👍 Stay tuned for some awesome videos using these Starter assets as a base! 🌍 Get my Complete Courses! ✅ unitycodemonkey.com/courses 📝 Get the FREE Unity Starter Assets assetstore.unity.com/packages/essentials/starter-assets-third-person-character-controller-196526?aid=1101l96nj&pubref=starterassets assetstore.unity.com/packages/essentials/starter-assets-first-person-character-controller-196525?aid=1101l96nj&pubref=starterassets
Have you thought about a key code to be able to change from first to third person? Similar to the way pubg can use both. But I stead of changing between games, change view during game with the h key for an example
@@tmoneygamestudio That's tricky because usually the 3rd person models are completely different from the first person models. So you need to change all of that, it's not as simple as just zooming in. But it's certainly doable!
@@CodeMonkeyUnity I was thinking like having both the arms, camera and weapon of fps and the entire model and camera for tps and disable on when you switched camera modes. But I'm not that proficient with C# to get the code correct.
If anybody is having issues with urp : Window -> Rendering -> Render pipeline Converter Choose Built in to URP Check rendering settings and Material Upgrade initialize Converters Convert Assets
now instead of having the starter model textures ruined, i have all the texture in the scene and material folder ruined and only the starter model is good... :/
Just a quick heads up, after you have the controllers in your project, you can add the new controllers to a scene quickly by clicking on Tools > Starter Assets > Reset Third Person Controller Armature (or First Person) and it will automatically set up the controller for you.
A video on the new Input system would be great, but more than that, I would love to see a deep dive on Render Pipelines. What they are, how they work, why I need them (most important), how to implement them, and the different types.
Thank you for this nice tutorial. I really liked the parts where you explained some of the properties of the controllers and how you simply added Synty characters to the game!
I find your voice very relaxing but not to the point to putting me to sleep. If I am stressed, I watch one of the tutorials you made and I feel my stress evaporating. I also love what you teach and the way you teach it so I can understand. Thnx!
Awesome. I've been doing the Unity Learn courses to get up to speed, and obviously, a lot of it is from the ground up; so it's amazing to see how many tools exist for bootstrapping a new project. I will definitely revisit this video when I get around to attempting my own game.
This is actually extraordinarily useful, because I didn't know you could choose to use the legacy input system. The new input system fubar's everything and makes something trivial, into something that is not at all trivial. Great job Unity! but tyvm Code Monkey, I was starting to refresh my UE4 now UE5 skills, because a player controller shouldn't be rocket science (and I've done the math required to do rocket science). I will try this and see if I can continue to justify the time I spend learning Unity now.
@@CodeMonkeyUnity While we're on topic, would it also be possible to include extending the 3rd person starter asset to implemented lock on targeting? I think with this asset we could do what most Unreal Engine tutorials are doing where they make it easy to make 3rd person hack and slash games using their 3rd person template only with Unity we can start to make those tutorials since they've made this new package that for the most part is like the one UE has
@@adrianalcomendras6754 That would be very interesting, I hadn't thought of that. It would require playing around with the mouse position and make a aimbot to lock onto the target, I'll look into it, thanks!
I have to thank u this time again, i should download this tutorial because i used it to put a well designed character in the place of this basic one and combined with magic2 terrain, mountains, trees.. i have a good looking character walking, running and jumping in a gigantic map. Recently i was changing the lighting, grass and terrain into a dark and gloomy atmosphere but with barely a tiny fog and everything looks awesome.. thanks for this tutorial. I must say, until now, unity its a pretty simple engine but i dont know anything about C# and i should learn.
What shader are the material using? Perhaps they have since updated the asset to make it URP by default, not sure. Or maybe you think you're using BiRP but you're really using URP, check the Project Settings - Quality
im not able to use it for android... the buttons are not clickable... whenever i click through mouse, the cursor disappears and if i use unity remote 5, it doesnt work, nothing happens on touching the button...
Hi CodeMonkey, how do you make it so you can toggle between first person and third person, is that possible? Also, I'm making a multiplayer game, that's mainly in first person so I want the mesh of the character in first person to be that robot from the asset pack or my own mesh and have the same animation, how do I do that? That is so if player2 looks at player1 it will be an actual mesh and not just a capsule. Thanks in advance!
I had to watch some of it ten times? And, still had to guess what needed to be done.. Changing the skin was whizzed through way to fast to follow. However, I managed to do it eventually :)
Just in case some cant find the RENDERING post processing tick box, you must install post processing from Unity "All packages" After Install then goto Rendering > Post Processing.
Depends if you want to use the Built-in Render Pipeline or URP/HDRP When using BRP yes you need to install the Post Processing package, when working with URP/HDRP the Post Processing is automatically included.
when i try to use both in the same project i got this error: Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it. why? and how can i solve?
I want to detect collissions using this Starter Asset, but as I attach collider and press the jump, it keeps on jumping repeatedly. Can you plz help me with where I should add collider component and how?
Hi CodeMonkey, I've been your subscriber for quite a while and gotta admit that I really appreciate the content you put out. But can you please do some kind of tutorial + challenge series. I think tutorials are not very useful unless there are somr well structured problem to test what we learned. Content like that is very scarce. Would love it if you add something like that. Thanks!
I have though about making some challenges but making it all work is quite difficult. I had thought about doing something like that in the Steam app but sadly that project didn't do very well so I had to focus on other projects.
