably the only real help out there! Ty so much bro!!! Patron this guy... he deserve it!

  • @upsurge5541
    @upsurge55412 жыл бұрын

    I've been searching online for a true first person shooter controller Tutorial and found nun if you could make one that would be amazing for those of you who don't know what a true FPS is it's like a third person controller it uses third person animations and a full body but the camera is mounted on the head games like escape from tarkov and arma 3 use it

  • @rebornl
    @rebornl2 жыл бұрын

    For the hit scan on 27:08 if the particle shows up on the feet it is because it is using the player transform position. Make a var called like hitpoint, similiar to the debugTransform, in the 'raycast IF statement' set the new var hitpoint to the 'raycastHit.point', and in the shoot instantiate code replace transform.position to the hitpoint variable. Thanks for the tutorial, learned alot!

  • @S3R43o3

    @S3R43o3

    Жыл бұрын

    ty dude =D

  • @jordyatondo1004

    @jordyatondo1004

    Жыл бұрын

    Was having trouble with this, thank you. You can also just replace transform.position with debugTransform.position in that if statement.

  • @KelsGaming23

    @KelsGaming23

    Жыл бұрын

    thanks bro I'm about to rage quit lol glad i check the comment section

  • @ShadowTM6

    @ShadowTM6

    Жыл бұрын

    How ? replace ? I need help

  • @mrri5155

    @mrri5155

    Жыл бұрын

    Thank u bro

  • @RancorSnp
    @RancorSnp2 жыл бұрын

    Cheers mate! This will be very useful to me in the future, but first I do have to finish my current project ^^'

  • @BBdaCosta
    @BBdaCosta2 жыл бұрын

    As always awasome explanation, I grab the course of Unity tips thanks again

  • @tanc4635
    @tanc4635 Жыл бұрын

    Another great tutorial, thanks a lot! Also I think I found a neat solution for aiming in the sky (14:02), without needing boundary colliders everywhere. If the raycast returns false move to an else block and create the aiming point by projecting a vector in the direction of the camera orientation, from the camera position, at a desired distance from it. For example I set mine to 200: if (Physics.Raycast(ray, out RaycastHit raycastHit, 200f, AimColliderLayerMask)) { DebugTransform.position = raycastHit.point; } else { DebugTransform.position = _cam.transform.position + _cam.transform.forward * 200f; } Let me know if I am overseeing something and there is a problem with this, but thanks again for the video.

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    Жыл бұрын

    Yup that's an excellent approach, that's what I would do if I used this controller in a full game instead of just a simple demo.

  • @alovelygondal7673

    @alovelygondal7673

    5 ай бұрын

    hey can you tell me like _cam is what what ihave to give refrence of here

  • @TheMavryan

    @TheMavryan

    4 ай бұрын

    @@alovelygondal7673 Hi, this is in relation to the main camera. if you want you can use this instead which will work as long as you have one main camera. else { debugTransform.position = Camera.main.transform.position + Camera.main.transform.forward * 999f; }

  • @CRUMVIII
    @CRUMVIII2 жыл бұрын

    33:21 This part does interest me a lot since it's one of the things I've had issues with for upper body aiming. I tried IK but it didn't quite work out as I wanted.

  • @notchurn

    @notchurn

    2 жыл бұрын

    Select Rig, Change Avatar Definiton to "Copy From Other Avatar", and select Armature Avatar as source

  • @xxxCrysisxxx99

    @xxxCrysisxxx99

    2 жыл бұрын

    @@notchurn Thank you, I was struggling with this all day!

  • @ItsYourBoPhase
    @ItsYourBoPhase Жыл бұрын

    Hey man great tutorial! On the polishing step what is the difference in you Avatar Masks for the layers and are the two animations for aiming/ stabilizing the same animation? Thanks!

  • @tiobenaci2246
    @tiobenaci2246 Жыл бұрын

    Lovely stuff. Unity should definitely give you some credit or showcase your tutorials.

  • @mihiragarwal8022
    @mihiragarwal80222 жыл бұрын

    Which pack did you use for the gun animations for the final demo?

