When I hit Play , camera snaps to different position,(in front upward of the player) (It is working fine after that ,when I move mouse it moves the camera accordingly , but snap at starting the game is weird) (I have tried locking the cursor in start , but still snap problem exist) Why is this Happening , Please Help...
th-cam.com/video/Yf9f8eC-Jdk/w-d-xo.html Hey there it's me again DGame_Boss and this time I took a challenge too make a complete Game in 24hrs and the game is a replica of a popular mobile game call ball blast... My apologies for spamming you this way... Enjoy the video and have a nice day. 😁
I'm extremely appreciative of the fact that he made the code with the intention of being open for customization instead of being specific and restrictive. Literally a perfect video for a basic third person controller.
When I hit Play , camera snaps to different position,(in front upward of the player) (It is working fine after that ,when I move mouse it moves the camera accordingly , but snap at starting the game is weird) (I have tried locking the cursor in start , but still snap problem exist) Why is this Happening , Please Help...
@How to Yes I thought when I normally comment on TH-cam channel, only channel admin will get the notification and other devs will help me when see my comment, I replied in few of the comments such that they will be get notified and may help me regarding this .
If anyone is too lazy to write the code themselves, or just don't know how to do it; Here is my script which includes gravity, jumping, and everything shown in this video. You can also tweak it however fits your game :D (Press read more) using System.Collections; using System.Collections.Generic; using System.Collections.Specialized; using System.Security.Cryptography; using System.Threading; using UnityEngine; public class ThirdPersonMovement : MonoBehaviour { public CharacterController controller; public Transform cam; public float speed = 6; public float gravity = -9.81f; public float jumpHeight = 3; Vector3 velocity; bool isGrounded; public Transform groundCheck; public float groundDistance = 0.4f; public LayerMask groundMask; float turnSmoothVelocity; public float turnSmoothTime = 0.1f; // Update is called once per frame void Update() { //jump isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask); if (isGrounded && velocity.y < 0) { velocity.y = -2f; } if (Input.GetButtonDown("Jump") && isGrounded) { velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity); } //gravity velocity.y += gravity * Time.deltaTime; controller.Move(velocity * Time.deltaTime); //walk float horizontal = Input.GetAxisRaw("Horizontal"); float vertical = Input.GetAxisRaw("Vertical"); Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized; if(direction.magnitude >= 0.1f) { float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y; float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime); transform.rotation = Quaternion.Euler(0f, angle, 0f); Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward; controller.Move(moveDir.normalized * speed * Time.deltaTime); } } }
any idea how to trigger animations? I mean I tried to check velocity.x velocity.z but no and if I test if speed is 6 then it is so I need to have speed on 0 and if I hold a button it goes up to 6 or is there any better solution
If any of you are using the High Definition template made by unity, and when testing game you may come along a message in the games window, try adding in the HD aditional camera data component.
Please note, changing the camera near clip plane can really create a lot of Z fighting in the distance, or if you go to very extreme numbers, even in the middle distance. The reason is how floating points and the Z-buffer works, the Z-buffer stores the pixel depth as a number between 0 and 1, with a bias towards the numbers near the camera (it's non-linear, so 0.1 is not 10% through the distance between near and far clip, but much closer to the camera). And then ofc, the floating point can only store a certain amount of precision, you don't have infinite memory to write down all the decimal points after all. Practically this means that most of the Z-buffer is reserved for close to the camera, and by making the near value very small you basically make it so the difference between 100f and 101f is 0f, meaning objects far enough away will start occupying the same distance as far as the Z-buffer is considered. In general you want your near clip plane to be the highest you can tolerate in the game, and if you reduce it with an order of magnitude you *should* reduce the far clip with the same magnitude. So from 0.3 - 1000 to 0.03 - 100. Though I noticed now that Unity actually prevents you from going under 0.01 as near clip plane to avoid people setting it to 1e-10 and having everything just go wrong. Though you can set the far distance higher to see the effect partially, the near clip plane is more sensitive though due to the non-linear math being used.
This came out at the perfect time. Had the idea for a third person shooter about three weeks ago, struggled to find code that I could easily add functionality on top of, and then I found this video. I've been coming back to it ever since then! Thank you!
@@AdeelNasir121 Not as much as I should. Ideas keep coming, but the time to properly develop them into vertical slices is never there like I want it to be. I imagine that's the typical struggle for most solo indie devs xD
For anyone looking for the Cinemachine dropdown menu, it is now accessed by right-clicking in the Hierarchy tab. If you do this and Cinemachine is not present down the bottom, try right-clicking inside your Project tab and clicking Reimport All.
I have the opposite problem. Before I implement ANYTHING, I obsessively look up resources online for hours to see if it has already done and I can just use someone else's method.
I want to say thank you for making these videos! This quarantine made me realize I want to make my own game and your tutorials are my savior. If I end up really making it, I would tag you as my mentor!
This was amazing tutorial, I really didnt wanted to use some 3rd person templates, as you never learn what exactly you have to do to achieve it, this was really helpful!
This is fantastic! I don't think anyone has videos quite like yours. I love how you perfectly balance getting to the point and explaining what's going on. Please keep making videos like this!!!