Hey code monkey I am new to unity so I don't know a lot. So can you make a few videos about creating games so I can understand? Thank you so much. I also subscribed.
I've been using the Polite Soldier (from other tutorials) and tried to substitute the third-person character with the soldier. Ran into trouble with the "dropping the new avatar" into Animator Avatar field. The symptom is a character that scoots around without animation. Is the Soldier character too old? Or, perhaps there is a trick to getting it to work?
2:30 He clicks on the "tools" tab to reinstall the dependencies, but for some reason my unity doesn't have that. I imported the first person character controller. Any ideas to get the dependencies re-installed?
Hmm maybe they have changed the menu in a recent update, perhaps it's now inside the GameObject drop down? Or maybe you can just uninstall and reinstall the package
@@CodeMonkeyUnity Unfortunately, there is no “tools” tab in the GameObjects and I press the re-download button and it doesn’t end up doing anything. Is there another way to reinstall. Also when the project first loads in, it asks me to install the dependencies. I click install, but then it ends up saying that they’re missing once I press play.
Hi I've been looking for ways to add a character model for first person like in the game Dead by Daylight where the killer has a first person fov. Is there a way to do that using the free unity starter asset?
Could you please do a video about how to drop just the Third person character, with animations, and a working follow camera into my own level. I don't want always start with "the playground" and then try to delete all of the walls and blocks.
The character is a prefab, so if you just drop that on a new level it should work. It's been a while since I used this but I'm pretty sure it's all organized in a single prefab
@CodeMonkeyUnity The character yes, but what about the follow camera, and the script to let you orbit the camera while still focusing on the avatar? I may be wrong but I don't think that these are all in one pre-fab, and I think they need some settings changes to work just as they do in the "playground".
Not able to update player follow camera position as i dont want player folllow camera to move in all direction....i only want to follow player from the backside ,,,,but not able to update position in player follow camera...any help?
Hi dude great video as always! I also wanted to ask if you can explain how games like Outer Wilds makes star system you can travel in and circular planets and physics
hi sir, this is a great tutorial and help me a lot, but can i use this as in mobile game? when i connect it to my ios it doesnt have joystick to move the player, where can i find the settings?
excellent indeed and the best I have seen for a beginner like me. From this video, am I correct to say I observed that its possible to use many different assets to create an environment you want? Because I notice you used first person controller, third person controller and the asset from Synty. I would like to be able to add to an existing environment. My second question is how for example would i create basic interactivity such as placing things on top, etc?
Sure you can use whatever assets and build whatever you want. If there's no connection between the assets at all you just add them to the same scene. Like this controller you can add it to any scene with any environment
Nice video like always. :) If you plan do video about new input system maybe you will record something about using it with touch/mouse device ex, swipe, tap, drag, move camera when cursor is on the screen edge or using it with UI or something like that because on TH-cam are a lot of basics tutorials how using it with keyboard and pads. :)
Yeah I'm currently researching it and still not sure how or if it works with Mobile input. It seems like this asset doesn't have any touch input in the input system asset so not sure how its being handled.
I imported that package and in the playground (and even if I create a new player controller) the camera wont follow the player. Everything is setup right and it just does not work.
Hi CodeMonkey after downloading the 3rd person asset pack when I am running it my character is moving but when I am rotating my camera the controls are not working properly like suppose I am looking at the character from front view and pressing W it should turn around and move right ?? but its moving in the same direction and in that camera position if I press A it is going right and pressing D its going left what to do
How hard would it be to take the animations and rig from the 3rd and put it on the 1st person? That way if the game was multiplayer you won't be staring a a cyclinder
Hi i really appreciate your tutorial, helped a lot. Now i use the first person controller and want to interact with a world space canvas. I would like to use the typical UI events like onPointerEnter and so on. I have absolutely no clue how to get the input to achieve that, do i have to set up new Input Actions? Do you know how to solve that?
Hmm you could make some simple logic to constantly set the cameraFollowTransform.forward to the same as playerTransform.forward As the player rotates, so will the camera
Not sure what's going on, but when I use the third person controller while the inspector window is open it starts to act weird. The camera stutters, but the FPS doesn't change, maybe the editor window slows down the game view, but that shouldn't happen, maybe it's a Unity bug or they implemented a custom editor for any of these scripts with a horrible performance. Does anyone else have this issue?
That's odd, I didn't notice that at all. Happens even when you add the controller to a new scene? I don't think they use any custom editor scripts other than the Input System itself, do you have issues with everything that uses the new input system? Strange
@@CodeMonkeyUnity I posted it on the Unity forums and other users had the same issue, apparently it happens if you have the inspector open for any game object while the transform of the selected game object is changed in play mode (for example the inspector of the character, while it moves in game) and is not related to this asset. It's a performance issue that happens with (newer?) versions of Unity 2020 and did not happen in 2019. Tbh I never noticed this issue before until playing around with this asset, so Im not sure if this is the fully story or if maybe something else plays a role to make this bug happen, but I hope that they fix it. But a while ago I noticed a issue with code that is executed during play mode with the context menu attribute (the method added force to a object and it was "jumping" forward instead of moving, the same code worked perfect if called during Start or Update) so maybe this was also related to the same bug, because I had the inspector open to call the context menu method while the transform of the object was changed, I reported it months ago and did not get an answer about this issue.
thank you for guide to fps controller, but can this new FPS Controller work on a smartphone with sprites, like with the Fenarax studios Joystick controls?