  • @TheMavryan
    @TheMavryan4 ай бұрын

    Also for the crosshair if anyone wants an easy way to enable it when aiming and disable when not you can add [SerializeField] private GameObject crosshair; // makes a serialized field for the image of the crosshair to be assigned to. In Awake: crosshair.SetActive(false); // hides the crosshair to make sure it is hidden at the start. In Update if (starterAssetsInputs.aim) // if the user is aiming { crosshair.SetActive(true); // set crosshair to enabled. } else // if they are not aiming { crosshair.SetActive(false); // disable the crosshair } Then in Unity drag the crosshair image onto the serialized field. Hope this helps anyone who wants this easily. The full code up to the crosshair section for me is: using System.Collections; using System.Collections.Generic; using UnityEngine; using Cinemachine; using StarterAssets; public class ThirdPersonShooterController : MonoBehaviour { [SerializeField] private CinemachineVirtualCamera aimVirtualCamera; [SerializeField] private float normalSensitivity; [SerializeField] private float aimSensitivity; [SerializeField] private GameObject crosshair; private StarterAssetsInputs starterAssetsInputs; private ThirdPersonController thirdPersonController; private void Awake() { starterAssetsInputs = GetComponent(); thirdPersonController = GetComponent(); crosshair.SetActive(false); } private void Update() { if (starterAssetsInputs.aim) { aimVirtualCamera.gameObject.SetActive(true); thirdPersonController.SetSensitivity(aimSensitivity); crosshair.SetActive(true); } else { aimVirtualCamera.gameObject.SetActive(false); thirdPersonController.SetSensitivity(normalSensitivity); crosshair.SetActive(false); } } }

  • @adamcookie26

    @adamcookie26

    3 ай бұрын

    Hey thanks it worked. It took a few tries because I'm not a coder and was far ahead by the time I found this comment

  • @user-rg8pe1qj2t

    @user-rg8pe1qj2t

    2 ай бұрын

    is there any way that this virtual camera only follows characters back and on look input its works same before ...if character rotate than the virtual camera shoul have to rotate as to follow charcters back

  • @K-Anator
    @K-Anator2 жыл бұрын

    Oh yes... this will do nicely!

  • @user-jo5ro7tx1v
    @user-jo5ro7tx1v2 жыл бұрын

    Thanks for your creativity. And for the great effort, I hope you will make a video about the trajectory grande

  • @Fizz17
    @Fizz172 жыл бұрын

    Can you make a video on how you polished everything at the end? Because I have the animations and functionality down, but it would be very helpful if there was a video showing how to add for example a walking animation while aiming, all the FX used and so on. Other than that this video was great and really helpful :)

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    2 жыл бұрын

    I'm planning on doing a video on animation rigging which is what I used to make the weapon aim at the target For walking while aiming, that's just adding a Avatar mask on the second layer and only overriding the upper body, leaving the legs to walk

  • @kaisinelmusic

    @kaisinelmusic

    2 жыл бұрын

    @@CodeMonkeyUnity Hey Code Monkey! What if I want incorporate a different movement animation while aiming? How does that work? Can you please make a video on that one or could you briefly explain it?

  • @rickyreaves5794

    @rickyreaves5794

    2 жыл бұрын

    @@CodeMonkeyUnity ahhhhh see that's good so instead of doing it through code, animation rigging makes that much simpler, nice!

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    2 жыл бұрын

    @@rickyreaves5794 I have since made that video on how the Aim Animation Rigging works unitycodemonkey.com/video.php?v=luBBz5oeR4Q

  • @truth8483
    @truth84832 жыл бұрын

    Code Monkey, you have outdone yourself. This is so fantastic. It also provides a great framework to expand upon. Thanks so much for providing so much learning for no cost to the viewer! Youre doing the community such a wonderful service. We are all so very grateful for your time and hard work helping all the little guys and gals out there trying to get better! Thanks!

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    2 жыл бұрын

    I'm glad you liked the video! Thanks!

  • @JimmyThe

    @JimmyThe

    2 жыл бұрын

    @@CodeMonkeyUnity Great video. Could you tell us anything about the post processing you have set up? Is that just the demo scene in URP or are you using custom PP? I ask because I'm using HDRP and my demo scene doesn't look anywhere as nice as yours. Thanks for the great content. Liked and subscribed :D

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    2 жыл бұрын

    @@JimmyThe It's just Bloom, a bit of Saturation and a Vignette effect

  • @jonathanglock1574
    @jonathanglock15749 ай бұрын

    Thank you for making this video. And all of your many other videos. They have proven to be very helpful in my learning. That said. In this video. The one thing I would have liked to have seen is a way to make Crosshair only come up when you are aiming. Thanks for the video!

