I'm a big fan of the full system tutorial instead of just "here's part go figure out the rest on your own". Videos like this take a ton of time. Much appreciated.
Hey y’all! Here’s the next video: Adding Animations | Blend Trees, Layers, & Animation Rigging - 3rd Person Shooter - Unity Tutorial czcams.com/video/583R9LgRZPA/video.html If blending between the different cinemachine camera's has a large position offset, try the following: *Cinemachine Virtual Camera > Transition > Inherit Position // will inherit from the previous camera’s position
I just stumbled upon your tutorial after trying to slog through a bunch of other 3rd person shooter tutorials. As a complete beginner, your video was absolutely perfect. Thank you so much!
Even a year later, this tutorial is the best I've seen. I watched 3 different hour long videos just to find that there was something about the end result that I didn't like. Not only is this easier, but more customizable. All the other videos I watched required so much code and not any way to change the way you move or the way the camera works. I figured out how to adjust the camera to an RPG game by changing the value range of the horizontal axis to 360 degrees rather than 180, allowing you to rotate fully around, enabling wrap, and then locking the cursor in the middle of the screen using the cursor lock state command. I can't express how helpful this tutorial was as a beginner to Unity and C#.
Like seriously, I was about to give up any hopes of making a game but this was so easy to implement that it re-motivated me and now its 8am and I haven't slept xD
Amazing video! super complete and perfectly explained, just a few cuts that leave out only a few small changes in the strings but with a little attention everything works beautifully!
Sam I love it, I can't say how much of a help this has been. decided against using too many asset packages so this is wonderful! I sure do hope you keep going
Returning here 2 years after I first saw the video, I realised just now how much I have learnt. I am so grateful for your channel, everytNice tutorialng
Just in case, as I have seen others mention, if you get the targetRotation doesn't exist issue, it's because her program autocorrects. So the line before was Quaternion rotation, but when she writes in the next line targetRotation her program autocorrects the previous line to also be Quaternion targetRotation instead of rotation. Hope this helps!
I LOVE this tutorial. Although this system is really specified for TPS games, it can be used for more games such as Mecha games (the genre I specialize in)! The scripts and components used are so modifiable to your liking. AMAZING tutorial!
@@samyam also, i have 2 questions. 1. For some reason i am having collision problems between the bullet and the player. It only happens when i aim and strife to the right. I tagged and layered everything, then turned off the collisions through the project settings tab. I even tried to use the code you gave if (other.gameObject.CompareTag("Player")); but the problem still persists. If i zoom out the camera distance it helps, but i want to be really close to the player when i aim/zoom in. So... what gives? And 2. How do i make bullet decals disappear? The bullets go away after a couple seconds but the decals stay permenantly.
What do you mean by collision problems? Make sure the barrel isn’t inside of the gun collider that may cause some issues. And just as we did for the gun, you can attach a script to the decal and call Destroy(gameobject, secondsToDestroy) in the Awake or Start function (declare secondsToDestroy on the script)
@@samyam i moved the barrel away from the gun and i still get the same weird issue. What i mean is when i aim and start moving, the bullet, i think, collides with the player and quits moving. It pops up above my gun and just sits in the air. Im not exactly sure whats the cause or why the issue honestly (im still very new to this), but i could upload a video to show what i mean if that helps?
I didn't expect to find all these informations!! Really a great tutorial that covers every topic at 360°. Finally I've found a good youtuber after Brackley left. Immediatly subbed, thanks a lot!
Omg thank you so much! I had a little problem for a bit but it was on my end (I was spawning the camera instead of the bullet prefab :O ). This has to be the most clear video on how to make a Third Person Shooter in this entire platform!
Just to let you know, I struggled a lot to find a way to rebind the keys with the generated script. But in the end I found a way so it is possible and not to difficult. Nice work btw!
