The INSTANT Unity Character Controller for first and 3rd Person Games
Get YOUR Copy of the Book - on.unity.com/3FroXwK
Use the Third Person Controller Starter Pack - assetstore.unity.com/packages...
assetstore.unity.com/?aid=101...
Get YOUR Copy of the Book - on.unity.com/3FroXwK
Use the Third Person Controller Starter Pack - assetstore.unity.com/packages...
assetstore.unity.com/?aid=101...
Пікірлер: 104
01:00 "This one looks great" _Lightmap artifacts everywhere_
Great! Hope unity keeps marching in that direction with more stuff like this. It really helps you making faster prototypes for testing concepts and ideas and even a great base for your actual final controls.
Always love how thorough and well-explained these videos are. Thanks a lot, Jason!
omg finally thank you this is the first video that had said everything in detail what to do and made it easy to under stand with a way to work with multiple options this has helps me a lot much appreciation
Thanks for this tutorial, this really came at exactly the right time 👍
VERY GOOD JASON! Lots better explanation, procedure than the other I was studying. SIMPLER, better.
Thank you so much for this great tutorial. This is one the best tutorial that I have been seen for game development. Thank you once more again.
Thank you so much for this thorough explanation
Amazing tutorial! i almost cried when it worked for me, ty
This is absolutely perfect! thank you
Hey Jason, first of all, thank you for another amazing tutorial. I recently found one of your videos where you talked about where components should be placed in a GameObject hierarchy, and you used a weapon as an example. I've stumbled upon a design obstacle in one of my games, though: what happens when an object (like a weapon) has a lot of modular behavior on it? For example, a gun that uses several different components to compose its functionality -- weapon controller, fire modes, damage types etc. I can't find a way to keep this behavior at the top level of the hierarchy. I'd love it if you would touch on this subject again in one of your future videos. All of your resources are a goldmine of information and I hold your opinion on matters of good practices and architecture in high regard. Cheers!
Very professional tutorial you are amazing!
Thanks! This was very helpful.
Keep up the great work
Great overview as usual. In your opinion, how extensible is this character controller? For example, what would be the effort to make this cc able to wall run? Thanks.
Thank you so much for this it really helped
Thats good for a quick game testing. I like better your from cero to 10 tutorials. I learn more and love getting into troubles when something is not working then find the solution.
Brilliant - thank you so much
Great video.
Nice easy to understand video.
hey Jason, a simple question for you. Do *YOU* use the new input system for your professional projects, or do you 'roll your own' ??
Thank you mister, You Best! :D
great that was a wonderful tutorial
Very nice!
Thanks for the tutorial. I’m searching for a way to modify the included camera script to prevent the camera from constantly dragging when on mouse down. Basically looking for a mobile camera movement similar to other third person games, ie PUBG. Have any suggestions?
Thank you!
Thank you teacher
Thanks Jason for the video. There is an issue about the Animation Events i hope you know how to fix. When replacing the PlayerArmature with my own the system recognizes the footsteps event and landing event. The first one works correctly, when the second one is never working, no sound is played on character landing. On the animation clip "JumpLand" the bool "OnLand" is present but doesn't trigger the event. It seems the landing event is not triggered at all, as i tried to add code to the "private void OnLand(AnimationEvent animationEvent)" method in the "ThirdPersonController" script but nothing happens. Thanks in advance :)
Dear Jason. have you try the joystick prefab of the package with mirror multiplayer. The joystick work fine in standalone game. Thanks
Thanks for your great video . How can I make the Start Pack Character Walk And Run Backward.
I noticed that you are using the Cinemachine. How can we as students properly understand it so that we can use something like aiming and shooting?
Hi greetings , i have a question, i do exactly the same things from this tutorial, but my figure cant change the T state, so y can move but dont make movements like run or jump, can be posible the fbx is wrong??
If one where to modify the base controller, make sprinting togglable, add other animations etc. in a way that allows Unity to update and not overwrite their changes, is it open source, can we "git" this? Or do we have to copy/rename etc.
I like this pack and its an easy way to start the game. But how easy is it to change betweem 1st and 3rd controller in a game?
It sounds in your toturial that this is good for evaluating assets and for prototyping. How about real game usage? Do you use it in real games? What do you modify? Do you use it as a template for your own character controller? When modifying, how do you keep up with changes on the original controller, or do you see it as broken when modifying it? And how about performance? Also, would be interesting if you cold go through the code in the character controller in detail. E.g. there was a component called "character controller", is that the old character controller by Unity, or is that a completley new custom controller. In that case it is usable for building your own stuff around? Also unity have a character controller in Git, do that have anything with this to do? Thanks for a great channel!