  • @_l3m35_
    @_l3m35_2 жыл бұрын

    I was trying to find out how to add new buttons to the Starter Assets. Thanks!

  • @Xahos_
    @Xahos_ Жыл бұрын

    For bullet not working, : - Add the bullet script to your bullet => he not showed it but it said it (i realised that after 10x watching haha) - Make your bullet a prefab, drag and drop it in the prefab folder. Than delete it from the scene, and drag and drop the prefab in "Bullet Projectil" from thirdPersonShooterController on the playerArmature - If it bounce/not destroy; make the colider a few bigger than the cube

  • @samuelfairbrass4161

    @samuelfairbrass4161

    Жыл бұрын

    Wow I was stuck on that for so long! Thank you!

  • @DeKosta

    @DeKosta

    Жыл бұрын

    Thank you brother! These comments are gold for unity noobs that miss these subtle things and get stuck and on the verge of saying fuck this.

  • @khushtrivedi14

    @khushtrivedi14

    Жыл бұрын

    @@DeKosta Literally was me a second before I found this haha

  • @khushtrivedi14

    @khushtrivedi14

    Жыл бұрын

    Not all heroes wear capes

  • @mrri5155

    @mrri5155

    Жыл бұрын

    Thank u Bro

  • @AbhayKumar-kb8tv
    @AbhayKumar-kb8tv2 жыл бұрын

    Thanks for the tutorial. It really helped me to move forward my project. Here is a tip:- Instead of placing cubes around the environment for player. just get a point from ray at a distance. Ray ray = _cam.ScreenPointToRay(screenCentrePoint); debugTransform.position = ray.GetPoint(20); GetPoint will give you at point on the ray at the distance you have given. so even if player is aiming at the sky it will work without placing collider around environment.

  • @stevenbraun918

    @stevenbraun918

    2 жыл бұрын

    Vector2 screenCenterPoint = new Vector2(Screen.width / 2f, Screen.height / 2f); Ray ray = Camera.main.ScreenPointToRay(screenCenterPoint); if (Physics.Raycast(ray, out RaycastHit raycastHit, 999f, aimColliderLayerMak)) { debugTransform.position = raycastHit.point; } else { debugTransform.position = ray.GetPoint(20f); } Like this right?

  • @Az555

    @Az555

    2 жыл бұрын

    Damn bro, I was about to ask if there was a way to fix that, and there you go saving the day. Thanks mate!

  • @kingkangiv1615

    @kingkangiv1615

    2 жыл бұрын

    If anyone is a fool like me, make sure you also set the moustWorldPosition = to the ray.Getpoint() otherwise when you aim at the sky your not getting that variable updated.

  • @RogerBaconGaming

    @RogerBaconGaming

    2 жыл бұрын

    Yes, this is exactly the solution I was looking for. Thank you.

  • @HATL201

    @HATL201

    2 жыл бұрын

    Edit: This does fix the abrupt change of aim when going from one target to another, but the aim is no longer accurate. I think I'll have to find a way to smooth out that abrupt change. ____________________________________________________ Great idea, thanks. Additionally, I would say that when you're aiming at objects other than sky, still better to use debugTransform.position = ray.GetPoint(20); because in this way your aiming will stay smooth. If debugTransform keeps jumping from object to another, your character's aim abruptly changes, which in my opinion is not desirable (at least for my game design): Here's the code : Vector3 mouseWorldPosition = Vector3.zero; Vector2 screenCenterPoint = new Vector2(Screen.width / 2f, Screen.height / 2f); Ray ray = Camera.main.ScreenPointToRay(screenCenterPoint); if (Physics.Raycast(ray, out RaycastHit raycastHit, 999f, aimColliderLayerMask)) { debugTransform.position = ray.GetPoint(20f); mouseWorldPosition = ray.GetPoint(20f); } else { debugTransform.position = ray.GetPoint(20f); mouseWorldPosition = ray.GetPoint(20f); }

  • @lambda-snail
    @lambda-snail Жыл бұрын

    Thank you for the great video! I had a problem with the camera jumping around, and it turns out that since I was using the freelook camera, the camera was rotating much slower than (and independently of) the camera target, which caused a desync that looks really weird when going into aiming mode. So there seems to exist a hidden assumption here that you should use the virtual camera unless you want to make some additional changes to the code. Just pointing it out if anyone else wants to experiment like me. Thanks for the great video again :)

  • @CleisonRodriguesComposer
    @CleisonRodriguesComposer2 жыл бұрын

    Great tutorial! You're the best! Thank you!