23:39 if anyone is having errors , try deleting line cameraTransform = Camera.main.transform; and instead of this use cameraTransform = GameObject.Find("*your camera name*").GetComponent();
This is the BEST video tutorial I ever find on youtube. I really love this video tutorials what have like 1 hour (im not fan of the speedrunning coding in like 10 minutes). Perfectly described what everything means, doing, what functionality it has... Im so proud of you for that Im being teached by a girl
Fantastic intro to the new input system. Such a good tutorial that can easily be modified for your own games. I'm going to make two character controllers and switch between them so a nice long tutorial with plenty of info is perfect for me!
tysm, ive always struggled a hella lot with camera movement cus i never got cinemachine to work right until now imma start using my own character controller and i couldnt get cinemachine to work fine, now it does, ty xd
I have just started using this tutorial and i am impressed, everything so far has been explained clearly so anyone can use it. very good video. keep them coming.
@@samyam I have a question? When I added ur player movement script it said “the type or namespace name “playerInput” could not be found. How do I fix the issue?
Thank you for making this video. It helped me understand the new unity input system aswell unity 3d basics! I was a Unity 2D Developer but the switch to 3D was very flawless because of this video! I appreciate the work you put in this tutorial :)
Thanks a lot, i had problems with the character roation orientated to the camera. But thanks to you i could implement your really well working simple method. Thanks a lot.
I think this video is incredible compared to other tutorials because it explains how to change the camera settings to your liking and why we are adding this line of code, the reasoning behind it. Also not to be nit picky but euler is pronounced u-ler not oiler.
@@samyam your pronunciation is actually spot on... as oy•ler or "oiler" (definitely American pronunciation... but which language actually pronounces it as "u-ler"...??). Sources: en.wikipedia.org/wiki/Leonhard_Euler (the word does actually come from the famous mathematician's name) www.google.com/search?q=euler+pronunciation czcams.com/video/Q9myg6Io-IQ/video.html ... and my math professor from 25 years ago. ^^ Keep up the great work with your videos!
If someone has a newer version of Unity and have problem with spawning Decals on the walls when shooting bullet on collision( 53:42 ), change the Floor (plane), in rigidbody check the Kinematic... and uncheck in other collision objects like wall etc. Also freeze the all rotations at the plane and wall.
Thank you so much, with your videos I can now realise my project. I search a lot to get these 2 lines of code à 25:15 to rotate my player with the camera 🙂
I found when the aim vcam becomes live it will not have the same rotation values as the current 3rd person vcam. To fix this select your aim vcam under Transitions check the box that says Inherit Position and now when the aim camera goes live it will have the same rotation values as the 3rd person vcam. You will also want to do this to the 3rd person vcam so when it becomes the live camera it will have the values from the current aim vcam.
Thank you so much for this video and I really do mean it! I been trying to used to new input system and a 3rd person camera then I succeed with your video. Looking forward for more videos!
@@samyam 3D (3D) Point and click, we can use this input system? Im studying by C# now, anyway, but...tense :D Have a way to we use this input system + Cinemachine - follow camera? This system have in old 'headquarters' from game EVE online. In certain part of the game, we change to a character into a 'room' and we controll this char with 1- point and click + 2 very basic WASD. Im trying to do something like this :)
@@samyam just more one comment, about cinemachine and AIM - the game what im working (indie) ll use this effect - EVE Online - from CCP Games - was the FIRST game what use this tech in 2003 :) Long time a go.
thank god u say virtual cam is better, i wasnt sure if i had to change from freelook to virtual, now i know i can without really any problem, since now i hate freelook camera xd
I'm about 30 minutes in, and I gotta say that this is a very captivating tutorial. There are some things that get jumped over and needed some piecing together, for example at (17:15) to (18:57) "Look At" changes from Player to 3rdPerson, the same happens with Aim Camera at (25:59) - (26:10) 3rdPerson changes to AimCinemachine. (Though having these set to looking at themselves caused mad shaking, so I returned both to Player, let's see how that pans out - maybe this is why they got skipped over?) Then there's PlayerController.cs: you introduce Aim Action at the beginning of the video when creating PlayerControls (6:12), but don't really type it in the cs script at (11:09), yet refer to it at (27:35). This caused some confusion when Unity started screaming at me.
