THIRD PERSON MOVEMENT in Unity
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- čas přidán 7. 06. 2024
- Let's learn how to make a solid third person controller with a moving camera!
Jason no longer offers the course mentioned in the video.
👕Get the new Brackeys Hoodie: lineofcode.io/
● Third person controller asset: assetstore.unity.com/packages...
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♪ "ES_Dress Code_Black - oomiee" by Epidemic Sound
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 😂😂😂😂🤣😹🤣
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 😂😂
czcams.com/video/Yf9f8eC-Jdk/video.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%😂😂
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 😮😮😮
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
As always, so much quality in the videos! Never gets boring to learn from the Brackeys team!
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*
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...
@@akash_the_phenomenal942 Why did you reply to this comment a year later???
@@howtoyes8988 I thought when I normally comment on CZcams 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 .
@@akash_the_phenomenal942 did u put the player game object accordingly? 5:16
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...
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!
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.
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?
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?
@@janitorscruffy7834 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
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
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
This was a great video! Very clear, concise and to the point! Thank you!
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...
@@akash_the_phenomenal942 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
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.
I can't say how thankful i am for this video. It really helped me a LOT. Thank you very much!!!
Just when I needed this, thanks Brackeys!!!
I don’t understand some parts of the code yet, but I am making progress over time and I can notice it. I’ve been practicing Unity for quite a time now and found out lots of essential stuff thanks to your tutorials. Keep up the great work.
Are you still game developing?
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 😂
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've been banging my head looking for a good tutorial on this!!! Just in time, Tysm :D
I don't even use unity but these videos are so entertaining, keep up the good work!
So powerful yet so simple! Many thanks!
Where would i be without this channel...It's too useful for things i forget all the time
Perfect this is exactly what I'm working on!
Same, it's kinda creepy
@@emmetmayer Orr somebody suggest it
Finally! I've been waiting for this.
Same. The last one broke cus unity updated
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
@@fumble8228 what bro
@@fumble8228 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
This tutorial is the best i've seen for the movement. Congratulations man !! thx you so much
wow!
I AM SEARCHING FOR THIS FROM A LONG TIME
AND EVERYONE HAVE HIS WAY AND THE MOST OF THIS WAY DOES NOT WORK
BUT YOU DIT IT
THANK YOU VERY MUCH
You're really bringing me through my studies right now.... thank you so much!
Oh are you in comp sci
Thanks!!!This video has what I was looking for!!
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
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
That was exactly what i need right now, i love this channel so much
This worked for me, and the results are stunning. Thanks.
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 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
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 :(
I am following for about 5 months and I am making huge progress with your tutorials. You are cool guys. If it is possible could you make a tutorial more about third-person control and more about importing 3D fbx models to unity
You saved my life, my final project and my times....Thanks you very much
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).
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
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!!
Too sad you stopped making videos here, I still watch your stuff on a regular basis. Thanks for creating!
Thx ALOT brackeys I really appreciate the lessons u gave us
Haha love the intro! Thanks a lot for the tutorial! :D
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**
Thanks for your help today, your video is the best way to game development in unity
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 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.
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...
This tutorial was so good that I could feel the third person movement coming inside me whenever i played my game
Amazing tutorial really easy to understand love this and you❤❤❤
I swear, this guy is a psychic.
Tell me about it lol
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
amazing tutorial, i found what i need to learn. you won a subscriber, good video bro
This was such a great tutorial!!!
Finally ❤❤
Pls pls also make a video on humanoid movements...i am tired of using ethan🌚🌚
It would be nice if this has a next part with animated character like running jumping and etc
i would recommend watching seabastian league
awesome video thanks really helped me undrstand it and ive used this for my school project
so useful and clear. i loved
Aah, the infamous cilinder-cube man, ready to boldly go where none have gone before!
Lol
yo Jelle! wassup
HypehexWorks #neverstoplearning
@@JelleVermandere xD nice
czcams.com/video/Yf9f8eC-Jdk/video.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 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! 😊
Thanks for the tutorial!
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....
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
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
Once again amazing tutorial!
awesome video !! thank you so much!
😀
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
Hey Brackeys, if you have not already, do you think you could make a video covering voxel animation? I know there are already tutorials out on this subject, but I'm sure your explanation would be the most straightforward and beneficial.
If you see this, thanks!
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.
Soooo hopeful. Thank you very much!!!
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);
Jason is top class, have been following him for a long time, well worth a sub!
Love u man!! It really helped me out!!
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??
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?
Me coming into life always wanting to code games.
Me hearing Quaternion.Euler and looking back at my code and getting a migraine
It's what i need!Thank you!
thank you sir and your team. your works are the best
yes yes it worked! now im feeling a surge of dopamine, thats sure to stop after some time, thanks!
HOLY SHITE MAN! I was looking for this from past 2 weeks ILY(no homo)!
Thanks For Brackeys!
Wish you still posted. this helped SO MUCH!
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.
czcams.com/video/Yf9f8eC-Jdk/video.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
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
it really awesome!
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
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.
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
Thank you for everything!!
I was so excited with what i had learned so far, i only wanted to know how to rotate a character's direction. after watching this i feel so overwhelmed. :( that's awesome btw
It's like Brackey's knew that I wanted to make a third-person perspective game
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.
Thank you so much for this. I learned a lot following along. Way more than what was taught by my lazy professor in university. 😂
3인칭으로 프로그램을 만들게 될 것 인가 아니면 1인칭으로 프로그램을 만들게 될 것 인가는 큰 고민 중 하나였습니다. 이런식으로 각각의 장단점에 대해서 자세히 설명해주시고 특징들을 잘 짚어내어 주셔서 선택을 하는데에 큰 도움이 되었습니다.
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