@@CodeMonkeyUnity Thank you Code Monkey. I will try to get the FPS Controller working with the spritew on my phone. Currently I am having problems with the old Unity Standard Assets FPS Controller, and the Dual Touch Controls, like the look part, I cannot look around on the right side of the screen on my Samsung Galaxy S7 phone. The move works miving forward, left, right and backwards, just the look does not work, I press it each time and it moves slowly and downward, that's it. Maybe its not working because the Unity Standard Assets has been discontinued/Depreciated? I am making a smartphone FPS game.
Hi, I can see the playground in the game window, but I can't see it in scene. From when I opened the playground, my scene looks pale blue (not the neon blue). Is there a way I can fix this?
can you do third person and first person in the same game? like pressing a button and switching pov how would i be able to do this? barely starting and have been searching everywhere for this but it’s hard since the new input update
Sure, just teleport the FPS player onto the TPS player then disable one and enable the other. It's all about enabling/disabling game objects, not really related to any input system
I imported third person controller (from asset store), in my newly created project, It was doing well until I restarted unity. now it seems like mouse look on x-axis is inverted(to fix this I tried to check [inverted] in input manager, but nothing changed..) if anyone knows about this please help me
at first it's pink. I couldn't turn the urp on edit. but I go to rendering to the windows>rendering as a person mentioned in this comment section. I tried to convert them but it's still go all blue from all pink. I've tried it many times. so I just making a new project. but this time I've double click to open the playground, it's all pink but both in edit and windows have no "render" nor "rendering" to setting it up. what should I do at this point. I'm on Unity 2022.3.25f1
Could you do a video on unitys built in coding mechanics, such as Time.deltaTime or GetAxis, and list the 10-20 most important of them and explain how to use them? I watched a 4 hour video and learned the basics of coding but now when I go into Unity I can't figure out what to do because I don't know what the unity coding mechanics are and so I cant effect the unity editor
You're basically talking about the entire Unity documentation, there's no such thing as the "top 10" most important functions/classes, it's all completely dependent on what exactly you are trying to achieve. When implementing movement Time.deltaTime is a must, but it's completely unrelated to making something like an Inventory System
@@FreshWaffles3 There's no such thing. What you need to start building a 2D platformer is completely different from what you need to build a Strategy game.
Would it be possible to get an 2D RTS course what is made in one of the new Unity versions because there is none and your old one is quite outdated... I would be willing pay or something like that...
My Builder-Defender course has a bunch of RTS features like Building, Resource Gathering, multiple Units, etc unitycodemonkey.com/courses.php?c=builderdefender
hey i want to ask a question. I wanto use first person and third person camera. How can i use both and swich them with key? And there is a problem. There is a character when use third person but i want to have a character when i use first person.
In theory it's as simple as disabling one camera game object and enabling the other one, then you probably also need to enable/disable the 3D model and replace it with some first person hands. That's a relatively complex system to implement, there's no one-click solution
So are you going to use these controllers in your next steam game if you make a 3D game which involves any kind of characters to control and things like that? Or you would rather make your own controller and then use it.
I'd start with these as a base and refactor the code to fit my style, that's pretty much what I did for the third person shooter controller th-cam.com/video/FbM4CkqtOuA/w-d-xo.html
@@CodeMonkeyUnity Thanks for taking the time to reply to my question. Pardon the stupid questions that I ask sometimes. I was hesitant to use them so just asked a professional like you to get better idea on them. Btw if you make the melee combat system from your earlier 2D video here th-cam.com/video/AXkaqW3E9OI/w-d-xo.html what things you will change? Does the use of a new input system make ur util class a need of refactoring? I guess also making use of unity 3D mechanism and state machines to enter and exit states are also somewhat challenging.
@@KalponicGames Yup I would definitely use the new input system which would indeed require some refactoring. But do remember that you can use both systems at once so that really helps in making the transition.
Was following the tutorial for dropping a controller into existing game for FPS.... then I noticed that the Inspector for MainCamera in 2021 is totally different than the Inspector shown in your sample. Specifically I can't find a check box for "Post Processing" in the MainCamera. Is this now default? Or, is there somewhere else I should be checking? Thanks
The camera inspector changes based on the render pipeline. I'm using the Universal RP, if you're using Built-in or HDRP then the camera will look different
Disable one game object and enable the other one (along with the virtual cameras) and make sure they are on the exact same position and rotation when you swap. Just like that it should work. Could be an interesting topic for a future video, thanks!
Hey there! Been following your videos for some time! This starter pack though, has been giving me the hell with all the URP stuff... I tried installing URP first, but it crashed my project/Unity. I tried without URP, all I saw was purple just like in your video. I tried installing the starter pack without the update (I guess) then the camera wouldn't follow the model and it was all purple again. Does anyone know hot to fix this? Thanks a lot in advance for your time!
Pink/purple means shader error so that just means URP isn't installed correctly Camera error, look in the console to see what is going on, although it should work by default, maybe some other script was conflicting with it?