How would this work if you want gravity? [edit]x2 Below is my code, the main difference is that I am using a rigid body and gravity. Also to note that his rotation is always 'smoothing' so it never comes to rest, which is why I just use the just the target angle. translation = Input.GetAxisRaw("Vertical"); straffe = Input.GetAxisRaw("Horizontal"); vSpeed -= gravity * Time.deltaTime; movement = new Vector3(straffe, 0f, translation).normalized; if (controller.isGrounded) { // Jumping, if we are on the ground, v goes back to 0. vSpeed = 0; if (Input.GetKeyDown("space")){ vSpeed = JumpForce; } } // movement rotation float targetAngle = Mathf.Atan2(movement.x, movement.z) * Mathf.Rad2Deg + cam.eulerAngles.y; transform.rotation = Quaternion.Euler(0f, targetAngle, 0f); // if vertical/horizontal are active isMove is True (1) else False (0) isMove = (( translation != 0 || straffe != 0) ? 1 : 0); // Direction for us to move given that motion is present (isMove) Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * (Vector3.forward * isMove); // Gravity acting on us. moveDir.y = vSpeed; // Movement controller.Move(moveDir.normalized * Speed * Time.deltaTime);
@@uv21 I think he forgot to copy the line "public Transform cam;" at the top so you get an error cause unity doesn't knwo what cam is (ps sry for my bad english)
@@MeeMe3moOMoo Brackeys has quitted making new video's about Game Development in Unity. though he also implied that he might make a comeback nothing is set in stone. he is taking a break
ill try to explain it simply, think of Quaternion as a Vector3 with an extra value, or Vector4 for example, the quaternion has x, y, z, and w, it is really hard for us humans to visualize the w rotation, so we have Euler angles, if u do Quaternion.Euler(new Vector3(0, 90, 0)); this will create a quaternion that will turn ur character 90 degrees to the right (all rotation is clockwise). Euler() takes a vector3, transform.rotation uses Euler angles
I had been trying so hard to get my player movement to work right with my camera movement the past few days and couldn't figure out this last missing part, and then find this video and noticed how easy it is if only I had brushed up on my math some more. Also, cinemachine... I forgot it existed... **buries head in hands**
For camera-relative inputs I always use this line in my playerController: " movInput = (Cam.transform.forward * Input.GetAxisRaw("Vertical")) + (Cam.transform.right * Input.GetAxisRaw("Horizontal")); " Which is just one line of code and therefore superior ;p Apart from that, this cinemachine setup is waaaay superior than anything I ever made by myself, so I shal copy this for future projects, haha
When I hit Play , camera snaps to different position,(in front upward of the player) (It is working fine after that ,when I move mouse it moves the camera accordingly , but snap at starting the game is weird) (I have tried locking the cursor in start , but still snap problem exist) Why is this Happening , Please Help...
th-cam.com/video/Yf9f8eC-Jdk/w-d-xo.html Hey there it's me again DGame_Boss and this time I took a challenge too make a complete Game in 24hrs and the game is a replica of a popular mobile game call ball blast... My apologies for spamming you this way... Enjoy the video and have a nice day. 😁
I've noticed that whenever you make a controller that uses a cylinder or capsule as the base, you make the scale 1.8 on the y axis (being 1.8 metres is the average height for a person) but the base height of cylinders and capsules is unity is 2 metres high on the y axis so by making is a scale of 1.8 you're essentially making a person that's 3.6 metres tall.
This is the entire code. I´m using the 2019.3.0f5 version of unity. This code have UnityEngine.Vector3 cuz that solved me a problem. (this script is without the jumping part) using System.Collections; using System.Collections.Generic; using System.Numerics; using UnityEngine; public class ThirdPersonMovementScript : MonoBehaviour { public CharacterController controller; public Transform cam; public float speed = 6f; public float turnSmoothTime = 0.1f; float turnSmoothVelocity; // Update is called once per frame void Update() { float horizontal = Input.GetAxisRaw("Horizontal"); float vertical = Input.GetAxisRaw("Vertical"); UnityEngine.Vector3 direction = new UnityEngine.Vector3(horizontal, 0f, vertical).normalized; if (direction.magnitude >= 0.1f) { float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y; float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime); transform.rotation = UnityEngine.Quaternion.Euler(0f, angle, 0f); UnityEngine.Vector3 moveDir = UnityEngine.Quaternion.Euler(0f, targetAngle, 0f) * UnityEngine.Vector3.forward; controller.Move(moveDir.normalized * speed * Time.deltaTime); } } }
Why is my mouse inverted in cinemachine camera Edit: I figured it out lol, it's in the Third Person Camera settings, just tick the box next to inverted if you have the same issue
@@Abldishabsmaj26193 Click on your Third Person Camera. In the "X Axis" tab, behind the "Input Axis Value" field, there's a "Invert" tickbox, make sure it's not ticked on.
When I hit Play , camera snaps to different position,(in front upward of the player) (It is working fine after that ,when I move mouse it moves the camera accordingly , but snap at starting the game is weird) (I have tried locking the cursor in start , but still snap problem exist) Why is this Happening , Please Help...
I'd already made something like this, but seeing it in such a nice package shows how much I have yet to learn. Thanks a lot for such an amazing video, so straightforward and clear
When I hit Play , camera snaps to different position,(in front upward of the player) (It is working fine after that ,when I move mouse it moves the camera accordingly , but snap at starting the game is weird) (I have tried locking the cursor in start , but still snap problem exist) Why is this Happening , Please Help...
@@Wonder_Verse_Tech Been a while since I did much with this, I'm not sure what you mean. It could be that it's reading the movement of the mouse from the moment you press unity's play button and move down back into the screen. Maybe don't read the mouse inputs on the very first frame of the game if that helps. Besides that I'm not sure, sorry. I hope you find a solution.
*For those of you having issues with the player hovering over the ground when you move:* in the character controller make the skin width smaller (0.0001 worked for me) the player will still be above 0 but its very unnoticeable (like 0.005) and shouldnt effect gameplay
@@harharrr9810 @Yahaya bin Basiron I had the same problem. The way I fixed it (which may not work for you) was to remove rigidbody component from any player objects.
This man is a god. Brackeys you are the one person whose Unity tutorials actually helped and now you have taught me so much that I referred back to this video to start making my very own video game. Thank you... :)
In the last part instead of creating movDir, use transform.forward. transform.forward points in the current forward direction of the Player Object. controller.Move(transform.forward * speed*Time.deltaTime);
Ok i'm whatching these video rn and I wanted to tell you : "WoW" I'm in high school but I've seen that the real programming is soooo different, I admit that I'm having a lot of difficulties and the temptation of giving it away and just copy the code is really big but actually I'm here to learn not to copy so thank you for your explainations, I really appreciate how you make it look so simple, it is very motivational, God bless you!
dont stop urself from copy and pasting , i learnt c# by copy and pasting different things i wanted together into one script , it helped me understand it alot more
So far these videos are giving me knowledge of how to build a base reference for a game that I know is going to take a while for me to make even with the help of my team currently still trying to put together 😂
It doesnt work for me. The console says I need a ";" after speed in the last like. But if I dont type in Time, deltaTime); , it causes 7 more errors. Help!!!
Great video ! Just one thing, if you normalized your direction vector it'll be useless to check if its length is greater than 0.1 (if you do this to simulate a stick deadzone).
