Adventure Creator: First-person primer
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- čas přidán 7. 07. 2024
- This tutorial covers the essentials in getting a first-person adventure game up and running.
It makes use of the free Morgue scene PBR asset, available here:
assetstore.unity.com/packages...
Update: At 8:00, we import the First Person prefab from AC's Downloads page. The installation of this package is a bit different now: just select the Template_FirstPerson file in the new folder after importing and click "Apply" in its Inspector.
AC links:
Store page: assetstore.unity.com/packages...
Forum: adventurecreator.org/forum
Tutorials: adventurecreator.org/tutorials
Contents:
0:00 - Introduction
1:11 - Getting started
11:10 - Timeline cutscenes
19:49 - Basic interactions
25:52 - Interaction logic
40:59 - Inventory items
52:48 - Scene-switching
57:46 - Save system
1:00:16 - Player choices
1:03:41 - Draggable drawers
1:09:25 - Draggable doors
1:13:50 - PickUp objects
1:20:20 - Interface creation
1:29:58 - Close-ups - Hry
Quick note: The New Game Wizard has been updated since this video was recorded - a tutorial is here: www.adventurecreator.org/tutorials/running-new-game-wizard
Wait, this video only dropped 2 days ago, right when I was seriously looking at using AC to make a First Person game..? Fantastic timing! Chris & AC are the standard by which all Unity framework/template assets should be judged.
haha me too I thought today to switch my tps to fps :D
Bought Adventure Creator a few years ago so I could create the type of games I really love. Unfortunately I was too busy to really get into it at the time. I started thinking about it again just a few days ago so this must be a sign! Thanks for the great tutorial!
advbenture creator is not free?
Really grateful for all the time and effort you put into these tutorials and Adventure Creator! For the first time, I feel like I'm having fun making games instead of feeling frustrated and stupid. Really appreciate that Adventure Creator lets me focus on the creative aspect of making games! This video tutorials also help visual learners like me so much! Really appreciate everything you do around this amazing program!!
I’m obsessed with AC, finally realising projects I’ve been wanting to do for years. Thanks brother.
Thank you so much for your tutorials and that amazing piece of software!
Awesome! Thank you so much for this wide perspective understanding, regarding your software... Very insightful! ~Cheers
I just started a 3d game :O this is great!
This is insaine. This will save hundreds of hours. wow.
If you are using third party assets, for draggable drawers, if they are not present already, you should add an empty (with layer set to ignore raycast) and parent the drawer and the straight track to that.
Awesome man!
AC is the single best major asset on the store. But it's not without remaining issues. One of them is heavily featured here: the FP player remains rudimentary after all these years, and serious devs are compelled to use Opsive's paid FP player which seamlessly works with AC.
I'm considering this heavily since I'm looking for a low code no code way of building a game in my spare time. Want to focus more on the story and art since I already do coding job wise and want something to quickly prototype
Hey Chris, these tutorials are very helpful.
I was wondering if you can sort of do mini tutorials that answer some common questions. For example, I wanted to change the inventory interactions a bit, where you right click an inventory item and then it would bring a drop down of actions like "Use", "Use on" & "Examine".
That way long tutorials like these don't take as long cause I know you also spend time in improving AC.
Tutorials on common topics can be found in text form over at adventurecreator.org/tutorials. That's a good suggestion for that section, thanks. In the meantime, set your Settings Manager's Interaction method to Choose Hotspot Then Interaction, and Inventory interactions to Multiple. That will allow use of the Interaction menu when clicking inventory items
@@ChrisIceBox Awesome, thanks and ill look forward to it!
This tutorial has been incredibly helpful. Having one issue with adding the ReturnPickUp.cs.
Getting an error message that basically says, “moveable_pickup” does not contain a definition for ‘OverrideMoveToPosition’ and no extension method ‘OverrideMoveToPosition’”
I can relay the entire error if needed.
I am able to add the .cs script but the area to enter the marker does not show in the Inspector. Any one able to help?
Hi Chris, I want to make a point and click cinematographic game with my team. I also saw a point and click cinematic game in this asset's trailer. For the new game wizard, we don't know which one we should choose like 2D or 3D for our game. Can you help us?
Cinematic as using live-action, relying on video playback? Go with 2D. Bear in mind this is only a default setting - you can still override it for individual scenes.
@@ChrisIceBox Thanks for reply Chris!