@@CodeMonkeyUnity Yeah, may have been a conflict. Anyway, I decided to continue with my own controller for now. Thanks a lot for your answer though! Oh, I found 2 temp rigged models and tried some animations using Cinemachine cam and my characters always turned inwards during animations. I mean they tend to rotate towards the left when firing and aiming with the upper body. May the Cinemachine follow system be a factor here? Two models and many animations from different sources can't be wrong, right? :) Thx again for your time in advance and I hope you have a great time developing games! I also tried Animation Rigging but it seems you only make slight changes with aim and such, I had to fix the entire animation and it still didn't look okay :)
Heya. I tried adding your package on top of what I already had and now I am not able to move or do anything. Any idea what might cause this? I suspect it is a change in StarterAssets/InputSystem
Maybe your old project used the Input Manager and you just enabled the Input System? If you go into Edit - Project Settings - Player; there you can enable both inputs so they both work
@@CodeMonkeyUnity Hey, found the issue. It was an issue with the ThirdPersonController. You had some extra stuff in there that wasn't part of the video.
Hey I'm having the weirdest issue. I just imported the First Person Controller, didn't make any changes to the defaults. When I click on play, for some reason if I click into the game view to lock the cursor, the camera points up at the sky and I can't move it. When I press ESC, I can move the camera by moving the cursor around the editor, but my movement of the camera is limited to how far I can move the cursor in the window. Any idea how to fix this problem? I am running the Linux editor by the way.
That's weird, did you enable the new Input System in the Player settings? Does it happen only with the First Person and not the Third Person? Does it work if you add it to a new scene? It sounds like an issue with the Input System is the most likely, maybe it's detecting some gamepad you have connected instead of the mouse.
Cinemacheen halt standalone Profiler. It doesn't work, but keep waiting till something happened in cinemachine internal dll. And never finished. Who can check this?
It depends on how you set up your camera, if your third person camera has an offset then you could just set that offset to 0 to be on top of the player Or just set up two cameras, one in third person and one in first person, then with cinemachine priority swap between them
👍 Stay tuned for some awesome videos using these Starter assets as a base!
🌍 Get my Complete Courses! ✅ unitycodemonkey.com/courses
📝 Get the FREE Unity Starter Assets assetstore.unity.com/packages/essentials/starter-assets-third-person-character-controller-196526?aid=1101l96nj&pubref=starterassets
assetstore.unity.com/packages/essentials/starter-assets-first-person-character-controller-196525?aid=1101l96nj&pubref=starterassets
Have you thought about a key code to be able to change from first to third person? Similar to the way pubg can use both. But I stead of changing between games, change view during game with the h key for an example
@@tmoneygamestudio That's tricky because usually the 3rd person models are completely different from the first person models. So you need to change all of that, it's not as simple as just zooming in.
But it's certainly doable!
@@CodeMonkeyUnity I was thinking like having both the arms, camera and weapon of fps and the entire model and camera for tps and disable on when you switched camera modes. But I'm not that proficient with C# to get the code correct.
are you going to do an updated one with visual scripting? Or add a udemy course that covers UVS for a third person shooter?
If anybody is having issues with urp :
Window -> Rendering -> Render pipeline Converter
Choose Built in to URP
Check rendering settings and Material Upgrade
initialize Converters
Convert Assets
now instead of having the starter model textures ruined, i have all the texture in the scene and material folder ruined and only the starter model is good... :/
ok i did it a second time the same process and it worked. Ok Unity!
This ^ was useful... thanks bro! nothing worse than being stuck on the most simple part :P
hey very much thanking you i was exhausted finding this
i cant find it in 2022\3\27f1
Just a quick heads up, after you have the controllers in your project, you can add the new controllers to a scene quickly by clicking on Tools > Starter Assets > Reset Third Person Controller Armature (or First Person) and it will automatically set up the controller for you.
Oh good one I didn't experiment with that.
Would love to see how you'd handle adding third person shooter aspects to this base. Thanks for the nifty content!
Same! Would love a tutorial about it 😍
Same!
@@carterearles9528 He said he is working on it! :D I'm so happy!!
same!!
It's already happening! :D
A video on the new Input system would be great, but more than that, I would love to see a deep dive on Render Pipelines. What they are, how they work, why I need them (most important), how to implement them, and the different types.
Any new videos talking about the Cinemachine Collider is much appreciated!
Would be awesome to see how you would adapt these starter assets into other things. Not just a shooter but maybe a melee fighting game too.
Yes, I want a tutorial for 3rd person shooter game in UNITY!
Thank you for this nice tutorial. I really liked the parts where you explained some of the properties of the controllers and how you simply added Synty characters to the game!
I find your voice very relaxing but not to the point to putting me to sleep. If I am stressed, I watch one of the tutorials you made and I feel my stress evaporating. I also love what you teach and the way you teach it so I can understand. Thnx!
Thanks for the kind words!
Great video, having player controllers ready on the go saves so much time.
Hi i have a question about that video. How to move third person view to first person. And how to chage that adjustment. Please help me.
it should be just changing cameras with an input@@suchidoodles
Awesome. I've been doing the Unity Learn courses to get up to speed, and obviously, a lot of it is from the ground up; so it's amazing to see how many tools exist for bootstrapping a new project. I will definitely revisit this video when I get around to attempting my own game.
This is actually extraordinarily useful, because I didn't know you could choose to use the legacy input system. The new input system fubar's everything and makes something trivial, into something that is not at all trivial. Great job Unity! but tyvm Code Monkey, I was starting to refresh my UE4 now UE5 skills, because a player controller shouldn't be rocket science (and I've done the math required to do rocket science). I will try this and see if I can continue to justify the time I spend learning Unity now.
could you make a tutorial on extending the 3rd person starter asset to support melee combat?