IT WORKS!!! only a few things (mostly doubts): -it hits me with an error of "the variable of the orientation of camera_3d has not been assigned" but it doesn´t break the game or stop it from working so..... Idk -when I put rigidbody and box collider to the character it get this weird bug in which is im looking at certain weird angles the character would "teleport" (and this happen with and without freezing rotation) (and yes I know the engine tells me to not put box collider because character controller but if I don´t put it the character just falls to the void, so I put the collider to the graphics itself, maybe there is the problem but again, it doesn´t let me put it in the player object, without it the rigidbody doesn´t work and without the rigidbody she isn´t affected by gravity) - 18:16 this didn´t work just with layers, I put a box collider to one wall and it worked so I guess I need to put box colliders to every obstacle right? I mean they have to have collision in the first place so this one isn´t that big of a deal
14:00 Correction: I would reccomend in the Atan2 line to write instead of this: float targetRotation = Mathf.Atan2(direction.x, direction.y) * Mathf.Rad2Deg; this: float targetRotation = Mathf.Atan2(MoveX, MoveY) * Mathf.Rad2Deg; This will fix some errors that i had. Hope it helped ; )
OMGGG YESSS. I NEEDED THISSSSSSS. I usually prefer doing everything myself. So cinemechine is something I dnt really like. Luckily I know how to make my own 3rd person camera and collision. Then apply the movement script to it. Thanks so much brackeys ur the best!
I get what you are saying but in terms of real-world applications this is a godsent package. It does so much for you and saves so much time. And time is money. No need to reinvent the wheel.
th-cam.com/video/Yf9f8eC-Jdk/w-d-xo.html Hey there it's me again DGame_Boss and this time I took a challenge too make a complete Game in 24hrs and the game is a replica of a popular mobile game call ball blast... My apologies for spamming you this way... Enjoy the video and have a nice day. 😁
ArnoldsK Yh I get wht ur saying but I’m kind of still learning. So doing this will, in a way make me more confident with the things I’m learning, as everything I produce is made from scratch by me. It’s hard to explain but yh
th-cam.com/video/Yf9f8eC-Jdk/w-d-xo.html Hey there it's me again DGame_Boss and this time I took a challenge too make a complete Game in 24hrs and the game is a replica of a popular mobile game call ball blast... My apologies for spamming you this way... Enjoy the video and have a nice day. 😁
How do you convert those values into a rigid body? working with character controller is almost useless, you can't interact with most of things. I tried a couple of ways but it seems like RigidBody doesn't like that Vector3 moveDir for some reason
I need help with something: is there a way I can make it that when the character moves, moves and rotates where the camera is pointing; but in a way that when the character is standing still and I start moving the character doesnt rotate on himself and instead turn around a radius Edit: essentially if I press a or d or s the character STRAFES IN THAT DIRECTION. then if I press w it follows where the camera is pointing, but say I'm standing still and I'm pointing the camera behind the character and then I press W, i don't want him to spin on himself like that, I want him to turn around a radius, or mayhe the camera to snap back to where the character is looking
@@peterguest6011 I kinda gave up but then found a way to figure it out. If you think about it the movement system for a car is quite similar minus the strafing left right. But it's has the directional input with mouse and it has reverse. So that's a good starting point. If you have any luck figuring it out can you contact me.
@@af5772 Thanks for the reply :) With a bit of poking around I managed to get it to sort of work. I changed float targetAngle to just = cam.eulerAngles.y removing the Mathf.Atan2 direction and Rad2Deg stuff. Then changed Vector3 moveDir to = Quaternion.Euler(0f, targetAngle, 0f) * direction instead of Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward It works but my player moves slightly backwards when strafing which I don't know how to fix as I have no idea what I'm doing with coding! Hope this helps!
I followed your "first person movement" tutorial video (2019), which was extremly easy to follow but after watching this, I'm now wondering: Can you use Cinemachine for a first person player too?
! I was trying to make a third person camera system for my game but it wasn't really working. Despite the differences in setup, this worked for me without having to change much. Thanks for making this tutorial so flexible/customisable
Hello, Thank you. It really helps me with the Drone controller. However, I don't know why I repeated all steps as you showed but I can't move backward with keyboard S (it's always forward) or the keyboard arrow Down. I would like to ask for help if anyone know?
Hello! I don't actually know if you solved this or if you still need it, but i have faced the same problem and actually found out the solution! Make sure that line 23 IS float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y; and NOT float targetAngle = Mathf.Atan2(direction.x, direction.y) * Mathf.Rad2Deg + cam.eulerAngles.y; Cheers!
I spent 2 months learning quaternions , trigonometry, dot product to write my camera from scratch, melding them in to disfigured logic that works together. This is my pain for not using tutorials, like I know enough to accomplish my goals. I am so sad right now, I feel defeated. I felt like I was finally winning, then they used a trap card and obliterates my whole crew.
Beautiful tutorial. Got everything up and running but would love to know how to edit this script so that the camera only pans when holding right mouse button instead of tracking 100% of mouse movement... anybody have an idea?
Any reason why my dude is hopping every time I try to move him? He still moves in the direction I want him but is doing this weird skip on initial keypress.
Takes a bit of tweaking but works well with the new input system. Just haven't figured out how to manage the movement angle in relation to the camera using the new input yet
@@ph0ax497 When I used the script my character flew straight up and when I moved in an x or z direction my character flew in that direction to without stopping. Do you know what might be happening?
I'm quite new to this, a lot of tutorials recommend to have the actual movement in FixedUpdate. Is there a specific reason Brackeys does it differently? I get that Time.deltaTime works around the fps resctrictions, but to my understanding it would still be best practice to have it in FixedUpdate. What am I missing?
I'm new as well, but I do know the reason for that. FixedUpdate is the update for the physics engine which runs on a fixed interval. Update happens every time a frame is rendered. If people bind things to Update instead of Fixed Update, the more FPS you have, the more often your functions are being called. That's also what creates weird issues with games like Elder Scrolls or Fallout, so usually they just add a 30 fps cap instead of tying it to something other than frame rate. With Unity we can use FixedUpdate to tie it to the interval refresh of the physics engine. This way whether you get 1fps or 144fps the lines of code are still executed in the same interval.
Book Mark
2:06 Start (The course sounds great!)
4:38 Free Look Camera
17:37 Camera clip
When I hit Play , camera snaps to different position,(in front upward of the player)
(It is working fine after that ,when I move mouse it moves the camera accordingly , but snap at starting the game is weird)
(I have tried locking the cursor in start , but still snap problem exist)
Why is this Happening , Please Help...
Thanks mate
69 likes...
*Nice*
Bless your soul Brackeys! I miss you evey day
Gave us so much information to us without expecting anything from us
@@rein556 ahah good one
@@melomaniakjm no I am serious,He really gave us so many tutorials for free
He is not dead 🤣 he only quit youtube
@@kartavyaseth6582 lol 😂😂😂😂🤣😹🤣
To lock the cursor, use the line 'Cursor.lockState = CursorLockMode.Locked;' in the start function.
thanks
Thats really helpful thank youuuu
@@WZDRIP And thank you for replying, otherwise i would've scrolled past this comment
I wouldn’t understand anyways, I don’t even have Visual Studio and don’t know how to open my Third Person Controller script on it...
