I started working with UE recently, given their UE5 alpha. And what I really loved about it is that I could just create a 3rd person project, build a fancy landscape, press play and see and feel what I have created instantly. That is always something I missed with Unity and it finally has been added now. This should be a default on/off toggle when creating a new Project from the Hub.
But this thing is not new in Unity, It already existed with name of "Standard Assets" I always start my Project from that template. BTW, I left UE and came to Unity 2 years ago
@@alfaaz7146 You're right, it always had standard assets with some example stuff. But it was quite outdated tbh and I remember that when I tried to use their 3rd party example, I wasn't really happy with how it behaved. I already tested the new version and it feels lightweight and straight to the point, the integration with cinemashine and the new input system is really good and I would say shows better "best practices" than the old assets did.
Out of curiousity, what made you switch from UE to Unity? I like both, each has their strength and weaknesses. UE5 made me quite curious and I have to say wish that some things would swap over to Unity. I really miss the "out of the box" approach in Unity
@@Zanktus They both have their uses, UE is better for MMO and AAA games but I think the simplicity of C# in unity makes it better for indie devs and mobile games
Think of a super easy and quick video with an explanation... very good, thanks bro. I liked it, another subscriber, videos like this are rare in Brazil
Tried it. Works like a charm. Although I don't see the mobile input coming through automatically in my unity 2020.3.1f1 but I guess I can live with it as I can get them through the prefab.
Everyone having issues with purple texture: Window -> Rendering -> Render pipeline Converter Choose Built in to URP Check rendering settings and Material Upgrade initialize Converters Convert Assets
That fun part where you have to pick between a 3rd person view with model or 1st person view without model, but I need a 1st person view with the model. Yeah I know, I should be able to tweak with these two assets to get a 1st person view with a model...
THank you so much !1 i want to cry i didnt place the event system inside the UI pannel thing so the touch input didnt work on phone but now it DOES !!! i can finally launch it now ! i love you so much for creating this !! thank you ^-^ !
@@BrainSlugs83 It is better to acess it from packages than have it built into the engine, so you only get it if you will really use. Modular systems is better than a heavy engine that has a lot of things that I don't need.
I wonder if the third-person controller is planned to include Animation Rigging and/or climb support. Also, I wonder if moving platforms are supported at least?
Great Video. I am learning Unity and coding and I was wondering if it is possible to have this Humanoid Model but a First-person controller instead of the capsule? If yes how could I do it ? Thx
Reduce the size of the fps controller then add your character as a parent of the fps controller. Then position it properly and if you want the character to walk. You could say: public Animtor anim; Then just do the rest for the rest of the inputs or you can just detect the horizontal and vertical inputs. If input.GetButtonKey(W) { anim.setbool("Run", true); }
No Tools in menu. Just loving unity so far. Every step there's something else wrong. What do I do now trash it all start all over and hope it loads next time with tools in the menu bar. I've seen other people in The Forum asking about this problem and no one seems to have an answer for it. Unity you're the best. Your program seems to have no intuitive Ness. And bugs everywhere and nothing works right thank you for the wasted two days
@@Zireael_Daifuku I have to watch this video again. To try and figure out exactly what I did I can't do that now I'm at work. I'll try and get back to you
Thank you for these. But I couldn't find how to change follow camera position and rotation and I also want to cancel to look around just a simple follow camera... Cheers
"Now available for free..." has such a lovely ring to it... ;-P Does anyone else keep hearing "STAR assets" instead of "STARTER assets"? Yeah, I love to pick nits.. ;-P
Thanks for the packages and for the explanation video! Do you know where I can find a proper tutorial like this one to make a first person melee attack system? Thanks in advance and keep it up with these videos!