Since I am not an artist I can't create my own drawn scenes / characters / animations... So that could be my way to create an adventure, even if I would prefer a more classical approach.
hey.. long time no see
@1:25:37 The "buttons" (individual inventory slots) do not show in the inventory window when it is toggled. They also disappear from the "linked button objects" section in the "Menu" tab of the AC Game Inspector too. What can I do to show the individual buttons when the Inventory is toggled?
The Button objects disappearing from the Menu Manager is expected once you exit Prefab Mode, but that should be OK once the Constant ID link has been established. Check that each slot on the Menu Manager has a "Linked Constant ID" value that matches the Constant ID component on the Button object in your prefab. If they match (the connection should be automatic), then items should link correctly.
For more specific advice, I'll need to see your setup. If you can share screenshots over on the forum (adventurecreator.org/forum), I'll take a look and try to spot the issue.
I have problems with items in drawer? I got hotspot for drawer and animate open but the hotspot of the item does not work. I think the drawer hotspot is covering it up. Is there a tutorial how to make items in drawer pickup for inventory?
Yes, it's likely a case of the drawer Collider blocking the Hotspot. If you don't mind keeping the drawer open until the player takes the item, you can disable the drawer after opening it with the "Object: Send message" Action to turn it off. Otherwise, you can replace the single Box Collider that covers the drawer and instead use multiple of them to cover each side, base and front separately.
I have a question. I make a prefab of the cabinet and put it in multiply times into scene but only the first one works with opening. Do I have to setup everything again for each cabinet I make?
If it's the one using draggables, no - each should be independent. If it's the drawer that uses ActionLists, you'll need to rely on ActionList assets and the Set Interaction Parameters component to have multiple prefabs use the same logic.
See the Logic Prefabs tutorial video for details on the latter, but if you can share screenshots on the forum I'll take a look
@@ChrisIceBox Where can I find the Logic Prefabs tutorial?
@@pushingpandas6479 www.adventurecreator.org/tutorials/logic-prefabs
It would be really useful to have a similar tutorial with a third person camera, like using one of the Synty characters and controlling it with the WASD and mouse control. I'm suffering to make it work.
A tutorial covering third-person Direct control can be found here:
www.adventurecreator.org/tutorials/making-3d-game
A text tutorial covering the creation of 3D characters can be found here:
adventurecreator.org/tutorials/making-3d-character
If you'd like to share screenshots/details of your own setup over on the forum, I'll try to spot what's wrong:
www.adventurecreator.org/forum/
Could you please add additional option function? Like screensize resolutions?
A tutorial on adding a screen resolution option can be found here: www.adventurecreator.org/tutorials/adding-screen-resolution-option
@@ChrisIceBox awesome thank you
How to use the marker on player wwith player switching? Its not allowed to have player in scene when using player switching
Place the Marker inside the Player's prefab, and use an ActionList asset whenever you want to reference it. ActionList assets can be called with the "ActionList: Run" Action, or by setting your Hotspot's "Interaction source" to "Asset File".
Question for you: If I wanted to make a game with those classic, Resident Evil locked down camera angles, how would I go about doing that?
You can add Triggers to the scene that run Camera: Switch actions to cut the camera when the Player enters them.
@@ChrisIceBox thank you for the reply!
I have a question, when I set to open and close the inventory on the same input, after selecting the item I need to close the inventory to unpause the game and use the item. The solution I found was to create an imput just to close the inventory and set "mouse 0" as the alt button, so when I select the item the inventory closes. There is another way to do this, maybe some configuration I missed. Thanks!
That could work, but will also close the menu if you click but not over an item. Alternatively, you could assign a Use ActionList to your Item that runs when clicked, and that then both selects the item (Inventory: Select) and closes the menu (Menu: Change state).
@@ChrisIceBox Thanks, that's so much better!
@@ChrisIceBox By the way, great tool! I bought Adventure Creator years ago and had little experience with it. I started using it last month and fell in love.
Hello! At 23:16 the [wait:] is the only that I can put inside the text? Actually, I want the text to be visible until the player press a button or anywhere on the screen. Is that possible?
The [wait] token will await input from the player before continuing. The Manual's "Text tokens" chapter covers all the available tokens you can insert.
@@ChrisIceBox oh it was easiest than I thought. thnx for the quick response!
can we use other first person components to work with ac?