That would be an interesting video! I think I have some melee animations so I might look into that
I was going to ask the same thing:)
@@CodeMonkeyUnity While we're on topic, would it also be possible to include extending the 3rd person starter asset to implemented lock on targeting? I think with this asset we could do what most Unreal Engine tutorials are doing where they make it easy to make 3rd person hack and slash games using their 3rd person template only with Unity we can start to make those tutorials since they've made this new package that for the most part is like the one UE has
@@adrianalcomendras6754 That would be very interesting, I hadn't thought of that. It would require playing around with the mouse position and make a aimbot to lock onto the target, I'll look into it, thanks!
Thank you for existing! This is gold!
Thanks a lot! Really helped. Wouldn't know what to do without guys like you making videos like this!!
I'm glad it helped!
Wow! Great video. And yeah we want to see an FPS based on this
Hi i have a question about that video. How to move third person view to first person. And how to chage that adjustment. Please help me.
It helped me a lot. Thank you!
thank you! nice tutorial
I have to thank u this time again, i should download this tutorial because i used it to put a well designed character in the place of this basic one and combined with magic2 terrain, mountains, trees.. i have a good looking character walking, running and jumping in a gigantic map.
Recently i was changing the lighting, grass and terrain into a dark and gloomy atmosphere but with barely a tiny fog and everything looks awesome.. thanks for this tutorial.
I must say, until now, unity its a pretty simple engine but i dont know anything about C# and i should learn.
This was amazing, thank you!
Hi i have a question about that video. How to move third person view to first person. And how to chage that adjustment. Please help me.
Thank you, I've struggled with pink look, now it's ok :)
Thank you so much, I've done this with you lesson.
Awesome thanks for this! 🎉
Congratulations for 300k
Thanks! It's been a long journey!
Would like to see how to add to the standard controller, a new movement type like swimming, falling or climbing.
Oh and being able to switch between 3rd and first (while hiding the character model from the player but not in multiplayer) would be cool too
Really good video i liked it and i want to see video about how to add like new inputs or like how to add combat on that unity's starter asset
I have the opposite problem you had with the scene; even though I'm using the built in render pipeline the scene is loaded in purple
What shader are the material using? Perhaps they have since updated the asset to make it URP by default, not sure.
Or maybe you think you're using BiRP but you're really using URP, check the Project Settings - Quality
This is perfect. Thank you
Great tutorial as always!
Hi i have a question about that video. How to move third person view to first person. And how to chage that adjustment. Please help me.
im not able to use it for android...
the buttons are not clickable...
whenever i click through mouse, the cursor disappears
and if i use unity remote 5, it doesnt work, nothing happens on touching the button...
Hi CodeMonkey, how do you make it so you can toggle between first person and third person, is that possible? Also, I'm making a multiplayer game, that's mainly in first person so I want the mesh of the character in first person to be that robot from the asset pack or my own mesh and have the same animation, how do I do that? That is so if player2 looks at player1 it will be an actual mesh and not just a capsule. Thanks in advance!
Actually I just decided to go first person but how do you change the robot mesh to your own
I had to watch some of it ten times? And, still had to guess what needed to be done.. Changing the skin was whizzed through way to fast to follow. However, I managed to do it eventually :)
Very nice, thank you!
Just in case some cant find the RENDERING post processing tick box, you must install post processing from Unity "All packages"
After Install then goto Rendering > Post Processing.
Depends if you want to use the Built-in Render Pipeline or URP/HDRP
When using BRP yes you need to install the Post Processing package, when working with URP/HDRP the Post Processing is automatically included.
Great video! Thanks so much
Hi i have a question about that video. How to move third person view to first person. And how to chage that adjustment. Please help me.
when i try to use both in the same project i got this error: Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it.
why? and how can i solve?
SOLVE: i have checked the active input handling where edit > proj. set. > player, and changed them to the "both".
Thank you a lot the only clear tutoriel and its working thank you bby
i did every thing and im at the third person view but when i press the keys it doesnt move
I want to detect collissions using this Starter Asset, but as I attach collider and press the jump, it keeps on jumping repeatedly. Can you plz help me with where I should add collider component and how?
You are a saint.
Hi CodeMonkey, I've been your subscriber for quite a while and gotta admit that I really appreciate the content you put out. But can you please do some kind of tutorial + challenge series. I think tutorials are not very useful unless there are somr well structured problem to test what we learned. Content like that is very scarce. Would love it if you add something like that. Thanks!
Nice idea dude, i hope he will do that
I have though about making some challenges but making it all work is quite difficult. I had thought about doing something like that in the Steam app but sadly that project didn't do very well so I had to focus on other projects.
Good stuff 👏 👍
Thanks very much i was having problems with scripting my on my own but now i can move without scripture 😀😀😀😀😀😁😀😁😀😁😁🤗🤗😇🤗😇🤗😇😇thanks
Hey code monkey I am new to unity so I don't know a lot. So can you make a few videos about creating games so I can understand? Thank you so much. I also subscribed.
I've been using the Polite Soldier (from other tutorials) and tried to substitute the third-person character with the soldier. Ran into trouble with the "dropping the new avatar" into Animator Avatar field. The symptom is a character that scoots around without animation. Is the Soldier character too old? Or, perhaps there is a trick to getting it to work?