@@just-some-guy-without-a-mo9702 😮😮😮
tip: if u dont want ur camera to move up and down(y-axis) go to y axis in cinemachine and set the speed to 0 :). hope it helps!
Kinda obvious but thanks anyways
@@bst-music6517 Not rly. I'm a beginner and I really would've struggled around for a bit without this comment lmao.
Thank youuuu I think I will need that
@@bst-music6517 there's always one...
The character won't turn with my camera, after I copied the top comment's code, can you help?
I can already see my brand new unfinished project
Edit:
I did not expect a 1000+ likes. Wow!
That is exactily what i was thinking at
Yeah! Lol 😂😂
th-cam.com/video/Yf9f8eC-Jdk/w-d-xo.html
Hey there it's me again DGame_Boss and this time I took a challenge too make a complete Game in 24hrs and the game is a replica of a popular mobile game call ball blast...
My apologies for spamming you this way...
Enjoy the video and have a nice day.
😁
Underrated :)
100%😂😂
I'm extremely appreciative of the fact that he made the code with the intention of being open for customization instead of being specific and restrictive. Literally a perfect video for a basic third person controller.
When I hit Play , camera snaps to different position,(in front upward of the player)
(It is working fine after that ,when I move mouse it moves the camera accordingly , but snap at starting the game is weird)
(I have tried locking the cursor in start , but still snap problem exist)
Why is this Happening , Please Help...
@How to Yes I thought when I normally comment on TH-cam channel, only channel admin will get the notification and other devs will help me when see my comment, I replied in few of the comments such that they will be get notified and may help me regarding this .
@@Wonder_Verse_Tech did u put the player game object accordingly? 5:16
I was able to watch this video 14 times while waiting for Unity to load...
@@taj2163 good question I also made a comment for that and I never got a good response
so you were waiting 5 hours! i feel really bad...
2 gb ram lol
so sorry for your loss
(X) Same
If anyone is too lazy to write the code themselves, or just don't know how to do it; Here is my script which includes gravity, jumping, and everything shown in this video. You can also tweak it however fits your game :D
(Press read more)
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Security.Cryptography;
using System.Threading;
using UnityEngine;
public class ThirdPersonMovement : MonoBehaviour
{
public CharacterController controller;
public Transform cam;
public float speed = 6;
public float gravity = -9.81f;
public float jumpHeight = 3;
Vector3 velocity;
bool isGrounded;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
float turnSmoothVelocity;
public float turnSmoothTime = 0.1f;
// Update is called once per frame
void Update()
{
//jump
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
if (Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
}
//gravity
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
//walk
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
if(direction.magnitude >= 0.1f)
{
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
transform.rotation = Quaternion.Euler(0f, angle, 0f);
Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
controller.Move(moveDir.normalized * speed * Time.deltaTime);
}
}
}
God bless you, just tired of trying to learn C# for the past month lol
thx i accidentally deleted the wrong script
any idea how to trigger animations? I mean I tried to check velocity.x velocity.z but no and if I test if speed is 6 then it is so I need to have speed on 0 and if I hold a button it goes up to 6 or is there any better solution
Why do you keep System.collections, system.threading and system.security ? These are useless for the script.
Thank you, this was extremely helpful
If any of you are using the High Definition template made by unity, and when testing game you may come along a message in the games window, try adding in the HD aditional camera data component.
Please note, changing the camera near clip plane can really create a lot of Z fighting in the distance, or if you go to very extreme numbers, even in the middle distance.
The reason is how floating points and the Z-buffer works, the Z-buffer stores the pixel depth as a number between 0 and 1, with a bias towards the numbers near the camera (it's non-linear, so 0.1 is not 10% through the distance between near and far clip, but much closer to the camera). And then ofc, the floating point can only store a certain amount of precision, you don't have infinite memory to write down all the decimal points after all.
Practically this means that most of the Z-buffer is reserved for close to the camera, and by making the near value very small you basically make it so the difference between 100f and 101f is 0f, meaning objects far enough away will start occupying the same distance as far as the Z-buffer is considered.
In general you want your near clip plane to be the highest you can tolerate in the game, and if you reduce it with an order of magnitude you *should* reduce the far clip with the same magnitude. So from 0.3 - 1000 to 0.03 - 100.
Though I noticed now that Unity actually prevents you from going under 0.01 as near clip plane to avoid people setting it to 1e-10 and having everything just go wrong. Though you can set the far distance higher to see the effect partially, the near clip plane is more sensitive though due to the non-linear math being used.
Me: making a race car game
Brackeys: *we can think of the character controller as the motor that drives the player*
Me: perfect.
quality comment 👍
Use WheelColliders
perfect
Perfection
no
Fyi in Unity 2019.4 "All Packages" has been Renamed to "Unity Registry"
Thank you.
Good to know. (no sarcasm) Thanks, sis!
god bless you
it dosnt work :(
As always, so much quality in the videos! Never gets boring to learn from the Brackeys team!
This came out at the perfect time. Had the idea for a third person shooter about three weeks ago, struggled to find code that I could easily add functionality on top of, and then I found this video. I've been coming back to it ever since then! Thank you!
are you still learning game development?
@@Shalashaska-x5x Every so often I come back to it, but I think I'm just more of an artist rather than a programmer xD
Still foing game development ?
@@AdeelNasir121 Not as much as I should. Ideas keep coming, but the time to properly develop them into vertical slices is never there like I want it to be. I imagine that's the typical struggle for most solo indie devs xD
For anyone looking for the Cinemachine dropdown menu, it is now accessed by right-clicking in the Hierarchy tab. If you do this and Cinemachine is not present down the bottom, try right-clicking inside your Project tab and clicking Reimport All.
thanks man, really helped me out
for me i found cinemachine in the GameObject tab
@@brodymortensen1004 That's because the GameObject tab is the same as the menu that appears when you right click in the Hierarchy tab.
@@quoipi Oh my bad man! I'm still a little new too unity!
@@SamTheTourists That's because the GameObject tab is the same as the menu that appears when you right click in the Hierarchy tab.
Me : Works for hours writing camera collision code.
Cinemachine: Does it in two clicks.
Me: 0_0
i can relate to this lol
i did my script in seven hours, with a bad smoothing, i am really sad
lmao same here
I have the opposite problem. Before I implement ANYTHING, I obsessively look up resources online for hours to see if it has already done and I can just use someone else's method.