@evgenkonyshock4913
2 жыл бұрын
In short - it can be used in small, simple games. If you aim to release it really fast and go to the next game. But if project is going to be rather big then you will need a more advanced solution. This controller can still be used for prototyping in a big project. I'd prefer not to modify but create all from scratch. It is usually faster to do and gives you more scalable code.
What’s the best set up as far as hardware to begin creating something like this and to have it running smooth
How to change the the camera near/far clipping planes? (currently, far is 500) but wont accept other values.
Are you sure about them upgrading this package? its been around a long while now and it hasn't changed. I would be surprised if they updated it to include more functionality.
Does this controller address the bouncing problems when traveling down slopes?
Is there anyway to turn this assets camera into a "Top Down View" I tried but failed spectacularly
I would love to see how to make unity continuous build tutorial
if everything is pink when you import change the shader to standard on all of your materials
Please can someone give me more insight on how to make ANY OTHER INPUTS work with this? I'm using the template now on unity 2021.3.30f and had a hell of a time even adding in a left click attack, but now when I'm trying to use the ink dialogue scripting process it doesn't work in my third person controller scene, but it does work on it's own, I can't click to make dialogue choices in the UI, and nothing I do seems to be able to change that. I know It's a long shot but please someone help!
I'd like to know how to prepare my own characters to use with this addon because i believe an skeleton-less model wouldn't work, would it?
I have an issue that all the stuff are without texture and when I drag it into the scene it just crush.
can i use my own character from blender along with the controller?
When I added my character and select the correct avatar, a strange animation took over on play wtih the character constantly jumping slightly and then falling. I also could not jump.
We need tutorial about starter assets shooter
@Unity3dCollege
2 жыл бұрын
Spends link a good idea
@Unity3dCollege
2 жыл бұрын
Sounds..
@Any1SL
2 жыл бұрын
I agree 👍
Assets\StarterAssets\ThirdPersonController\Scripts\ThirdPersonController.cs(118,37): error CS1061: 'PlayerInput' does not contain a definition for 'currentControlScheme' and no accessible extension method 'currentControlScheme' accepting a first argument of type 'PlayerInput' could be found (are you missing a using directive or an assembly reference? what must I do with this?? Pick my nose??
I am currently making my own, as I am learning and going through to learn things. Forever on will I use this, because damn making this thing is a nightmare...
Is it possible to rig up some sort of controller for vrchat? I have some simple AI models that have toggles for eandering and follow. What I want to add is an NPC you can control with a remote. Imagine having a headset you can put on and then control the npc in world.
I opened the playground as stated from the 3:00 mark. Now all of my own progress is missing and I cant figure out how to get it back... Any help?
There are issues with mobile moment now harvter spins out of control when I set the input for movement
Hey Jason, how does one get a job as a game developer in a AAA studio for more or less an entry level position? Do they ask the same stuff that FAANG companies ask like DSA (since games need to run really optimally) or is it something else? Online I just found some stuff like "Work hard, make a portfolio and just apply" as the answer to this question. Hoping you could help. Thank you.
Ive been working on my own character controller that deals sliding down slopes, grounded checks for unstable terrain, edges, etc. I'm wondering if I should just switch to one of these pre made solutions at this point.
@marorerimeraremaro2533
Жыл бұрын
If it does what you want, you should. There is no point in wasting time to replicate something that's already freely available other than the desire to do it all yourself (i suffer from this). Or you can just download that controller and check the script to see how it handles the stuff you are stuck on.
Cool, but how do we add our own Animation character sequences, Like "Pick Up a Box" - "Unlock a Door" - I presume Load Weapon, Fire Weapon Animations are included as 'standard' somehow ?
@ZacharyHelm
2 жыл бұрын
Why would it include animations for a weapon when there is no weapon included? You can add your own animations pretty easily through the animation controller because this asset is super simple. The character basically only has 2 states, grounded and jumping/falling. Grounded blends between idle/walk/run based on speed. Take a look for yourself and read up on the Animation System (once called 'Mecanim') in Unity if it's unclear. I put off learning it for years but now I have a lot of fun with it.
@juleswombat5309
2 жыл бұрын
@@ZacharyHelm You cannot simply add Animation via the Animation Controller, all that does is manage the states between animations. I do Animations in Blender with my own characters and rigs character and then export the mesh, rig and animations into Unity. Which is the long way round. Or take the lazy route and simply use Mixamo, but then you are constrained by their rig, and cannot use your own animations. So all I am saying is using an Asset character, implies presumed constraints on its rig, and its Animations. Presumably at some cost. Unless you add them in yourself via Mixamo. Otherwise its just the same old walk, run, jump stuff. Hardly interesting.
@BenVanTreese
2 жыл бұрын
@@juleswombat5309 you can use avatar definitions to retarget animations, so as long as the avatar you have in the animator matches the rig that you're using, you can retarget the anims you made in blender for another rig as long as you have imported those as humanoid and create an avatar def for that second rig.