This is really a great stuff. And even maybe one day my grandchildren will see the CharacterController with slopes and other PhysX stuff implemented, who knows :D PS the good starting point, but without slopes it's still pretty useless in the most cases
@@leonardomadona slide on slopes so you won’t be able to climb up any wall that is less than 90 degrees. For ex. try create a new FPS project in UE4 and look how the default capsule controller behave
Finally! We got rid of the old camera with egg shaped weird hitbox thingy. I can spare my time to developing games more often now, instead of importing custom skeleton in the beginning
Those use Cinemachine and have some starter stuff like a playground level with some geometry. Also 3rd person got a simple animation controller to start with
I think, The main Reason for launching this asset over Standard Assets was the new input system. Starter assets uses new Input system while Standard Assets uses that old one.
This is good for prototyping in order not to waste money or spend time on basic movement mechanics. But TBH its not as configurable as I hoped, plus it has the most basic bug. It does not normalize input and therefore W+D will make you run faster than max speed. Oh well :D
Super dopeeee!!!! These would be helpful if I didn't already use a template that did all this but being able to add your FBX model in Third person and swap is really cool. Where was this last year when I started? Lol Cool vid and thanks for sharing!! 💀🕹️🎮💀🕹️🎮
Unity should probably also mention that the Mobile joystick script for both the virtual joystick and touch controls does not work and adding the stick component can make the joystick work, no tutorials or help so had to find by the hard way
I was also having choppy camera in the editor during play mode. For some reason, having nothing selected in the hierarchy stopped the camera choppiness while in play mode. So weird. Hope that helps.
Next update should be: full input mapping support for keyboard/mouse, gamepad, and mobile inputs, with an included library of actions and animations, and their associated transition state nodes for easy, drag-and-drop configuration in the animator editor
They need to add local coop split screen to this which they already have the capability of doing with their input system and camera system. That would finish this out
Thank you Unity for showing this all . These are helpful for me. I am making a big game like gta you know. 1by4th part is almost done. Can you help me if any small problems arise? Thank you for reading.
i was wondering that too. ended up installing an older version and still no Tools option, untill after i clicked the package links, then clicked download and then clicked install, then the Tools window appears, so it seems it isn't present untill you have the assets. even then after all that malarkey it loaded in bright pink because it's now missing the textures or something. the unity tutorials are so very very bad compared to blender.
I'm having a problem with this and the main error I am getting is shown here Library\PackageCache\com.unity.shadergraph@12.1.7\Editor\Generation\Targets\BuiltIn\Editor\ShaderGUI\MaterialAssemblyReference\RawRenderQueue.cs(12,24): error CS1061: 'Material' does not contain a definition for 'rawRenderQueue' and no accessible extension method 'rawRenderQueue' accepting a first argument of type 'Material' could be found (are you missing a using directive or an assembly reference?) I am using Unity 2021.3.9f1, installed all the needed dependencies including the universal pipelines and hdr. I don't know how to fix this and I'm not sure if I am doing something wrong.
Unity give whoever made this happen a raise.
I second this!
I third this!
I fourth this!
I FITH THIS THIS IS FRICKEN AWESOME I LOVE YOU UNITY!
@UUU OH BOOHOO UNITYS AWESOME
Finally some updates to the Standard Assets.
Took only 4 years but it's here!
Baby steps, but counts in steps! :)
okay this is actually super useful. Edit: they should have named the video: Free first-person and third-person controller for all renders.
This is awesome, it truly felt like the starter assets could have used a little update. For me this will surely make prototyping a bit nicer.
this will be very useful for prototyping games.
Pretty cool! Glad unity decided to incorporate this.
after brackeys you are all my hope and thank u for this vid :D
I started working with UE recently, given their UE5 alpha. And what I really loved about it is that I could just create a 3rd person project, build a fancy landscape, press play and see and feel what I have created instantly. That is always something I missed with Unity and it finally has been added now. This should be a default on/off toggle when creating a new Project from the Hub.
But this thing is not new in Unity, It already existed with name of "Standard Assets"
I always start my Project from that template.