Thanks for the notes! I probably messed up during the video and switched the objects, and sometimes when editing I may miss a section by accident because I have to remove a lot of mistakes. I’ve been improving with more recent videos! :)
@@samyam Yea it happens, and it's okay. I think it's better to let the other person know when stuff like that happens - after all creating a tutorial is about sharing knowledge so we can all be better, something along the lines of: _"If we do our best, individually, then collectively we'll be awesome."_ Tutorials, comments - communication in general is a way to help each other to reach individual excellence. So keep it up, as you can see from the other comments, you are doing a good job.
The implementation for cinemachine should be the same, cinemachine just needs a Follow and/or Look At gameobject, how you handle the movement is up to you.
Thanks for sharing... FYI no need to normalize the direction vector on a transform.. ex: cameraTransform.forward.normalized. might as well save the sqrt.. hmm.. that kind of sounds like a charity
Video very well done, and very clear. I enjoyed the trick of shooting the Raycast from the camera and not the cannon. Indeed, the video is a bit long, especially when you speak another language. But it must be recognized that your accent is very pleasant and understandable. As I did not take the same decal as you, I still have a little problem to fix: the decals are instantiated askew ... I will see that tomorrow. Thanks for this video!
Hi! great tutorial everything worked up until 53:03 I tweaked the Unity Third Person Controller Asset code while following this, the bullets do not spawn when i run i get a error in the console that says NullReferenceException: Object reference not set to an instance of an object StarterAssets.ThirdPersonController.OnEnable () i think it's because the GameObject in their code references the Main Camera is there any way around this?
Thank you so much for doing this! I'm totally new to this (Unity, C++) but trying to learn something new, you're amazing, I hope you keep doing these tutorials and help people like me! thanks again and hope you are well! Btw.. any advice for someone who is learning and totally new to this? Thanks again.
Thanks! Keep practicing and making small projects to build up your skills! Participate in game jams and publish a game, no matter how simple or small it may be (this will help you get the feel for producing a game from scratch). Also Unity uses C#, Unreal uses C++!
@@samyam Yeah thanks again and I'll keep learning (My mistake with C++ 😅) seems a bit confusing at first... I never programmed/wrote before so... the commands are a bit difficult for me and I need to find a way to understand/learn codes.
I'm a big fan of the full system tutorial instead of just "here's part go figure out the rest on your own". Videos like this take a ton of time. Much appreciated.
Thanks!! Yeah it took a while 😅
Exactly
You mean like codemonkey, trynna sell his course? Lol
You fill the hole Brackey's left in my heart
The fact you timestamped an hour-long video is enough to subscribe.. thank you so much that's rare in unity tutorials !!
Thank you :))
Hey y’all! Here’s the next video: Adding Animations | Blend Trees, Layers, & Animation Rigging - 3rd Person Shooter - Unity Tutorial
czcams.com/video/583R9LgRZPA/video.html
If blending between the different cinemachine camera's has a large position offset, try the following:
*Cinemachine Virtual Camera > Transition > Inherit Position
// will inherit from the previous camera’s position
hi I have just realized that when you change Unity input to Scripts it gives you Errors...Noted... THANKS
THANK YOU I WAS HAVING THIS PROBLEM ubuueijabfuawgbruyfdjawhb8ir
I just stumbled upon your tutorial after trying to slog through a bunch of other 3rd person shooter tutorials. As a complete beginner, your video was absolutely perfect. Thank you so much!
Awesome, glad you liked it!
Same
Even a year later, this tutorial is the best I've seen. I watched 3 different hour long videos just to find that there was something about the end result that I didn't like. Not only is this easier, but more customizable. All the other videos I watched required so much code and not any way to change the way you move or the way the camera works. I figured out how to adjust the camera to an RPG game by changing the value range of the horizontal axis to 360 degrees rather than 180, allowing you to rotate fully around, enabling wrap, and then locking the cursor in the middle of the screen using the cursor lock state command. I can't express how helpful this tutorial was as a beginner to Unity and C#.
Like seriously, I was about to give up any hopes of making a game but this was so easy to implement that it re-motivated me and now its 8am and I haven't slept xD
Efficient,detailed, useful, timely, straightforward and very well done.
Thank you!
Amazing video! super complete and perfectly explained, just a few cuts that leave out only a few small changes in the strings but with a little attention everything works beautifully!