It's literally what I was trying to get figured out the past couple days. then I look at this... Thank you!!
I want to say thank you for making these videos! This quarantine made me realize I want to make my own game and your tutorials are my savior. If I end up really making it, I would tag you as my mentor!
This was amazing tutorial, I really didnt wanted to use some 3rd person templates, as you never learn what exactly you have to do to achieve it, this was really helpful!
This is fantastic! I don't think anyone has videos quite like yours. I love how you perfectly balance getting to the point and explaining what's going on. Please keep making videos like this!!!
id dunt work do...
How would this work if you want gravity?
[edit]x2 Below is my code, the main difference is that I am using a rigid body and gravity.
Also to note that his rotation is always 'smoothing' so it never comes to rest, which is why I just use the just the target angle.
translation = Input.GetAxisRaw("Vertical");
straffe = Input.GetAxisRaw("Horizontal");
vSpeed -= gravity * Time.deltaTime;
movement = new Vector3(straffe, 0f, translation).normalized;
if (controller.isGrounded)
{
// Jumping, if we are on the ground, v goes back to 0.
vSpeed = 0;
if (Input.GetKeyDown("space")){
vSpeed = JumpForce;
}
}
// movement rotation
float targetAngle = Mathf.Atan2(movement.x, movement.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
transform.rotation = Quaternion.Euler(0f, targetAngle, 0f);
// if vertical/horizontal are active isMove is True (1) else False (0)
isMove = (( translation != 0 || straffe != 0) ? 1 : 0);
// Direction for us to move given that motion is present (isMove)
Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * (Vector3.forward * isMove);
// Gravity acting on us.
moveDir.y = vSpeed;
// Movement
controller.Move(moveDir.normalized * Speed * Time.deltaTime);
what is cam.euler angles because unity says cam.euler angles out of context
@@uv21 I think he forgot to copy the line "public Transform cam;" at the top so you get an error cause unity doesn't knwo what cam is (ps sry for my bad english)
Could you send the entire code. I know its been a year but still I can use it..
@@nachiketmore9068 Same here bro pls
what is vSpeed?
I’m glad to see people replying to people who need help, it shows how great a community Brackeys built sad to see him go
wdym? am i the only person who doesnt know
@@MeeMe3moOMoo what bro
@@MeeMe3moOMoo Brackeys has quitted making new video's about Game Development in Unity. though he also implied that he might make a comeback nothing is set in stone. he is taking a break
My brain started hurting when he started saying things like Euler and Quaternion...
It’s just something y have to suffer through when your a dev
ill try to explain it simply, think of Quaternion as a Vector3 with an extra value, or Vector4 for example, the quaternion has x, y, z, and w, it is really hard for us humans to visualize the w rotation, so we have Euler angles, if u do Quaternion.Euler(new Vector3(0, 90, 0)); this will create a quaternion that will turn ur character 90 degrees to the right (all rotation is clockwise). Euler() takes a vector3, transform.rotation uses Euler angles
if u need more explanation let me know
yea me too
@@PetersExcapades Aaaaa... i don't think i understood anything
I now know that I know nothing.
Finally Jon Snow.
I know what the best symbol is...
[ ]
The symbol of *brackeys*
Yet... I know nothing else...
Nice rhyme rap
play.google.com/store/apps/details?id=com.UrazSoftware.StickyBall
I had been trying so hard to get my player movement to work right with my camera movement the past few days and couldn't figure out this last missing part, and then find this video and noticed how easy it is if only I had brushed up on my math some more. Also, cinemachine... I forgot it existed... **buries head in hands**
He always looks like he's about to start laughing
i imagine him just going "ccch-chhh" the whole video
İ don't think he looks like he will laugh he just looks happy.
@@nazarya5547 yeah
For camera-relative inputs I always use this line in my playerController:
" movInput = (Cam.transform.forward * Input.GetAxisRaw("Vertical")) + (Cam.transform.right * Input.GetAxisRaw("Horizontal")); "
Which is just one line of code and therefore superior ;p
Apart from that, this cinemachine setup is waaaay superior than anything I ever made by myself, so I shal copy this for future projects, haha
yea man I rate this
When I hit Play , camera snaps to different position,(in front upward of the player)
(It is working fine after that ,when I move mouse it moves the camera accordingly , but snap at starting the game is weird)
(I have tried locking the cursor in start , but still snap problem exist)
Why is this Happening , Please Help...
If anyone's having snappy movement when going from a direction to the opposite one just uncheck "snap" in project settings-axis
Thank you VERY much
where do i find ''project settings-axis'' ???
@@higorss Did you found it?
@@subarunatsuki1902 I don't remember sorry. I gave up on my game dev career
@@higorss No Problem, thx anyway :D
Aah, the infamous cilinder-cube man, ready to boldly go where none have gone before!
Lol
yo Jelle! wassup
HypehexWorks #neverstoplearning
@@JelleVermandere xD nice
th-cam.com/video/Yf9f8eC-Jdk/w-d-xo.html
Hey there it's me again DGame_Boss and this time I took a challenge too make a complete Game in 24hrs and the game is a replica of a popular mobile game call ball blast...
My apologies for spamming you this way...
Enjoy the video and have a nice day.
😁
I've noticed that whenever you make a controller that uses a cylinder or capsule as the base, you make the scale 1.8 on the y axis (being 1.8 metres is the average height for a person) but the base height of cylinders and capsules is unity is 2 metres high on the y axis so by making is a scale of 1.8 you're essentially making a person that's 3.6 metres tall.
as long as you keep proportions its ok, like map scale
i love how this dude isnt even making content anymore and his stuff is still the first thing to show up when i search literally anything unity related
Perfect this is exactly what I'm working on!
Same, it's kinda creepy
@@emmetmayer Orr somebody suggest it
I swear, this guy is a psychic.