  • @wn9521
    @wn95212 жыл бұрын

    Great walkthrough CM. I was wondering if you experienced problems with the mixamo weapon related anims. Im experiencing a problem with ALL the weapon/aim anims from mixamo when applying the 'aim' animation layer mask weight to 1. Before applying the weight the character is facing straight forward in the idle animation like normal but when i make the weight 1 and activate the aim anim the character does not aim straight forward but to the left. So he goes from facing north to facing north west when the animation layer mask is applied. When setting up animation rigging to correct this the character just falls halfway into the ground and doesnt perform the idle animation but instead is just frozen in a weird pose.

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    2 жыл бұрын

    I haven't encountered that issue but if you select the FBX file you downloaded and look in the inspector import animation settings you can change lots of things including applying a rotation offset

  • @wn9521

    @wn9521

    2 жыл бұрын

    @@CodeMonkeyUnity You truly deserve more love! Thank you 🙏

  • @Luffius

    @Luffius

    2 жыл бұрын

    @@wn9521 Could you pls explain to me what you have done to fix this problem?

  • @briggandersen2936

    @briggandersen2936

    2 жыл бұрын

    @@Luffius I had this same problem, if you go to the inspector for the animation, then go to animation window and go down to motion you can set it to the joints of the PlayerArmature or whatever you want it to rotate towards at the start of the animation. This is using the root motion node.

  • @stuartdunan5970

    @stuartdunan5970

    Жыл бұрын

    Bit late for an answer but if you select the animation taken from Mixamo once imported select Animation tab then scroll down to Root Transform Rotation and set it from Body orientation to original that should sort the aiming offset out.

  • @Santosh-tq4nj
    @Santosh-tq4nj2 жыл бұрын

    Thanks for the tutorial. But I have a question in the Animation section. I followed the steps like you showed at 29:20 and gave the "Aiming" layer a weight of 1 but for me it still is in the Idle animation of Base Layer. I can see that the Pistol Idle animation is playing as that blue line of progress runs on that state, but in the Game window, the character doesn't actually follow that animation but rather is still in the base layer idle animation. Any ideas as to what could be the issue here? Thanks.

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    2 жыл бұрын

    Did you maybe assign a mask with nothing selected? Does the aim animation work correctly by itself?

  • @Santosh-tq4nj

    @Santosh-tq4nj

    2 жыл бұрын

    @@CodeMonkeyUnity I replied a follow-up after a couple of days, but it's gone for some reason. Thanks for the prompt response from your side. Anyway, figured this issue out for anyone else that might come across the same problem. I did this - Go to the "Rig -> Animation Type" and change from "Generic" to "Humanoid" and click on "Apply". That fixed it.

  • @TobyWild

    @TobyWild

    2 жыл бұрын

    I had the exact same issue and BAM, there's your comment... thank god I didn't stop scrolling :) Thanks Santosh and CodeMonkey!

  • @darshankhaire879

    @darshankhaire879

    2 жыл бұрын

    @@Santosh-tq4nj hey need help in this can you please explain these steps in detail as i am new to unity

  • @romeroamaroque2104

    @romeroamaroque2104

    2 жыл бұрын

    @@darshankhaire879 have you managed to solve it?

  • @nihalsailor
    @nihalsailor2 жыл бұрын

    I try to find this tutorial for a long time. Thanks

  • @paulthompson52
    @paulthompson522 жыл бұрын

    Excellent tutorial as usual!

  • @chrheca
    @chrheca2 жыл бұрын

    I saw an error: @ around 27:20, near the ending of the Raycast shooting tutorial, the Instantiate methods are spawning the particles at transform.position, aka the player position. This makes the particles spawn inside the player. It should be changed to mouseWorldPosition or debugTransform.position which is the raycast.point value of where the raycast hit.