BTW, I left UE and came to Unity 2 years ago
@@alfaaz7146 You're right, it always had standard assets with some example stuff. But it was quite outdated tbh and I remember that when I tried to use their 3rd party example, I wasn't really happy with how it behaved. I already tested the new version and it feels lightweight and straight to the point, the integration with cinemashine and the new input system is really good and I would say shows better "best practices" than the old assets did.
Out of curiousity, what made you switch from UE to Unity? I like both, each has their strength and weaknesses. UE5 made me quite curious and I have to say wish that some things would swap over to Unity. I really miss the "out of the box" approach in Unity
@@Zanktus They both have their uses, UE is better for MMO and AAA games but I think the simplicity of C# in unity makes it better for indie devs and mobile games
Btw, this controllers are really basic, nothing like in UE4.
Finally! It looks pretty good for a basic start and customization, the touch input is also a plus, nice one! Need to give it a try.
This is AWESOME!
Hello Sykoo where your video. 6 months gone you are not uploaded any video.
@@Mr.IN3V1T4BL3 Yes and the narrator also from mix and jam.
What's up checkmark
Would be awesome if it worked but... Unity...
I feel like this is just what I need! Thanks for releasing it as an official asset!
Think of a super easy and quick video with an explanation... very good, thanks bro. I liked it, another subscriber, videos like this are rare in Brazil
I have been looking for free assets like these! Thank you Unity!
Deffo more stuff like this, this is amazing value for new and old devs!
Here I was worried Unreal would forever have the jump on Unity, but looks like you're catching on to what beginners want.
wish they made 2d renderer production ready instead of wasting time on ecs tbh. This engine is the only one with 2d lights in my knowledge.
Now just update your ancient VR beginner scene that hasn’t worked for ages
Wonderful asset. Will be trying it out tonight 😀
Tried it. Works like a charm. Although I don't see the mobile input coming through automatically in my unity 2020.3.1f1 but I guess I can live with it as I can get them through the prefab.
Congratulations unity for 1m subscribers✨
Brackeys has 1.4M subs!!!
@@myelinsheathxd When the student goes on to have more than the guru!
@@myelinsheathxd Ok
@@Maggiethegsd Yea true lol
Everyone having issues with purple texture:
Window -> Rendering -> Render pipeline Converter
Choose Built in to URP
Check rendering settings and Material Upgrade
initialize Converters
Convert Assets
Worked, thx :)
Thank you!
Thank you! This really helped me
This is Awesome. Thanks Unity Devs
This is so awesome thanks Unity !
This is amazing!
I will use this in my second game.
Thanks!
This is a better replacement for unity standard assets
Thanks UNITY
Helped a lot~
And 1M subs Congratulations!!!!!!
Finally , we don't need to setup character controller with random code copied on Google anymore
Or maybe just learn to code your own with state machines?
@@pedroduran8927 True..
Why didn't you use the old character controller from the standard assets pack?
The feature I've been waiting for is finally available 🤩
That fun part where you have to pick between a 3rd person view with model or 1st person view without model, but I need a 1st person view with the model. Yeah I know, I should be able to tweak with these two assets to get a 1st person view with a model...
Finally! A really well implemented and a long waited feature. Thank you.
THank you so much !1 i want to cry i didnt place the event system inside the UI pannel thing so the touch input didnt work on phone but now it DOES !!! i can finally launch it now ! i love you so much for creating this !! thank you ^-^ !
Unreal:new ground breaking lightning!!!!!!! complex geometry systems!!!!!!!!!
Unity:THIIIICCCC BEANS!!!!!!!!!!!
Lightning!?
Long time waiting for something like this.
This is so useful, thank you!
Yay support for the new input system ✨
can't wait to try this out
I love your tutorials dude! You rock
@@yorhun2763 Thanks brother
Thank You Unity ❤️
Great video as always congrats on 1M SuBs
Finally...but keep updating this
This will save us so mich time! I love u unity ❤
Finally I can make prototypes lol. Thanks.
Dayum this is great. Suggestion: free assets like this could be built into the engine rather than going through the asset store.
