Create a fps game in unity3d




















In the case in which player holds C key Y should be equal to crouchHeight or to lyingHeight if player is holding Z key. Press play to test. If you set up the character the same way I did in first section of this tutorial collider of the character will also adapt to new height. If you followed this tutorial step-by-step you should now have a full FPS Controller that you can play with and further improve.

If you have any questions let me know down in the comments bellow. Hopefully, this tutorial helped you. If it did definitely Subscribe to my Newsletter I plan on making more game dev tutorials related to FPS games coming soon. Hello, I think there is a problem with the movement script, I have downloaded it directly.

Whenever I start the game, I automatically move diagonally forward-left. Please help! When I put in the movement script, I move even without pressing anything, diagonally.

How do I fix? Please make sure to remove all scripts you wrote yourself if you did so before downloading mine. Hi, This tutorial has been the best one that I have seen. And I really appreciate that you have done this. However, I was having a bit of trouble with the jumping. Whenever I would go to jump from the ground, he would not jump. Do you know how to fix that? Thank you so much! Can you try using my Platformer script from the Outro section.

Amazing tutorial! Thank you very much. I have also encountered this issue and I tried to freeze the y axis for rotation, but when I do that, the camera rotation lose its smoothness. Can you help me with that? Thank you very much! OverlapSphere groundChecker. Yes this could work as well! Any ideas on how can I fix this?

Should I try playing around with physics materials? Yeah, you could try playing around with Physics Materials increasing a friction maybe or maybe even increasing the mass of your Rigidbody. Whenever I rotate my camera, the camera movement is quite choppy and eye-disturbing. Any solutions to this? I copy and pasted the code to make sure everything was right, to no avail.

Clamp xRotation, , 85 ;. That is the entire script to have it work instead of placing it on the fps character put it on the camera instead, the defaults are 1 and 1 for the sensitivity but feel free to tweak as much as you would like. For some reason, if I look to north, player moves faster, if I look south, it moves slower.

FPS are always GetKeyDown KeyCode. AddForce Vector3. MovePosition transform. Hi Admin!! I actually after 2 weeks got to move my 3d player!! Or your script needs to check if the component is attached before using it. MovePosition UnityEngine. Vector3 position at :0 FPSMovement. I figure it out… I forgot to freeze rotation… but now to my real question. This is a bit more complicated. WOW thanks admin for this amazing tutorial on how to make a fps game, it helped me alot, thanks alot once again.

Is there any way to fix the character getting stuck on walls and the jittering that occurs when you collide with something? I still retain full control including the ability to look but now the view continues to rotates when not receiving new input.

This was really helpful but I need some help!! What should I do if I want to move the player where the camera is facing at? Could you help me, please? Well, if you did everything like I did in the tutorial it should already work like that. I use Terrain and when I jump on Default layer, it seems like it can jump forever. Seems like it detect the collision everywhere in the terrain. Collections; using System. Generic; using UnityEngine;. I firstly want to say, that this is a quite handy and easy to follow guide, and you have my thanks.

However, there are some small issues I want to address. First being the whole ground checking script. Perhaps some people might fancy that instead? Adding Time. Well, what are you thoughts on this? Something like this:. GetKey KeyCode. The next step is to make main camera child of player capsule and set its transform as showed below. Now, we will add new script to the main camera and name it "MouseLook".

Therefore, we will add a Plane to the scene. The next step is to scale the Plane to 15, 0, 0. And then, we need to add some cubes, sphere, and cylinder to our scene to make a level.

We will place them randomly above the ground. If we run the game now, the player will look around. Now, we will add new script to player capsule and name it "PlayerMovement". The script for player capsule is mentioned below. We want our GameObjects to act real when influenced by gravity or do something special under added forces.

In order to make this happen, we need to add rigidbodies to our GameObjects. The next step is to set rigidbody constraints to ensure that player does not fall over on slight movements.

Here, we are basically adding Physics to our GameObjects so that the game play appears real. So now, we will be adding a gun in our game. Create an empty game object and name it "Gun". Now, set cube's transform to given values showed below. Now, attach a GunScript on Gun gameObject.

The code to be pasted into it is mentioned below. Set the script variables to given values in the editor. No gun in any FPS game in this world is of any use until it shoots. Having said that, we will now create and add a script to make sure the gun fires whenever triggered. To start, we will first add a new cube to the Gun object and name it Sight Optional. This applies no matter what type of game you're making. Different types of games just make for different levels of how incredibly hard it is.

Game development is one of the most time and labor-intensive hobbies you can possibly have. The learning curve is brutal, especially if you aren't already heavily invested in technology and mathematics. Thankfully, modern game engines and tools, such as Unity, are making things easier and faster for anyone looking to brave the solo route.

But it is still difficult. RichardKain , Apr 22, Joined: Jul 27, Posts: 1, Joined: Jul 12, Posts: I was making a game between jobs and it was going fast enough. I'm traditionally a 3d artist, and I've picked up programming reasonably well, so I was doing the programming, 3d art, animations, ect.

Then I got a job and haven't had as much time. So, I guess what I'm saying is that it goes a lot faster if you have the time to put into it you're unemployed or have a light school schedule. Joined: Jun 4, Posts: 1, Joined: Apr 10, Posts: 2, If you're on calc 3, you should already be fine for most of the math you'll do. There is a lot of underlying matrix math in games, but unity buries the majority of it into the vector classes.