Tell me about it lol
I'm woking on a third person game with Legos, and this saved me from quitting, I'm serious, I was gonna stop making the game! TYSM, Brackeys! 😊
This is the entire code. I´m using the 2019.3.0f5 version of unity. This code have UnityEngine.Vector3 cuz that solved me a problem. (this script is without the jumping part)
using System.Collections;
using System.Collections.Generic;
using System.Numerics;
using UnityEngine;
public class ThirdPersonMovementScript : MonoBehaviour
{
public CharacterController controller;
public Transform cam;
public float speed = 6f;
public float turnSmoothTime = 0.1f;
float turnSmoothVelocity;
// Update is called once per frame
void Update()
{
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
UnityEngine.Vector3 direction = new UnityEngine.Vector3(horizontal, 0f, vertical).normalized;
if (direction.magnitude >= 0.1f)
{
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
transform.rotation = UnityEngine.Quaternion.Euler(0f, angle, 0f);
UnityEngine.Vector3 moveDir = UnityEngine.Quaternion.Euler(0f, targetAngle, 0f) * UnityEngine.Vector3.forward;
controller.Move(moveDir.normalized * speed * Time.deltaTime);
}
}
}
Thx for the code dude, i had some problem with mine as well so now i don't have to rewatch step by step
thank you alot
I had a problem cause I wrote Mathf.SmoothDamp instead of writing Mathf.SmoothDampAngle
@Jovan Did you bind your camera to the "cam" variable and your CharacterController to the "controller" variable?
When i copied and pasted it, most of the code that's supposed to be colored is white.
Anyone know how to fix this?
Why is my mouse inverted in cinemachine camera
Edit: I figured it out lol, it's in the Third Person Camera settings, just tick the box next to inverted if you have the same issue
wait... how do change that?
@@Abldishabsmaj26193 Click on your Third Person Camera. In the "X Axis" tab, behind the "Input Axis Value" field, there's a "Invert" tickbox, make sure it's not ticked on.
THANKS, I BEGUN TO THINK OF JUMPING OF THE WINDOW FOR THAT
any idea why the character dont move at relative axis? regardless of where my mouse pointing, it seems to move WASD with respect to global x,y,z
Thanks for the Edit!
Everything works great... just in Unity editor, but after build - "Mouse look" is not working.
Yeah
me be caveman. me dont speak english
It would be nice if this has a next part with animated character like running jumping and etc
i would recommend watching seabastian league
Here is the code with a jumping function & gravity
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ThirdPersonMovement : MonoBehaviour
{
public CharacterController controller;
public Transform cam;
public float speed = 6f;
public float gravity = -9.81f;
public float jumpHeight = 3f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
public float turnSmoothTime = 0.1f;
float turnSmoothVelocity;
private void Start()
{
}
// Update is called once per frame
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if(isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
if(Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
if (direction.magnitude >= 0.1f)
{
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
transform.rotation = Quaternion.Euler(0f, angle, 0f);
Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
controller.Move(moveDir.normalized * speed * Time.deltaTime);
}
}
}
Thank you! Which button do i Jump with? nothing happens when I hit "space"
THANK YOU!!!! I just sorta rage quit trying to figure out a solution myself
Do you think you could put it in a pastebin link so people can just easily add it?
sad thing is its flappy bird u can spam space :skull:
When I hit Play , camera snaps to different position,(in front upward of the player)
(It is working fine after that ,when I move mouse it moves the camera accordingly , but snap at starting the game is weird)
(I have tried locking the cursor in start , but still snap problem exist)
Why is this Happening , Please Help...
Too sad you stopped making videos here, I still watch your stuff on a regular basis. Thanks for creating!
I'd already made something like this, but seeing it in such a nice package shows how much I have yet to learn. Thanks a lot for such an amazing video, so straightforward and clear
When I hit Play , camera snaps to different position,(in front upward of the player)
(It is working fine after that ,when I move mouse it moves the camera accordingly , but snap at starting the game is weird)
(I have tried locking the cursor in start , but still snap problem exist)
Why is this Happening , Please Help...
@@Wonder_Verse_Tech Been a while since I did much with this, I'm not sure what you mean. It could be that it's reading the movement of the mouse from the moment you press unity's play button and move down back into the screen. Maybe don't read the mouse inputs on the very first frame of the game if that helps. Besides that I'm not sure, sorry. I hope you find a solution.
the script wont let me add the character controller as a controller for it
Finally! I've been waiting for this.
Same. The last one broke cus unity updated
*For those of you having issues with the player hovering over the ground when you move:*
in the character controller make the skin width smaller (0.0001 worked for me)
the player will still be above 0 but its very unnoticeable (like 0.005) and shouldnt effect gameplay
not working for me :(
@@harharrr9810 same
@@harharrr9810 @Yahaya bin Basiron I had the same problem. The way I fixed it (which may not work for you) was to remove rigidbody component from any player objects.
Is it possible to add gravity to this, too? I tried inserting a Rigid body component and it stated going crazy.
rigidbody movement and character controller movement are two different types of movement, you cant just add a rigid body on a character controller
Maybe is a little late but if you watch his video on first person movement he explains how to do it really well
@@marcopierdominici9317 thanks man
yo can change the Character Contoller by Rigid body you only must to change move(); for AddForce(); and delete * Time.deltatime
@@catmunist marche pas
You're really bringing me through my studies right now.... thank you so much!
Oh are you in comp sci
This man is a god. Brackeys you are the one person whose Unity tutorials actually helped and now you have taught me so much that I referred back to this video to start making my very own video game. Thank you... :)
In the last part instead of creating movDir, use transform.forward. transform.forward points in the current forward direction of the Player Object.
controller.Move(transform.forward * speed*Time.deltaTime);
Ok i'm whatching these video rn and I wanted to tell you : "WoW" I'm in high school but I've seen that the real programming is soooo different, I admit that I'm having a lot of difficulties and the temptation of giving it away and just copy the code is really big but actually I'm here to learn not to copy so thank you for your explainations, I really appreciate how you make it look so simple, it is very motivational, God bless you!
dont stop urself from copy and pasting , i learnt c# by copy and pasting different things i wanted together into one script , it helped me understand it alot more
This tutorial was so good that I could feel the third person movement coming inside me whenever i played my game
Me coming into life always wanting to code games.
Me hearing Quaternion.Euler and looking back at my code and getting a migraine
Sees this video after 1 month of working on third person movement
Me: internal screeching
same
same, worst part tried using Cinemachine and Character Controller and couldn't get the handle of it...
same here.
I cant get it working either
wow, only one month? lucky you.
So far these videos are giving me knowledge of how to build a base reference for a game that I know is going to take a while for me to make even with the help of my team currently still trying to put together 😂
10:56
brackeys: normalize that so you dont go faster diagonaly.
me: hmmm good mechanic not normalizing
when i move the view in scene view its sensitivity goes to a very high number, and the camera moves very fast
change the speed of the y axis or x axis depending on which axis you want to slow down
Where would i be without this channel...It's too useful for things i forget all the time
Why does non of my code ever work when I follow these tutorials.... I literally spend hours trynna work this out.