They're moving away from that, even features are moving out of the engine and into packages. 🤷♂️
@@BrainSlugs83 It is better to acess it from packages than have it built into the engine, so you only get it if you will really use. Modular systems is better than a heavy engine that has a lot of things that I don't need.
Sir, You cured my cancer. Thanks.
Amazing, thank you!
Unity always helping game devs
I wonder if the third-person controller is planned to include Animation Rigging and/or climb support.
Also, I wonder if moving platforms are supported at least?
Nope the third person controller isn't.. try to fix this for days now.. can't find any solution
So cool! thank you Unity
THIS IS AMAZING! THANKS UNITY
Great Video. I am learning Unity and coding and I was wondering if it is possible to have this Humanoid Model but a First-person controller instead of the capsule? If yes how could I do it ? Thx
Reduce the size of the fps controller then add your character as a parent of the fps controller. Then position it properly and if you want the character to walk. You could say:
public Animtor anim;
Then just do the rest for the rest of the inputs or you can just detect the horizontal and vertical inputs.
If input.GetButtonKey(W)
{
anim.setbool("Run", true);
}
Besides the fact of you joining the mob to shove the Pride Month down my throat...
This is a good asset for newcomers to Unity. Well done.
No Tools in menu. Just loving unity so far. Every step there's something else wrong. What do I do now trash it all start all over and hope it loads next time with tools in the menu bar. I've seen other people in The Forum asking about this problem and no one seems to have an answer for it. Unity you're the best. Your program seems to have no intuitive Ness. And bugs everywhere and nothing works right thank you for the wasted two days
I have the same problem... Did you find a solution?
@@Zireael_Daifuku I did find a solution. I don't really remember what it was. I think it was the version I was using
@@Zireael_Daifuku I have to watch this video again. To try and figure out exactly what I did I can't do that now I'm at work. I'll try and get back to you
@@jonathanglock1574 Nice! Thanks a lot! For the version, I'm using 2023.1.14f1
Hail Unity❤
Wow i really need this
Looks Unreal!
This is what I'm talking about! Go Unity :)
really thanks for this info
Thanks for a wonderful package!
Are you going to add more animations to the package? Like: climbing, rolling, etc...
now make it like how standards assets were imported in previous unity versions this is a must-have.
Best assets evah
Thanks Unity!!!
FINALLY DUDE!!!!!!!!!!!!!!!!!!!!!!!!
Thank you for these. But I couldn't find how to change follow camera position and rotation and I also want to cancel to look around just a simple follow camera... Cheers
The Dawn of the Golden Era of UNITY! Lets' all Unite with Unity!
Calm down.
Finally!
1M ❤️🔥
Wow, thank you!!
Everything think is coming pink when I imported this package to my project. What should I do to fix it?
"Now available for free..." has such a lovely ring to it... ;-P
Does anyone else keep hearing "STAR assets" instead of "STARTER assets"? Yeah, I love to pick nits.. ;-P
Thanks for the packages and for the explanation video! Do you know where I can find a proper tutorial like this one to make a first person melee attack system?
Thanks in advance and keep it up with these videos!
Seems to have been some changes. Now it is two separate assets, First Person and Third Person. Just starting, so there may be other issues.
is it me or the fps bean looks......THICC
1m lets go baby !
FINALLY!!!!
after installing this i am not able to see anything in scene..only black an blue scene is showing
how to fix that?
1.000.000 wow!
It's great!!!)))
Great pack!
Thanks unity
This is amazing
This is really a great stuff. And even maybe one day my grandchildren will see the CharacterController with slopes and other PhysX stuff implemented, who knows :D
PS the good starting point, but without slopes it's still pretty useless in the most cases
What are you talking about? The character controller literally has a "slopeLimit" variable
@@leonardomadona slide on slopes so you won’t be able to climb up any wall that is less than 90 degrees. For ex. try create a new FPS project in UE4 and look how the default capsule controller behave
@@cmdexecutor but isn't that how this new controller works already?