The avatar must be set to humanoid no both the mesh and the animations. And the avatar that you use in the Animator is the one for the mesh.
ii have a problem when i press w the character moves forward but when i change camera direction the direction of player will not change
2:30 He clicks on the "tools" tab to reinstall the dependencies, but for some reason my unity doesn't have that. I imported the first person character controller. Any ideas to get the dependencies re-installed?
Hmm maybe they have changed the menu in a recent update, perhaps it's now inside the GameObject drop down?
Or maybe you can just uninstall and reinstall the package
@@CodeMonkeyUnity Unfortunately, there is no “tools” tab in the GameObjects and I press the re-download button and it doesn’t end up doing anything. Is there another way to reinstall.
Also when the project first loads in, it asks me to install the dependencies. I click install, but then it ends up saying that they’re missing once I press play.
Yes we want the tutorial
Hi I've been looking for ways to add a character model for first person like in the game Dead by Daylight where the killer has a first person fov. Is there a way to do that using the free unity starter asset?
Thanks so much :)
One more great video! Thanks!
Make a video of adding third person shooter :)
Hi i have a question about that video. How to move third person view to first person. And how to chage that adjustment. Please help me.
I love it, thanks
Could you please do a video about how to drop just the Third person character, with animations, and a working follow camera into my own level. I don't want always start with "the playground" and then try to delete all of the walls and blocks.
The character is a prefab, so if you just drop that on a new level it should work. It's been a while since I used this but I'm pretty sure it's all organized in a single prefab
@CodeMonkeyUnity The character yes, but what about the follow camera, and the script to let you orbit the camera while still focusing on the avatar? I may be wrong but I don't think that these are all in one pre-fab, and I think they need some settings changes to work just as they do in the "playground".
Not able to update player follow camera position as i dont want player folllow camera to move in all direction....i only want to follow player from the backside ,,,,but not able to update position in player follow camera...any help?
great stuff, thanks
Hi dude great video as always! I also wanted to ask if you can explain how games like Outer Wilds makes star system you can travel in and circular planets and physics
thanks for this azaming video, i have a question , cinemachine camera with photon and webgl so laggy , do you have any ideal for that ?
Cinemachine will only be "laggy" if the whole game is laggy, if that's the case use the Profiler to find out where your performance is being spent.
hi sir, this is a great tutorial and help me a lot, but can i use this as in mobile game? when i connect it to my ios it doesnt have joystick to move the player, where can i find the settings?
hey, im using unity 2021.1.16f1, where can I access the tools menu at 2:38? its not there as seen on the video for me
nvm, i created a new projet and import the package then it justs magically appear
It depends on what packages you have installed, like ProBuilder, it's not there by default
excellent indeed and the best I have seen for a beginner like me. From this video, am I correct to say I observed that its possible to use many different assets to create an environment you want? Because I notice you used first person controller, third person controller and the asset from Synty. I would like to be able to add to an existing environment. My second question is how for example would i create basic interactivity such as placing things on top, etc?
Sure you can use whatever assets and build whatever you want. If there's no connection between the assets at all you just add them to the same scene. Like this controller you can add it to any scene with any environment
Nice video like always. :) If you plan do video about new input system maybe you will record something about using it with touch/mouse device ex, swipe, tap, drag, move camera when cursor is on the screen edge or using it with UI or something like that because on TH-cam are a lot of basics tutorials how using it with keyboard and pads. :)
Yeah I'm currently researching it and still not sure how or if it works with Mobile input. It seems like this asset doesn't have any touch input in the input system asset so not sure how its being handled.
i cant manage to turn the material to the right color (all pink) i dont have the button you click onto.
I imported that package and in the playground (and even if I create a new player controller) the camera wont follow the player. Everything is setup right and it just does not work.
Does the virtual camera have the player root object as the follow target?
Hi CodeMonkey after downloading the 3rd person asset pack when I am running it my character is moving but when I am rotating my camera the controls are not working properly like suppose I am looking at the character from front view and pressing W it should turn around and move right ?? but its moving in the same direction and in that camera position if I press A it is going right and pressing D its going left what to do
Hi can you add any inviroment you want? Or just create you own and use the characters to walk in
Yes the characters will work on any environment
How hard would it be to take the animations and rig from the 3rd and put it on the 1st person? That way if the game was multiplayer you won't be staring a a cyclinder
thankk youuuu!! life saver
I hope a new 2d course without using bolt available soon 🤞
Thank you for the info! 6:07
A third person shooter on top of this would be legendary
Yup, I did that! unitycodemonkey.com/video.php?v=FbM4CkqtOuA
@@CodeMonkeyUnity thank you!!! I’ll check it out sometime this week
Cool, you help me so much man, thanks you very much
Do you know what is the best free and pay options to make a RPGMMO multiplayer in Unity?
Hi i have a question about that video. How to move third person view to first person. And how to chage that adjustment. Please help me.
That robot has some thicc hips
Hi i really appreciate your tutorial, helped a lot. Now i use the first person controller and want to interact with a world space canvas. I would like to use the typical UI events like onPointerEnter and so on. I have absolutely no clue how to get the input to achieve that, do i have to set up new Input Actions? Do you know how to solve that?