@@PranjayMittal yep I got it to work ahhaha
@@PranjayMittal I takes me way to long tho 😭😭😭
It doesnt work for me. The console says I need a ";" after speed in the last like. But if I dont type in Time, deltaTime); , it causes 7 more errors. Help!!!
Great video ! Just one thing, if you normalized your direction vector it'll be useless to check if its length is greater than 0.1 (if you do this to simulate a stick deadzone).
IT WORKS!!!
only a few things (mostly doubts):
-it hits me with an error of "the variable of the orientation of camera_3d has not been assigned" but it doesn´t break the game or stop it from working so..... Idk
-when I put rigidbody and box collider to the character it get this weird bug in which is im looking at certain weird angles the character would "teleport" (and this happen with and without freezing rotation) (and yes I know the engine tells me to not put box collider because character controller but if I don´t put it the character just falls to the void, so I put the collider to the graphics itself, maybe there is the problem but again, it doesn´t let me put it in the player object, without it the rigidbody doesn´t work and without the rigidbody she isn´t affected by gravity)
- 18:16 this didn´t work just with layers, I put a box collider to one wall and it worked so I guess I need to put box colliders to every obstacle right? I mean they have to have collision in the first place so this one isn´t that big of a deal
I've been banging my head looking for a good tutorial on this!!! Just in time, Tysm :D
That was exactly what i need right now, i love this channel so much
14:00 Correction: I would reccomend in the Atan2 line to write instead of this: float targetRotation = Mathf.Atan2(direction.x, direction.y) * Mathf.Rad2Deg; this: float targetRotation = Mathf.Atan2(MoveX, MoveY) * Mathf.Rad2Deg; This will fix some errors that i had. Hope it helped ; )
is MoveX are a variable?
why weird formatting?
OMGGG YESSS. I NEEDED THISSSSSSS.
I usually prefer doing everything myself. So cinemechine is something I dnt really like. Luckily I know how to make my own 3rd person camera and collision. Then apply the movement script to it. Thanks so much brackeys ur the best!
I get what you are saying but in terms of real-world applications this is a godsent package. It does so much for you and saves so much time. And time is money. No need to reinvent the wheel.
th-cam.com/video/Yf9f8eC-Jdk/w-d-xo.html
Hey there it's me again DGame_Boss and this time I took a challenge too make a complete Game in 24hrs and the game is a replica of a popular mobile game call ball blast...
My apologies for spamming you this way...
Enjoy the video and have a nice day.
😁
ArnoldsK Yh I get wht ur saying but I’m kind of still learning. So doing this will, in a way make me more confident with the things I’m learning, as everything I produce is made from scratch by me. It’s hard to explain but yh
DGame Boss video’s been removed
His voice is so soothing I’m watching this while coding something else lol
th-cam.com/video/Yf9f8eC-Jdk/w-d-xo.html
Hey there it's me again DGame_Boss and this time I took a challenge too make a complete Game in 24hrs and the game is a replica of a popular mobile game call ball blast...
My apologies for spamming you this way...
Enjoy the video and have a nice day.
😁
yes its asmr i listen to it while I play Osu
You are the only one youtuber who kept the contents simple and useful
Yeah, but like all people the man gotta have his own time. we owe him at least that much.
@@Viltzu-hk5wh I don't know what you mean.
Jason is top class, have been following him for a long time, well worth a sub!
How do you convert those values into a rigid body? working with character controller is almost useless, you can't interact with most of things. I tried a couple of ways but it seems like RigidBody doesn't like that Vector3 moveDir for some reason
This helped me a lot, i was struggling with movement and camera composition. But with your help, i manage to do the style i was looking for.... Thanks
Finally ❤❤
Pls pls also make a video on humanoid movements...i am tired of using ethan🌚🌚
Help my character keeps teleporting up on the Y axis every time I start the game then press a movement key
What’s happening?
Same thing happened with me adjust the character controller's collider. that will solve all your problems
@@kushagrapamnani868 Thanks man
I have spent a long time searching the internet for a way to smooth player rotation the way you do here! Thank you thank you THANK YOU!!!!
I need help with something: is there a way I can make it that when the character moves, moves and rotates where the camera is pointing; but in a way that when the character is standing still and I start moving the character doesnt rotate on himself and instead turn around a radius
Edit: essentially if I press a or d or s the character STRAFES IN THAT DIRECTION. then if I press w it follows where the camera is pointing, but say I'm standing still and I'm pointing the camera behind the character and then I press W, i don't want him to spin on himself like that, I want him to turn around a radius, or mayhe the camera to snap back to where the character is looking
Did you manage to find a solution? I really want to be able to do this
@@peterguest6011 I kinda gave up but then found a way to figure it out. If you think about it the movement system for a car is quite similar minus the strafing left right. But it's has the directional input with mouse and it has reverse. So that's a good starting point. If you have any luck figuring it out can you contact me.
@@af5772 Thanks for the reply :) With a bit of poking around I managed to get it to sort of work.
I changed float targetAngle to just = cam.eulerAngles.y removing the Mathf.Atan2 direction and Rad2Deg stuff. Then changed Vector3 moveDir to = Quaternion.Euler(0f, targetAngle, 0f) * direction instead of Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward
It works but my player moves slightly backwards when strafing which I don't know how to fix as I have no idea what I'm doing with coding!
Hope this helps!
I followed your "first person movement" tutorial video (2019), which was extremly easy to follow but after watching this, I'm now wondering: Can you use Cinemachine for a first person player too?
yeah but its pointless
@@benjioffdsv Care to elaborate?
@@Juleru sure
! I was trying to make a third person camera system for my game but it wasn't really working. Despite the differences in setup, this worked for me without having to change much. Thanks for making this tutorial so flexible/customisable
yes yes it worked! now im feeling a surge of dopamine, thats sure to stop after some time, thanks!
10:11 “horizontal” and “vertical” is always mapped to these keys? Its Default for Unity? I guess its changeable somewhere?
You can change that in Edit > Project Settigns > Input Manager > Axis And there you can choose positive and negative keys. Hope I helped a bit :D
Thanks!!!This video has what I was looking for!!
Hello,
Thank you. It really helps me with the Drone controller.
However, I don't know why I repeated all steps as you showed but I can't move backward with keyboard S (it's always forward) or the keyboard arrow Down. I would like to ask for help if anyone know?
same thing happens to me
Hello! I don't actually know if you solved this or if you still need it, but i have faced the same problem and actually found out the solution!