@juleswombat5309
2 жыл бұрын
@@BenVanTreese That sounds very interesting. I would appreciate a reference bit more slower details, tutorials on that as it is still not clear. I would have the same rig, at least the same named bones imported from Blender, for my different Avatar models. So yes I want to transfer those animations between several different humanoid Avatar models (rather than repeat the animations in Blender for each avatar model)
Sweet
Hello, somebody knows how can I do double jump using this started kit? I'll appreaciate any help
I am trying to complete the Roll a Ball Tutorial. I am getting an error message when I try to complete the movement script. Can someone please help me out?
I do the exact same thing but for some reason my camera isn´t following the character I am moving...it just stays at same place?? Update: I did same thing in a different template and now it works :)
tutorials idea's : grid in a 3d world Building an RSS feed Implementing Face recognition Addressable objects Compressing a projects size Point and click wire system Just few i thought about.. i don't know. And how to combine first and third person starter assets together with cinemashine.
Did anybody try to fix some issues in the new unity third person character controller? 1) The capsule is not sliding down by the gravity when standing on cliff's edge 2) The character is able to jump any heights cliffs
Why is my scene pink?
Why in mine it's error? Everything is blue or sort of.
can i add my own animation with it
How can I add combat?
My WASD isn't working or my mouse for camera when I open the scene..... someone please help edit: I got it working with an xbox controller but K/M are completely unresponsive when I play the build
Uh totally missed the ground layers. If your character is stuck in mid air animation, make sure to check 10:58!
can you do 2 minutes car character controller? i swear to god WheelColliders just suck, do you have any ideas how to move cars without relying too much on physics?
I use the unity starter character controllers all the time. They work great except for mobile tablets looking up and down with a joystick. It gets stuck.
@amalangelo9137
9 күн бұрын
you should unlock the cursor or turn off Cursor Input for Look and Cursor Locked
Great tutorial! I didn't even know this existed! Can you expand on this to convert the 3rd person perspective to 1st? It's 2022, we should have an easy way to look down in a game and see our bodies!
@ZacharyHelm
2 жыл бұрын
The simple way: Move the camera in front of the player character's face, and rotate the body with the camera rotation. The robust way: Do the simple way, then remove the arms and head from the body. Draw high-fidelity first-person arms on a separate camera layer and stack that over the other camera.
Light maps are screwed up in that spaceship. Driving me nuts.
Great ! How to move The camera to do a superior View?
@flyingroads3498
2 жыл бұрын
Just find the camera move it up on z axis and rotate until you have what your want. Becareful eith the roof.
@RebeldesinPausa
2 жыл бұрын
@@flyingroads3498 what camera, ? cinemachine or normal camera?
@flyingroads3498
2 жыл бұрын
@@RebeldesinPausa the one is following the player. I guess cinemachine. You will notice the change on game view.
Shiw how to add and remove items
It is showing complier error
9:34 Here I still have character in T-pose. How to solve that ? Edit: Answer / Solution: My Avatar was not Humanoid.
when exactly is this "manual" supposed to be available? i just signed up to get it, and it said they are still working on it, and will email me when it is ready. your video was made 10 MONTHS AGO! wtf?!?
Mine must be busted because there is no playground for me. Just opens a folder of 3 .exr files and a lighting data asset... and where did you get the Environment asset? Im lost. This makes no sense. Things must have changed because this has so many good comments and makes 0 sense.
Nevermind, I got it to jump but now she is walking far too slowly and won't stop jumping.
LATEST UPDATE: I got my email eventually.. Original post:... My response for the book: "Coming soon! Thank you for preregistering to download your free copy of the upcoming Unity Game Designer Playbook. We’ll send you a download link to the email address you provided when the guide is published. " i.e. no download for me.
@MrMelonMonkey
2 жыл бұрын
i got that too. a few minutes later i got that email with a download link though.
@bobmcbob4399
2 жыл бұрын
@@MrMelonMonkey Yep, I got my email eventually too, will edit my above post
Hi
Its Work But All Is Pink
doesnt work at all
my dude is pink.
@LeonKeuroglian
Жыл бұрын
If you are using URP, you may need to select the materials, go to Edit - Rendering - Materials - Conver Selected Built-in Materials to URP.
Tried it and it sucks.
Hello! I have a problem with the character, respawn does not work. Whatever the character does, it does not move to the respawn point. I use Unity Starter Assets Threat Person Controller. Help me figure out this problem.
hi mate, its working but gives the following error in console. NullReferenceException: Object reference not set to an instance of an object MobileDisableAutoSwitchControls.DisableAutoSwitchControls () (at Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs:30) MobileDisableAutoSwitchControls.Start () (at Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs:25)