Thank you :)
Thank you, the best TPS controller tutorial!!!
Thank you!
Sam I love it, I can't say how much of a help this has been. decided against using too many asset packages so this is wonderful! I sure do hope you keep going
Thank you!! I do plan to! :D
Returning here 2 years after I first saw the video, I realised just now how much I have learnt. I am so grateful for your channel, everytNice tutorialng
this is the movement that ive been looking for, the one with backward walking
Just in case, as I have seen others mention, if you get the targetRotation doesn't exist issue, it's because her program autocorrects. So the line before was Quaternion rotation, but when she writes in the next line targetRotation her program autocorrects the previous line to also be Quaternion targetRotation instead of rotation. Hope this helps!
You're a legend
I am so glad that you are here. :)
Thanks!
Thank you so much for this video. Started my game dev journey about 10 days ago. This has inspired and motivated me so much! It's been great!
Congrats on starting 👏✨
It’s totally worth learning new skills cause then you get excited and confident to create
I LOVE this tutorial. Although this system is really specified for TPS games, it can be used for more games such as Mecha games (the genre I specialize in)! The scripts and components used are so modifiable to your liking. AMAZING tutorial!
This is a treasure! My friend and i have been looking for this for ages. Thank you, madam!
This is one of the best tutorials i've seen so far. I cant wait for part 2.
Thanks! Currently editing it :)
@@samyam currently subscribing :P
@@samyam also, i have 2 questions.
1. For some reason i am having collision problems between the bullet and the player. It only happens when i aim and strife to the right. I tagged and layered everything, then turned off the collisions through the project settings tab. I even tried to use the code you gave
if (other.gameObject.CompareTag("Player"));
but the problem still persists. If i zoom out the camera distance it helps, but i want to be really close to the player when i aim/zoom in. So... what gives?
And 2. How do i make bullet decals disappear? The bullets go away after a couple seconds but the decals stay permenantly.
What do you mean by collision problems? Make sure the barrel isn’t inside of the gun collider that may cause some issues.
And just as we did for the gun, you can attach a script to the decal and call Destroy(gameobject, secondsToDestroy) in the Awake or Start function (declare secondsToDestroy on the script)
@@samyam i moved the barrel away from the gun and i still get the same weird issue. What i mean is when i aim and start moving, the bullet, i think, collides with the player and quits moving. It pops up above my gun and just sits in the air. Im not exactly sure whats the cause or why the issue honestly (im still very new to this), but i could upload a video to show what i mean if that helps?
this was the best video which i watched in youtube
thankyou so much
Thank you!! :D
Spectacular scope for this video. Very well done! Keep up the great work!
Thank you!
I didn't expect to find all these informations!! Really a great tutorial that covers every topic at 360°.
Finally I've found a good youtuber after Brackley left. Immediatly subbed, thanks a lot!
Thank you!
Its brackeys san
@@drevcronsole bracleys made a same video but she covered even more topics! I would say she is his mom xD
that would be strange 😳
Finally, someone who can pronounce Euler right.
All the detailed explanations supported with live examples make it fun to learn. Nice funny commentary with reactions as well. Cheers!
Thanks!! The next part (Adding Animations) is also up if you are interested:
czcams.com/video/583R9LgRZPA/video.html
Omg thank you so much! I had a little problem for a bit but it was on my end (I was spawning the camera instead of the bullet prefab :O ). This has to be the most clear video on how to make a Third Person Shooter in this entire platform!
Just to let you know, I struggled a lot to find a way to rebind the keys with the generated script. But in the end I found a way so it is possible and not to difficult. Nice work btw!
Nice and thanks! So did you have the rebind script access the player controls instance created for the player from the generated script?
I love you, this tutorial helped me a lot
23:39 if anyone is having errors , try deleting line cameraTransform = Camera.main.transform; and instead of this use cameraTransform = GameObject.Find("*your camera name*").GetComponent();
It's not working for me still
This is the BEST video tutorial I ever find on youtube. I really love this video tutorials what have like 1 hour (im not fan of the speedrunning coding in like 10 minutes). Perfectly described what everything means, doing, what functionality it has... Im so proud of you for that Im being teached by a girl
Fantastic intro to the new input system. Such a good tutorial that can easily be modified for your own games. I'm going to make two character controllers and switch between them so a nice long tutorial with plenty of info is perfect for me!