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    2 жыл бұрын

    Oh yeah nice catch, yup it should be the mouseWorldPosition, seems I cut the video where I fixed it

  • @chrheca

    @chrheca

    2 жыл бұрын

    Its funny when you do it because it looks like the character is exploding! Could you maybe add or explain the steps to get the Pistol Idle animation from Mixamo? I can only download the entire mesh, I dont know how to extract the .animation file from the .fbx

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    2 жыл бұрын

    @@chrheca Click on the arrow icon to expand the object, inside is the animation, click on it then Ctrl + D to duplicate and it will duplicate it outside of the .fbx as a separate asset

  • @pytchoun140

    @pytchoun140

    2 жыл бұрын

    @@CodeMonkeyUnity Something is missing the animation isn't playing and on preview it is a T mode animation

  • @marcoguerrero4406

    @marcoguerrero4406

    2 жыл бұрын

    Thank you, I spent like an hour trying to find my mistake haha

  • @neelamshahi8630
    @neelamshahi86302 жыл бұрын

    Finally video launch lovely video

  • @acropolise2945
    @acropolise29452 жыл бұрын

    Hi Code Monkey! I'm currently working on a Third Person photon game on Unity, after implementing the controller, will I be able to convert it into RPCS and photon networking? It's really important for me and the tutorial looks great.

  • @draftdimension9079
    @draftdimension90792 жыл бұрын

    SOOOO first go-round I broke everything at 7:00 into the video. My error was that Code Monkey quickly attaches the script for toggling between the zoom and normal camera that I missed that he had attached the PlayerAimContorller script to the PlayerAmature rather than the PlayerAimCamera. I have about a weeks worth or Unity so for anyone else that hits this error hope this helps.

  • @MyMusic-pi6lz

    @MyMusic-pi6lz

    2 жыл бұрын

    Had same error dude

  • @undead1055

    @undead1055

    2 жыл бұрын

    Third person shooter controller?

  • @davisardians8411

    @davisardians8411

    2 жыл бұрын

    I know how to fix it... just open your thirdpersonshooter script and change private void"awake" and "update" to "Awake" and "Update". (capital letters)

  • @cmdhazmad3352

    @cmdhazmad3352

    Жыл бұрын

    i know im late to the party and i might have missed it but i did also have about 100 errors rolling in a minute when i had hit play to test out the zoom, what fixed it for me is under PlayerArmature, the ThirdPersonShooterController script, i dragged the PlayerAimCamera into the Aim Virtual Camera, and the errors went away and is working as it should be. hopefully that helps anyone out that might be having that issue or overlooking something potentially simple.

  • @frmemes5189

    @frmemes5189

    Жыл бұрын

    @@davisardians8411 thanks so much it worked

  • @cyrilleger7846
    @cyrilleger78462 жыл бұрын

    if you feel that the camera lags when you move the mouse, you can try this solution found on Unity forum : 2021.2.7 uses version 1.2 of the Input system package which has an issue with inputs delta when set to fixed update and can cause the lags you are seeing. To check if that's the issue you could try this: Edit -> project settings -> Input system package If Update Mode is set to Process events in fixed update change it to Process events in dynamic update I hope this will help you and thank's for this tutorial :)

  • @AmentagIno

    @AmentagIno

    2 жыл бұрын

    Thanks a lot! This fixed the camera lag i had!

  • @greeng448

    @greeng448

    Жыл бұрын

    Thank you

  • @guidetogamedev3657
    @guidetogamedev36572 жыл бұрын

    Thanks! using this controller I could make my LD49 game thanks again

  • @SahilSharma-yq7vr
    @SahilSharma-yq7vr2 жыл бұрын

    hiiii woah , been waiting!!

  • @karaliuss9041
    @karaliuss90412 жыл бұрын

    i love this tutorial and everything was going smoothly until i finished the bulletprojectile script... the bullet would spawn in the scene but it wouldnt have any velocity, it just spawns and stays still. anyone had similar issues? ive rewatched and checked my scripts 20 times, still no fix

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    2 жыл бұрын

    Add a Debug.Log where you're setting the velocity, is that line running? Are you maybe setting it to 0,0,0?

  • @-pcmr-108

    @-pcmr-108

    2 жыл бұрын

    Is your script actually attached to the bullet prefab?

  • @corsneer9835

    @corsneer9835

    2 жыл бұрын

    ​@@-pcmr-108i faced the same problem and i tried what you said and that was the error for me idk how i did missed that but thank you !.

  • @mrtutorials3960

    @mrtutorials3960

    2 жыл бұрын

    Bro facing the same problem.