@@leonardomadona unfortunately not, it’s just a convenient starter pack on top of the Unity’s CharacterController component
@@cmdexecutor I see, that's a bummer
i have a shader issue and everything is purple i was wondering what is the solution for this.
Finally! We got rid of the old camera with egg shaped weird hitbox thingy. I can spare my time to developing games more often now, instead of importing custom skeleton in the beginning
What is difference between this character controller and unity's old character controller which comes with standard assets?
Those use Cinemachine and have some starter stuff like a playground level with some geometry. Also 3rd person got a simple animation controller to start with
I think, The main Reason for launching this asset over Standard Assets was the new input system. Starter assets uses new Input system while Standard Assets uses that old one.
Thank God! Now I only someone that do some Third Person Shooter with this 😍
Good assets
This is good for prototyping in order not to waste money or spend time on basic movement mechanics. But TBH its not as configurable as I hoped, plus it has the most basic bug. It does not normalize input and therefore W+D will make you run faster than max speed. Oh well :D
Super dopeeee!!!! These would be helpful if I didn't already use a template that did all this but being able to add your FBX model in Third person and swap is really cool. Where was this last year when I started? Lol Cool vid and thanks for sharing!! 💀🕹️🎮💀🕹️🎮
Unity should probably also mention that the Mobile joystick script for both the virtual joystick and touch controls does not work and adding the stick component can make the joystick work, no tutorials or help so had to find by the hard way
How did you do that? I’m a beginner..
Insane
Why is it that once I change the rotation speed on the FPS controller, the rotation becomes choppy? Even after I set it back to the original value?
I was also having choppy camera in the editor during play mode. For some reason, having nothing selected in the hierarchy stopped the camera choppiness while in play mode. So weird. Hope that helps.
Next update should be: full input mapping support for keyboard/mouse, gamepad, and mobile inputs, with an included library of actions and animations, and their associated transition state nodes for easy, drag-and-drop configuration in the animator editor
They need to add local coop split screen to this which they already have the capability of doing with their input system and camera system. That would finish this out
WHY DOES THE NEW INPUT SYSTEM NOT WORK WITH UNITY REMOTE???
Unity needs to pick up the pace to keep up with Unreal 5!
can i ask where can i download the environment or the map that you are using here in the video or is that available in unity asset store?
Thank you Unity for showing this all . These are helpful for me. I am making a big game like gta you know. 1by4th part is almost done. Can you help me if any small problems arise?
Thank you for reading.
Hi Quick question, No Tools menu any ideas V 2020.3.33f1 thanks
i was wondering that too. ended up installing an older version and still no Tools option, untill after i clicked the package links, then clicked download and then clicked install, then the Tools window appears, so it seems it isn't present untill you have the assets.
even then after all that malarkey it loaded in bright pink because it's now missing the textures or something.
the unity tutorials are so very very bad compared to blender.
Tools menu is not there and everything is pink :(
same.
did you find the solution?
you gotta texture it
You must be using urp
I'm having a problem with this and the main error I am getting is shown here
Library\PackageCache\com.unity.shadergraph@12.1.7\Editor\Generation\Targets\BuiltIn\Editor\ShaderGUI\MaterialAssemblyReference\RawRenderQueue.cs(12,24): error CS1061: 'Material' does not contain a definition for 'rawRenderQueue' and no accessible extension method 'rawRenderQueue' accepting a first argument of type 'Material' could be found (are you missing a using directive or an assembly reference?) I am using Unity 2021.3.9f1, installed all the needed dependencies including the universal pipelines and hdr. I don't know how to fix this and I'm not sure if I am doing something wrong.
is it advisable to use the 3rd person character controller if im making a moba like movement or just use custom movement script?
Does this have controller support? or am i going to have to code that myself
I just added this into the default 3d scene, and the textures are all purple. I'm kinda new to Unity. Any reason why?
yeah. same as