Hi i have a question about that video. How to move third person view to first person. And how to chage that adjustment. Please help me.
great video! how would i make the camera follow behind instead of having to use the joystick
Hmm you could make some simple logic to constantly set the cameraFollowTransform.forward to the same as playerTransform.forward
As the player rotates, so will the camera
@@CodeMonkeyUnity thanks for the reply
My character just walks around in a t pose position do you know how I can fix this?
Make sure you assign the avatar and both the mesh and the animations are set to Humanoid
Not sure what's going on, but when I use the third person controller while the inspector window is open it starts to act weird. The camera stutters, but the FPS doesn't change, maybe the editor window slows down the game view, but that shouldn't happen, maybe it's a Unity bug or they implemented a custom editor for any of these scripts with a horrible performance. Does anyone else have this issue?
Idk why this happens, but when I close the inspector, the jittering goes away
That's odd, I didn't notice that at all. Happens even when you add the controller to a new scene? I don't think they use any custom editor scripts other than the Input System itself, do you have issues with everything that uses the new input system? Strange
@@CodeMonkeyUnity I posted it on the Unity forums and other users had the same issue, apparently it happens if you have the inspector open for any game object while the transform of the selected game object is changed in play mode (for example the inspector of the character, while it moves in game) and is not related to this asset. It's a performance issue that happens with (newer?) versions of Unity 2020 and did not happen in 2019. Tbh I never noticed this issue before until playing around with this asset, so Im not sure if this is the fully story or if maybe something else plays a role to make this bug happen, but I hope that they fix it.
But a while ago I noticed a issue with code that is executed during play mode with the context menu attribute (the method added force to a object and it was "jumping" forward instead of moving, the same code worked perfect if called during Start or Update) so maybe this was also related to the same bug, because I had the inspector open to call the context menu method while the transform of the object was changed, I reported it months ago and did not get an answer about this issue.
@@CodeMonkeyUnity I have only noticed this problem when using Cinemachine, when the inspector is open during playmode, the camera jitters
i have the same problem. havent changed any settings or anything and just rotating the camera causes massive stuttering.
thank you for guide to fps controller, but can this new FPS Controller work on a smartphone with sprites, like with the Fenarax studios Joystick controls?
The package comes with touch controls, you just need to enable the game object in the hierarchy and everything should work
@@CodeMonkeyUnity Thank you Code Monkey.
I will try to get the FPS Controller working with the spritew on my phone.
Currently I am having problems with the old Unity Standard Assets FPS Controller, and the Dual Touch Controls, like the look part, I cannot look around on the right side of the screen on my Samsung Galaxy S7 phone.
The move works miving forward, left, right and backwards, just the look does not work, I press it each time and it moves slowly and downward, that's it.
Maybe its not working because the Unity Standard Assets has been discontinued/Depreciated?
I am making a smartphone FPS game.
Is it possible to integrate with the 3d game kit? or are those systems made to work with their own controller?
I haven't used that one but I'm pretty sure you could replace whatever character that kit uses with this one
Can you make a video tutorial about new Unity editor and one simple AR, I test it and I got some errors to AR Background ...
Hi, I can see the playground in the game window, but I can't see it in scene. From when I opened the playground, my scene looks pale blue (not the neon blue). Is there a way I can fix this?
My rendering is already in built-in to URP pipeline so I don't think that's the problem
can you do third person and first person in the same game? like pressing a button and switching pov how would i be able to do this? barely starting and have been searching everywhere for this but it’s hard since the new input update
Sure, just teleport the FPS player onto the TPS player then disable one and enable the other. It's all about enabling/disabling game objects, not really related to any input system
I imported third person controller (from asset store), in my newly created project, It was doing well until I restarted unity. now it seems like mouse look on x-axis is inverted(to fix this I tried to check [inverted] in input manager, but nothing changed..) if anyone knows about this please help me
at first it's pink. I couldn't turn the urp on edit. but I go to rendering to the windows>rendering as a person mentioned in this comment section. I tried to convert them but it's still go all blue from all pink. I've tried it many times. so I just making a new project. but this time I've double click to open the playground, it's all pink but both in edit and windows have no "render" nor "rendering" to setting it up. what should I do at this point. I'm on Unity 2022.3.25f1
Could you do a video on unitys built in coding mechanics, such as Time.deltaTime or GetAxis, and list the 10-20 most important of them and explain how to use them? I watched a 4 hour video and learned the basics of coding but now when I go into Unity I can't figure out what to do because I don't know what the unity coding mechanics are and so I cant effect the unity editor
You're basically talking about the entire Unity documentation, there's no such thing as the "top 10" most important functions/classes, it's all completely dependent on what exactly you are trying to achieve.
When implementing movement Time.deltaTime is a must, but it's completely unrelated to making something like an Inventory System
@@CodeMonkeyUnity No, just the ones that are needed to get started
@@FreshWaffles3 There's no such thing. What you need to start building a 2D platformer is completely different from what you need to build a Strategy game.
Would it be possible to get an 2D RTS course what is made in one of the new Unity versions because there is none and your old one is quite outdated... I would be willing pay or something like that...
My Builder-Defender course has a bunch of RTS features like Building, Resource Gathering, multiple Units, etc unitycodemonkey.com/courses.php?c=builderdefender
@@CodeMonkeyUnity Thanks man
hey ! i was wondering if its possible to create an input which switch between the first person controllers and the third one
Sure, just position them in the exact same position and rotation, disable one and enable the other
hey i want to ask a question. I wanto use first person and third person camera. How can i use both and swich them with key? And there is a problem. There is a character when use third person but i want to have a character when i use first person.