  • @mrtutorials3960

    @mrtutorials3960

    2 жыл бұрын

    Bro i just fixed it what was the mistake is that in I forgot to writeline that was mouseWorldPosition = raycastHit.point; in ThirdPersonShooter Script in : if (Physics.Raycast(ray, out RaycastHit raycastHit, 999f, aimColliderLayerMask)) you also check it as his video is so fast that I didn't even noticed even after watching 10 times

  • @mootvey
    @mootvey Жыл бұрын

    If you want the crosshair to only appear when you right click (like in a non-shooter focused game with shooting mechanics) then make a new script with this: using UnityEngine; using System.Collections; public class Cross : MonoBehaviour { // Graphic used for crosshair public Texture2D crosshairTex; // Rect for crosshair size and position private Rect crosshairRect; // bool to turn crosshair on and off public bool IsCrosshairVisible = true; void Awake() { Cursor.visible = false; crosshairRect = new Rect((Screen.width - crosshairTex.width) / 2, (Screen.height - crosshairTex.height) / 2, crosshairTex.width, crosshairTex.height); } void Update() { if (Input.GetMouseButtonDown(1)) { IsCrosshairVisible = !IsCrosshairVisible; } if (IsCrosshairVisible == true) { IsCrosshairVisible = true; } else { IsCrosshairVisible = false; } } void OnGUI() { // draw the crosshair in center of screen if (IsCrosshairVisible) GUI.DrawTexture(crosshairRect, crosshairTex); } }

  • @user-qk6oj6xf6l

    @user-qk6oj6xf6l

    Жыл бұрын

    why did not just: if (Input.GetMouseButtonDown(1)) { IsCrosshairVisible = true; } if (Input.GetMouseButtonUp(1)) { IsCrosshairVisible = false; } and default value is false?

  • @deluxe_1337

    @deluxe_1337

    Жыл бұрын

    @@user-qk6oj6xf6l Or just: void Update() { IsCrosshairVisible = Input.GetMouseButtonDown(1); } 😱😱😱

  • @Blinkers2007GameDev

    @Blinkers2007GameDev

    10 ай бұрын

    @@user-qk6oj6xf6l that works. I actually used this line of code(input.getmousebutton down and up) to make the aiming instead of using the new input system. Works well for me!

  • @gmangman123
    @gmangman1232 жыл бұрын

    Thx so much dude. I need this tutorial my re4 similar game:)

  • @lucasalmeida7951
    @lucasalmeida7951 Жыл бұрын

    bru, u sick! seriously! well done!

  • @FrostedWaffle
    @FrostedWaffle2 жыл бұрын

    I'm having this weird issue where after I complete the work from the aim input section my camera starts moving weirdly, it starts teleporting instead of smoothly moving on screen.

  • @kelvinhuurman4247

    @kelvinhuurman4247

    2 жыл бұрын

    same here

  • @TMosier88

    @TMosier88

    2 жыл бұрын

    I had the same issue. I tried EVERY fix I could Google. What finally "fixed it" for me was just closing Unity, playing Rocket League for a little bit and then coming back to it. I don't know what the **** happened in between but restarting Unity and going right back in, did NOT work. But coming back an hour later did? I have no idea. Its the second time I've come across this issue and the second time that little "turn it off and come back later" fix worked. I know its not exactly a solution but, that did it for me so I figured I'd share.

  • @kirie0801

    @kirie0801

    2 жыл бұрын

    Still having this issue. Anyone found a solid way to fix this?

  • @2BRAC4

    @2BRAC4

    2 жыл бұрын

    So this worked for me. I selected the PlayerArmature in the Hierarchy then in the Inspector I expanded the PlayerInput component and then clicked on Open Input Settings button. In the settings window I changed the Update Mode to Process Events in Dynamic Mode and that fixed it for me. Not sure about the trade offs of selecting this Update Mode though.

  • @LightVelox
    @LightVelox2 жыл бұрын

    tbh the controller from Unity is kinda trash since the jump and everything is basically hard coded, if you want to do something like removing the player control after jumping you basically have to rewrite everything

  • @justinbeam4233

    @justinbeam4233

    3 ай бұрын

    I like using FSMs. Tried this for the first time after writing different controllers bc it takes a long time to get everything nice and polished. Immediately hated it. I cant come up with game ideas anyway, so I'll just keep working on third person character controllers

  • @gryffind96
    @gryffind962 жыл бұрын

    Awesome tutorial thanks for sharing

  • @rsrivishwanath6724
    @rsrivishwanath6724 Жыл бұрын

    Thanks for the motivation.