AC can work with other motion controllers if you have an integration script to bridge the gap between the two. A tutorial on this topic can be found here: www.adventurecreator.org/tutorials/adding-custom-motion-controller
An official package for working with UCC can be found on the AC downloads page: adventurecreator.org/downloads
More integration examples can be found on the Integrations wiki page: adventure-creator.fandom.com/wiki/Category:Integrations
Hello! Is it possible to create pick up and drag functions for 2D game?
You could conceivably attach sprites to a 3D draggable that's constrained to a 2D axis, but otherwise you'd want to import a separate script or asset that works at the same time as AC
I wish there was some kind of 2nd part or something that describes how the primer can be published on WebGL.
I only get error messages. Thanks.
Are these errors related to AC or Unity itself? If you can share the messages on the forum, I can take a look
@@ChrisIceBox Sorry i saw your answer very late. I take a look to the forum! Thank you!
I want to make an interaction with an item (Let's say a map) and upon this interaction I want the camera to hover above the entire town and make all buildings interactable so they can be upgraded/modded as per the player's desire. Is this achievable without creating mayhem and without a lot of coding experience? If it's not too much bother can someone teach me how to do this? Massive thanks in advance >_
Should be possible, yes. Mainly just smart use of variables and animation to control the visibility of various "upgrades". It's too complex for a CZcams comment though, but of you can share details on the forum we can discuss it better: adventurecreator.org/forum
Is it possible to turn on / turn off a gameobject in the scene?
You can do so with the "Object: Call event" Action, or through regular Unity animation, but I recommend caution.
how to have a fixed pointer in the center of the screen?
If the Settings Manager's "Hide cursor when locked in screen's centre?" is unchecked, AC's main cursor will display in the centre when it is locked (i.e. free-aiming is possible).
To have it be display at all times, just add it to an Image component as part of a Unity UI canvas. If you want this separate Image to only show when the cursor is locked (allowing for a separate texture to show instead of the main cursor), you can use this script on the AC wiki: adventure-creator.fandom.com/wiki/Adding_a_separate_crosshair
Will you support unity new input system one day?
An integration for Input System can be found on the Integrations wiki page: adventure-creator.fandom.com/wiki/Category:Integrations
I went to open back up my project and now i am getting a unknown error while trying to load the morgue scene. Super frustrating any tips on retrieving this?
What was the exact message and when/where did it show? It may be a Unity issue, but if you can share details on the AC forum we can take a look: www.adventurecreator.org/forum/
@@ChrisIceBox looking online it’s a unity issue. 😞. So had to unfortunately start over but now using git to save the project. Amazing tutorial though! I’m about half way through. Absolutely love your content.
I cant get the cabinet to open. It opens when I click in "IsOpen" in the parameters tab during runtime, but after following the rest of the instructions and Linking the Variable to the Animator, clicking on the door doesnt work, but again, the clicking on IsOpen in the Animator Tab still works. I must be missing something. Maybe I did something wrong with the HotSpot?
What is your AC version, and does clicking the Hotspot result in the AC variable changing value? Best to see screenshots of your setup - I'd only be making guesses otherwise. If you, share screens/details of your setup over on the forum and I'll try to spot the issue: www.adventurecreator.org/forum/
@@ChrisIceBox I'll get on the forum tonight. But I did a quick check before leaving this morning and no, during runtime nothing fires up in the animation graph when clicking the hotspot. It shows the name of the door but no doesn't open, only when I manually click on the IsOpen variable. Also, should be the latest version of AC, just downloaded it yesterday. I'm sure I might have missed a step.
@@kelvina.2031 I'll look out for your post, but I was referring to the AC variable's value, rather than the Animator parameter. Keep the Variables Inspector selected and see if its value changes - we'll need to determine if it's a case of the variable not updating, or it not being linked to the Animator.
I had the same thing happen. Had to add cabinet to the variables slot in the link variable to animator component
@@avocadofiregame Ah! So glad I checked the comments. This solved the problem for me. Thanks!
How to use post processing URP in First Player? It does not work
AC won't interfere with post processing, but you'll need to bear in mind it's the AC MainCamera that does all the rendering. If you're attaching a post processing component to a camera, add it to the scene's MainCamera.
@@ChrisIceBox thank you Iam dumb. I used post processing volume instead of "volume" in URP ... LOL