Add to that, that PhysX takes care of just about all physics cases and there isn't a lot of math that isn't covered by basic programming courses. It doesn't actually take that long to make a shell of a game that has the mechanics down, but going from there causes 99 percent of the development time to go to polish.

RockoDyne , Apr 22, Joined: May 14, Posts: Cogent , Apr 22, Still time consuming And after that I hope that I'll make some nice games. That's a real challenge to make all this things but as I am unemployed and just learning, I think I'll beat up this challenge.

That's a long journey but I think I've passed the hardest part. But I got to say that the learning curve is really really brutal as I learned really a lot and I still need to learn really a lot. Last edited: Apr 22, JohnSaita , Apr 22, Numbat17 likes this. I see a couple people saying that you need to have calculus math, and I wonder We've made 2 games, one of which was pretty complex, but the math part a 10 year old could handle.

So, OP, take what they are saying with a grain of salt about the math part please. I went through calculus myself in high school, because people were always saying "if you want to go into computer programming you'll need a LOT of math". Lies, plain and simple. Now I've been doing that career for 15 years and Unity for 3, and I've plain forgotten just about everything after beginning algebra because I just NEVER used it at all.

What a waste of time learning that math was. Though it was kinda fun to learn. Maybe if you write your own physics engine you might need some high math. We have one already. Otherwise it's just a myth that people even on this thread keep perpetuating. Studio22 likes this. Also I used some matrices to move particles on rotated parabolas i. MaxieQ , Apr 22, Gigiwoo , Apr 22, Joined: Sep 15, Posts: You will not do what I do with 6th grade math and physics.

Last edited: Apr 23, Kavorka , Apr 23, Joined: Jan 27, Posts: TLDR: The entire process has been extremely hard and frustrating at times but also extremely rewarding and fun. Someone already mentioned it here but the level of difficulty doesn't matter if it's something you want to do.

Also, find Gigi's Challenge thread and give it a read. This was the question I had when I decided to give amateur game development a shot but, and this is the important part, I immediately didn't care how long or how hard it would be. At 33 with a good career I wasn't concerned about making a career move or making additional income but I wanted something more constructive to do with my free time and something that my kids could possibly pick up on.

So now, almost 3 years later, I've come to the point where I'm actually getting close to finishing my first project; However, all of that time was not spent on one project. As far as 3d modeling and art goes, I hadn't the slightest clue how to do any of that but as a young kid and teenager I did a lot of artsy-fartsy stuff. I approached the amateur game dev decision with the idea of doing it all by myself - not depending on anyone else. Mainly because I wanted to do it all at my own pace.

I started out by completing a few of the courses at codeacademy. Just as I was feeling pretty comfortable using Unity and re-purposing snippets of code, I switched over to learn how to use Blender for creating my own artwork.

From there I bounced back and forth between the two just tinkering and going through tutorials. Given the full time job and a wife and four kids, I didn't have a lot of time to dedicate to game dev. Learning how to write code, make 3d models, create animations for the models, tinkering with Unity and doing a lot of the research required for someone who is completely knew to this whole arena requires an insane amount of time and not just an hour here or there but several hours of uninterrupted dedication.

This past January my work schedule changed to 12hr midnight shift and during my time off I have to maintain some of the sleep schedule needed, so, I have a lot of quiet time at night while everyone is sleeping to focus on this hobby.

I also get to spend a good amount of time at work doing research so that when my time off comes around I can spend more time doing than reading. Since then I've made a couple of models and even a very short 10sec animation and last week I started making a very simple flappy bird derivative using a donkey model - you can take a look at the models here and short animation here. I know a flappy bird clone is nothing spectacular but I want to do something from start to finish to get that full experience.

I can't say I would do anything different if given the choice. I may not have produced anything from Unity yet but I feel like I've learned a good deal about the game development process but I'm aware that I've only scratched the surface In other very short words Moosetaco , Apr 23, Joined: Nov 1, Posts: 4, I just did a project with a ten man team and it was so badly managed that I could have made the game better with a two man team.

I remember playing nuns attack which was basically a clone of battle heart and it had game breaking bugs i looked in the credits and there was 15 people, as far I know mika mobile is a 2 person team. Aiursrage2k , Apr 23, Joined: Dec 31, Posts: The replies so far are definitely not underestimating the time involved. I regularly put in hour days. It all comes down to how much you want to do it.

I can't think of anything else I'd rather be doing. I'd rather do this for free than a job that made me hundreds of dollars an hour. Barely needed. The lack of programming and math courses hasn't hindered me a bit. My suggestion is to first focus on learning the unity environment. Make a small 3D world, or several. If you have the time to invest you should be fairly proficient at finding your way around the editor within a month. Once you've got a grasp on the editor move on to coding and making things happen.

Eventually you'll run into the snag of "I need this kind of art asset" and you won't have it. The learning curve needed for making different types of art can be more of a time sink than anything, and it also requires talent that you may or may not have. There are free resources all over the internet for various types of game-art, and what you can't find for free you can either learn to do without you'll be doing this a lot even if you're on a team of talented people , find an alternative asset store ahoy!

Make friends who are also interested in game development and that last part becomes a lot easier.



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