  • @GameVersionHack
    @GameVersionHack2 жыл бұрын

    This is the perfect video that i need Thank u very much

  • @arionpaul6208
    @arionpaul62082 жыл бұрын

    Awesome video, thank you)

  • @SillyGamesIR
    @SillyGamesIR11 ай бұрын

    Thank you so much really helped ❤️

  • @mdevstudio8692
    @mdevstudio86922 жыл бұрын

    Very well done! Thanks!

  • @ferretrayn1903
    @ferretrayn19032 жыл бұрын

    Awesome tutorial. I was able to follow beginning to end as a complete noob. Took a little more time, but i did it haha! I'm stuck on the animations with Mixamo however, I uploaded the unity character model and used it as the skeleton but the animation doesn't seem to actually trigger. I can see in the animator window where it tries to, however!

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    2 жыл бұрын

    The animation doesn't work or its just the animator not changing to that state? Make sure the animation is set as humanoid and the animator has the avatar assigned And check the conditions for transitioning into and out of that state

  • @Blinkers2007GameDev

    @Blinkers2007GameDev

    10 ай бұрын

    I can't seem to trigger the animation as well even though I did everything codemoney did!

  • @panaimayamsiluvai4692
    @panaimayamsiluvai46922 жыл бұрын

    Thanks for the tutorial bro

  • @AndreaBrandi82
    @AndreaBrandi822 жыл бұрын

    great tutorial. What did you do to improve the aiming of the animation with the Animation Rigging package? Am struggling to make my character aiming precisly to the center of screen within the animation.

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    2 жыл бұрын

    I used the Mouse3D script to get the mouse world position and placed an invisible transform on that position. Then the animation rigging package has a bunch of rigs for looking at a certain transform so I just made the weapon "look" at the target position.

  • @AndreaBrandi82

    @AndreaBrandi82

    2 жыл бұрын

    @@CodeMonkeyUnity cool I will try that! Thanks a lot

  • @pytchoun140

    @pytchoun140

    2 жыл бұрын

    @@CodeMonkeyUnity You move all the skeleton to look at the target position ?

  • @AndreaBrandi82

    @AndreaBrandi82

    2 жыл бұрын

    @@CodeMonkeyUnity do you plan on making a video to cover this? I am pretty sure a lot of people would be interested in seeing how to proper implement this, the Animation Rigging Package has a lot of constraints and not enough documentation to fully understand how to use it.

  • @aimlezz8855
    @aimlezz8855 Жыл бұрын

    What a quality channel! Thanks for video.

  • @ahmednaeem9223
    @ahmednaeem9223 Жыл бұрын

    really love this guy and his efforts.

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    Жыл бұрын

    Thanks, I'm glad you like the videos!

  • @TheKr0ckeR
    @TheKr0ckeRАй бұрын

    Thanks for great tutorial! How would you handle states with that? Do you think Aiming should have different states? Like, Idle, Moving, Jump, Crouching, Aiming? Do you think its necessary for that? Since aiming if elses getting complex in time, I thought FSM would be cool but i couldnt discriminate them

  • @ads4752
    @ads4752 Жыл бұрын

    This channel is the best for indie devs like me 🥰

  • @vincentshaku3015
    @vincentshaku30152 жыл бұрын

    Cool stuff 😎👍👌 this is dope I like this video. When you have time can you please make a 3d combat

  • @eduardoblum1392
    @eduardoblum13922 жыл бұрын

    Hey it’s me again thanks for the tutorials you are awesome

  • @MrColinjsmith
    @MrColinjsmith2 жыл бұрын

    Great information so pleased that it is free, Now all you need is to add when in cover options then we won't need invector lol.

  • @jovelove2115
    @jovelove21153 ай бұрын

    An absolute god you are. My first game will surely be completed because of you. Thank you.

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    3 ай бұрын

    Best of luck with your game!

  • @NikohKoa
    @NikohKoa Жыл бұрын

    Thanks for the great video, Code Monkey; I was having trouble when you mentioned towards the end of the video about having another animation layer that you only set to 0.5 in order to stabilize the movement of the player moving animation. I wanted to do the same thing, however I can't seem to get the extra layer to add any difference to the amount of movement in the animation. Could this have something to do with using a different Avatar mask for the stabilizing animation layer, or something else? Thanks.

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    Жыл бұрын

    It depends on both the animation and the avatar mask. Play around with the mask and lock/unlock individual bones to see what change they make.