In theory it's as simple as disabling one camera game object and enabling the other one, then you probably also need to enable/disable the 3D model and replace it with some first person hands.
That's a relatively complex system to implement, there's no one-click solution
Having an issue ... using the latest Unity when I import the asset like you do when I turn it becomes 'Blocky' and is not seamless ... any advise?
What asset? What is blocky?
For some reason the camera dont respond to my mouse when i try to look around, any idea what could be wrong? (unity 2022.3.39f1
)
Maybe you disabled the Input System?
Go onto Edit - Project Settings - Player, then scroll down and find Input Handling and enable Both.
@@CodeMonkeyUnity Yeah its enabled, already was set do Both. Anyway great tutorial! You content always is epic!
So are you going to use these controllers in your next steam game if you make a 3D game which involves any kind of characters to control and things like that? Or you would rather make your own controller and then use it.
I'd start with these as a base and refactor the code to fit my style, that's pretty much what I did for the third person shooter controller th-cam.com/video/FbM4CkqtOuA/w-d-xo.html
@@CodeMonkeyUnity Thanks for taking the time to reply to my question. Pardon the stupid questions that I ask sometimes. I was hesitant to use them so just asked a professional like you to get better idea on them. Btw if you make the melee combat system from your earlier 2D video here th-cam.com/video/AXkaqW3E9OI/w-d-xo.html what things you will change? Does the use of a new input system make ur util class a need of refactoring? I guess also making use of unity 3D mechanism and state machines to enter and exit states are also somewhat challenging.
@@KalponicGames Yup I would definitely use the new input system which would indeed require some refactoring. But do remember that you can use both systems at once so that really helps in making the transition.
How can I control the camera movement by using touch field instead of look joystick ? (mobile controls)
This package includes on screen touch controls, open the demo scene and just enable the game objects
Was following the tutorial for dropping a controller into existing game for FPS.... then I noticed that the Inspector for MainCamera in 2021 is totally different than the Inspector shown in your sample. Specifically I can't find a check box for "Post Processing" in the MainCamera. Is this now default? Or, is there somewhere else I should be checking? Thanks
The camera inspector changes based on the render pipeline. I'm using the Universal RP, if you're using Built-in or HDRP then the camera will look different
What is the easiest way to go about switching between the 1st and 3rd person controllers on a button input?
Disable one game object and enable the other one (along with the virtual cameras) and make sure they are on the exact same position and rotation when you swap. Just like that it should work.
Could be an interesting topic for a future video, thanks!
@@CodeMonkeyUnity Thanks for the reply!
Hey there! Been following your videos for some time! This starter pack though, has been giving me the hell with all the URP stuff... I tried installing URP first, but it crashed my project/Unity. I tried without URP, all I saw was purple just like in your video. I tried installing the starter pack without the update (I guess) then the camera wouldn't follow the model and it was all purple again. Does anyone know hot to fix this? Thanks a lot in advance for your time!
Pink/purple means shader error so that just means URP isn't installed correctly
Camera error, look in the console to see what is going on, although it should work by default, maybe some other script was conflicting with it?
@@CodeMonkeyUnity Yeah, may have been a conflict. Anyway, I decided to continue with my own controller for now. Thanks a lot for your answer though! Oh, I found 2 temp rigged models and tried some animations using Cinemachine cam and my characters always turned inwards during animations. I mean they tend to rotate towards the left when firing and aiming with the upper body. May the Cinemachine follow system be a factor here? Two models and many animations from different sources can't be wrong, right? :)
Thx again for your time in advance and I hope you have a great time developing games! I also tried Animation Rigging but it seems you only make slight changes with aim and such, I had to fix the entire animation and it still didn't look okay :)
Heya. I tried adding your package on top of what I already had and now I am not able to move or do anything. Any idea what might cause this? I suspect it is a change in StarterAssets/InputSystem
Maybe your old project used the Input Manager and you just enabled the Input System?
If you go into Edit - Project Settings - Player; there you can enable both inputs so they both work
@@CodeMonkeyUnity Hey, found the issue. It was an issue with the ThirdPersonController. You had some extra stuff in there that wasn't part of the video.
Hey I'm having the weirdest issue. I just imported the First Person Controller, didn't make any changes to the defaults. When I click on play, for some reason if I click into the game view to lock the cursor, the camera points up at the sky and I can't move it. When I press ESC, I can move the camera by moving the cursor around the editor, but my movement of the camera is limited to how far I can move the cursor in the window. Any idea how to fix this problem? I am running the Linux editor by the way.
That's weird, did you enable the new Input System in the Player settings? Does it happen only with the First Person and not the Third Person? Does it work if you add it to a new scene?
It sounds like an issue with the Input System is the most likely, maybe it's detecting some gamepad you have connected instead of the mouse.
Cinemacheen halt standalone Profiler. It doesn't work, but keep waiting till something happened in cinemachine internal dll. And never finished. Who can check this?
Is there any way to fix the slope bounce when going down ramps?
Hi i have a question about that video. How to move third person view to first person. And how to chage that adjustment. Please help me.
It depends on how you set up your camera, if your third person camera has an offset then you could just set that offset to 0 to be on top of the player
Or just set up two cameras, one in third person and one in first person, then with cinemachine priority swap between them