Make sure that line 23 IS
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
and NOT
float targetAngle = Mathf.Atan2(direction.x, direction.y) * Mathf.Rad2Deg + cam.eulerAngles.y;
Cheers!
This script seems so elegant 😍 but how can you adjust it so player moves backwards when you press S instead of turning around and facing that way?
I wanna know this too
Wish you still posted. this helped SO MUCH!
Can you give a breakdown as to how you set up the scene as of the beginning of the video, or otherwise upload the project file to github?
th-cam.com/video/YtzIXCKr8Wo/w-d-xo.html&ab_channel=Brackeys
I spent 2 months learning quaternions , trigonometry, dot product to write my camera from scratch, melding them in to disfigured logic that works together.
This is my pain for not using tutorials, like I know enough to accomplish my goals.
I am so sad right now, I feel defeated.
I felt like I was finally winning, then they used a trap card and obliterates my whole crew.
shit.
Well at least you learned something...
What?
Pain...
I'm in love with this intro
Beautiful tutorial. Got everything up and running but would love to know how to edit this script so that the camera only pans when holding right mouse button instead of tracking 100% of mouse movement... anybody have an idea?
Idk but if you get an answer tell me
Is there any way to implement jumping in this controller? I'm having trouble figuring out how to do it.
Just add the same code as the one from his first-person camera controller video...
All you have to do is just add some force on Y instead of 0f
@@Exarhadsgfds This works very well, in the first person video he added a velocity system with its own artificial gravity and it works great!
I was fighting with camera and player movement for a few weeks... After 20 minutes of this video this is better than everything that I got....
Does someone know how I can change Ethan's script from standard assets to move where the camera is pointing?
Me: *Starts making a third person game*
Brackeys: *Uploads the video of my topic*
Me: *Impossible*
Edit: Keep it up man!
This is the best intro ever!
If you're following along with this tutorial and can't find the Cinemachine tab, it's now under the GameObject tab.
goat
@@yuvalcastiel6542 ;)
I'm late but god damn you are indeed the goat
@@cytron8663 Glad I could help
Any reason why my dude is hopping every time I try to move him? He still moves in the direction I want him but is doing this weird skip on initial keypress.
Did you ever figure this out?
Amazing man amazing no one provide free knowledge like this its ridiculous....
I checked out 20 channels on you tube but no one is like you💥
For everyone that can't keep up with the code,
Set the play time at 0.75x and it will sound like a normal talking speed
Awesome video! Would've been even better with the new input system, since v1 is officially out it might be worth checking out.
Takes a bit of tweaking but works well with the new input system. Just haven't figured out how to manage the movement angle in relation to the camera using the new input yet
@@l2hetoric Please reply here with the code if you figure it out
I can't say how thankful i am for this video. It really helped me a LOT. Thank you very much!!!
is there anyway to make it so that you can use rigid body for this, because when i tried it the character just spazzed out.
@@sensory.aiden201 read the comments first. I've posted the whole code for this:
i've implemented that camera movement, 1:1 to a rigidbody. Everything made by myself (with help of other tutorials).
Enjoy:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.PlayerLoop;
public class PlayerMovement : MonoBehaviour
{
public float walkSpeed;
public float runSpeed;
public float playerJumpForce;
public ForceMode appliedForceMode;
public float currentSpeed;
public float turnSmoothTime = 0.1f;
public Transform groundCheck;
public Transform cam;
public float groundDistance = 0.4f;
public LayerMask groundMask;
public bool isGrounded;
float turnSmoothVelocity;
private float _xAxis;
private float _zAxis;
private Rigidbody _rb;
private bool _isShiftPressedDown;
private bool jump;
private bool up;
private Vector3 movement;
private Vector3 direction;
private void Start()
{
_rb = GetComponent();
_rb.constraints = RigidbodyConstraints.FreezeRotationZ | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY;
}
private void Update()
{
_xAxis = Input.GetAxis("Horizontal");
_zAxis = Input.GetAxis("Vertical");
direction = new Vector3(_xAxis, 0f, _zAxis).normalized;
currentSpeed = _isShiftPressedDown ? runSpeed : walkSpeed;
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
Debug.Log(isGrounded);
if (Input.GetButtonDown("Jump") && isGrounded)
{
jump = true;
}
up = direction.magnitude >= 0.1f;
}
private void FixedUpdate()
{
if (jump)
{
PlayerJump(playerJumpForce, appliedForceMode);
jump = false;
}
if (up)
{
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
transform.rotation = Quaternion.Euler(0f, angle, 0f);
Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
movement = moveDir.normalized * currentSpeed * Time.deltaTime;
_rb.MovePosition(transform.position +movement);
}
}
private void OnGUI()
{
_isShiftPressedDown = Input.GetKey(KeyCode.LeftShift);
}
private void PlayerJump(float jumpForce, ForceMode forceMode)
{
_rb.AddForce(jumpForce * _rb.mass * Time.deltaTime * Vector3.up, forceMode);
}
}
@@ph0ax497 Hey this all works great...except for the fact that my character falls through the ground, how do I stop this thanks.
@@KlutzOfAMan have you put on it collider? xd
@@ph0ax497 When I used the script my character flew straight up and when I moved in an x or z direction my character flew in that direction to without stopping. Do you know what might be happening?
I'm quite new to this, a lot of tutorials recommend to have the actual movement in FixedUpdate. Is there a specific reason Brackeys does it differently? I get that Time.deltaTime works around the fps resctrictions, but to my understanding it would still be best practice to have it in FixedUpdate. What am I missing?
I'm new as well, but I do know the reason for that. FixedUpdate is the update for the physics engine which runs on a fixed interval. Update happens every time a frame is rendered. If people bind things to Update instead of Fixed Update, the more FPS you have, the more often your functions are being called.
That's also what creates weird issues with games like Elder Scrolls or Fallout, so usually they just add a 30 fps cap instead of tying it to something other than frame rate.
With Unity we can use FixedUpdate to tie it to the interval refresh of the physics engine. This way whether you get 1fps or 144fps the lines of code are still executed in the same interval.
How you provide the information is so interesting and easy to understand man, you got one subscribe !
Lol he quit ages ago
@@timurradman3999but did he really??
NOTE: Cinemachine menu has moved to GameObject -> Cinemachine
thanks
Thanks a LOT
Thanks
7:21 (Dont mind saving my spot)
I FINALLY MANAGED TO FOLLOW IT TO THE END !!!!!
Can you Please make a wallruning tutorial?
pretty please :)
Yesss or u cannot do that!
But do that with character controller not RB :)