  • @TheTagggy
    @TheTagggy Жыл бұрын

    Wonderful video, very helpful. The way you have us set it up currently it makes a bunch of particles in the scene, which isn't super bad, but leaves a big mess, Ideally I'd like the particles to destroy once they've played through. Also, not really important, but the camera is restricted to only looking so far up or down and I haven't figured out how to adjust that yet.

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    Жыл бұрын

    I don't remember what I did with the particles but you can change the particle system to Destroy when complete There's two parameters on the Third Person script, I can't remember what they're called but something like minPitch and maxPitch I think, used in the handle look function. By default it's at about -30 to +70, if you want the extreme you can change it for -90 and +90

  • @puppycat4142
    @puppycat41422 жыл бұрын

    Good to see you 🥰

  • @kken8766
    @kken87662 жыл бұрын

    great work!

  • @BenGodot
    @BenGodot2 жыл бұрын

    could you show us how to add animations like crouch, vault and slide? and you should 100% make tutorials on how to make throwables and an inventory system and gun system where we can shoot other people and deal damage and reload and switch guns, etc., it'd be really cool!

  • @marmikparikh967
    @marmikparikh9672 жыл бұрын

    This was a great help!! Had a lot of problems setting up the upper body to move withe crosshair using IK.... Animation Rigging will make it a lot easy.

  • @pytchoun140

    @pytchoun140

    2 жыл бұрын

    What you mean by animation rigging ?

  • @marmikparikh967

    @marmikparikh967

    2 жыл бұрын

    @@pytchoun140 it's a package provided by unity for runtime dynamic animation

  • @pytchoun140

    @pytchoun140

    2 жыл бұрын

    @@marmikparikh967 do you have tutorial?

  • @marmikparikh967

    @marmikparikh967

    2 жыл бұрын

    @@pytchoun140 there r tutorials on unity's KZread channel. Check it there

  • @pytchoun140

    @pytchoun140

    2 жыл бұрын

    @@marmikparikh967 which one

  • @eruchii7200
    @eruchii72002 жыл бұрын

    Your timing is impacabble, just when i need it. God bless you. I wonder how do you attach that weapon and for it work with other animation?

  • @shivamvishwakarma4317

    @shivamvishwakarma4317

    2 жыл бұрын

    Just make the gun child of the hand of the character and position it until u are happy with it. And if want u can also use hand Ik . Good luck

  • @nielshenriksen1043
    @nielshenriksen10432 жыл бұрын

    all your videos are good.... But this is best :)

  • @study4686
    @study46862 жыл бұрын

    very good, thanks for sharing.

  • @sahilsharma2867
    @sahilsharma28672 жыл бұрын

    Woah finally!! Just one question ,explain use of structs in a line or two

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    2 жыл бұрын

    They are similar to classes, but they are value types instead of reference types kzread.info/dash/bejne/fXt6o9Cwm7KWgM4.html

  • @gamerflexstudios
    @gamerflexstudios2 жыл бұрын

    Great information thanks!

  • @nanaouzumaki6044
    @nanaouzumaki60442 жыл бұрын

    wow, beautiful!😁

  • @naveen.k.l614
    @naveen.k.l6142 жыл бұрын

    hey Awesome tutorial! how do i change the animations without ads'ing tho? another question, my character animation face's some other way when i ads. how do i fix this?

  • @Walter_Hartwell_White356
    @Walter_Hartwell_White3562 жыл бұрын

    thank for the video! it was super useful, but where you learned about the animation rigging package? any video?, thank btw

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    2 жыл бұрын

    I read the manual and played around with the samples. I've actually got a video on that package coming out this weekend so stay tuned!

  • @zephan777
    @zephan777 Жыл бұрын

    What is the "other pack I picked up a while ago" at the 31:30 mark? Got everything together up to this point and am not sure where to go for more animation info. Thanks.

  • @maidulislam5698
    @maidulislam5698 Жыл бұрын

    you are legend, man

  • @atomicpunkk
    @atomicpunkk2 жыл бұрын

    Nice , thanks for this one, what about climbing / walking with inverse kinematic for the next one ? :) or a rb fps controller :p

  • @CodeMonkeyUnity

    @CodeMonkeyUnity

    2 жыл бұрын

    Yup I'd love to work some more with IK and possible a Parkour system

  • @Stevanmesser
    @Stevanmesser2 жыл бұрын

    Thanks for all