Thank you so much for the tutorial, it really helped with the new input system, and learning alternative methods to code these systems.
Used spheres to make eyes on my bean. 10/10 made testing a million times better xD
I'm so confident, yeah, I'm unstoppable today
Omg i just getting fan of you,, you are amazing and i really comment and like very rarely😇😇😇
@7:00 Thank You for sharing that powerful bit of knowledge.
Of course Sam has a video tutorial for exactly what I'm struggling through. This is seriously amazing!
Thank you!
@@samyam You actually respond! I'd like to use this script in a controller series, are you okay with it, if I do that?
@@justusforan sure feel free just don't take my patreon code and redistribute it
tysm, ive always struggled a hella lot with camera movement cus i never got cinemachine to work right until now imma start using my own character controller and i couldnt get cinemachine to work fine, now it does, ty xd
Wow. What a great video! I'm trying to make my 3rd person shooter controller using state machine. This gave me a ton of info I needed. Thanks!
thank you 1.000.000 times is just the tutorial I need 😃
I have just started using this tutorial and i am impressed, everything so far has been explained clearly so anyone can use it. very good video. keep them coming.
Thank you so much!
@@samyam I have a question? When I added ur player movement script it said “the type or namespace name “playerInput” could not be found. How do I fix the issue?
PlayerInput is the type, playerInput is the name of the variable of type PlayerInput
@@samyam so what do I do to fix it, sorry I’m new to this stuff
Try capitalizing the P, PlayerInput
Thank you for making this video. It helped me understand the new unity input system aswell unity 3d basics! I was a Unity 2D Developer but the switch to 3D was very flawless because of this video! I appreciate the work you put in this tutorial :)
Happy to have helped 🤘😁
You're videos have helped me so much I want to credit you for helping me build my game
Wow thanks I appreciate it! Glad the videos have helped you 😁
Heya, I appreciate your help, Thank you very much , i will keep supporting you in a long run ^^
Thank you!!
Thanks a lot, i had problems with the character roation orientated to the camera. But thanks to you i could implement your really well working simple method. Thanks a lot.
Great!!! Thanks you so much for a very good material!
Nice tutorial! I’ve yet to experiment with the input system but this was well explained
Thanks!
This is a fantastic tutorial, keep up the amazing work!
Thank you! 😄
best third person shooter unity tutorial, helps a lot. thanks you so much.
Thank you!
Thanks so much, every other cinemachine tutorial uses free-look and you're exactly right it's just not snappy like this one is.
I can never get the free look camera to feel how I want 😔
Excellent tutorial. This is exactly what I was looking for.
Thanks!
The explanation are so good🥰💕 its easy to understand ✨❤️
Absolutely helpful tutorial. Thanks for this.
I think this video is incredible compared to other tutorials because it explains how to change the camera settings to your liking and why we are adding this line of code, the reasoning behind it. Also not to be nit picky but euler is pronounced u-ler not oiler.
Thanks! Glad you liked it!
I give up with that word, every time I try I say it wrong 😭 Next time 😤
@@samyam I know, I was just trying to find a way to let you know without being rude!
It’s okay! I appreciate it!! 😄
@@samyam your pronunciation is actually spot on... as oy•ler or "oiler" (definitely American pronunciation... but which language actually pronounces it as "u-ler"...??).
Sources:
en.wikipedia.org/wiki/Leonhard_Euler (the word does actually come from the famous mathematician's name)
www.google.com/search?q=euler+pronunciation
czcams.com/video/Q9myg6Io-IQ/video.html
... and my math professor from 25 years ago. ^^ Keep up the great work with your videos!
Ah yes you are right, it’s a tricky word 😳
I really enjoy your channel and you are a good teacher. I might have missed sotNice tutorialng and I don't get friends with the setuper. I worked
That was alot of information!
great tutorial, thanks!
Great tutorial, I was struggling with cinemachine and this helped lot, ty so much!
Thank you, I really needed to hear tNice tutorials!!
If someone has a newer version of Unity and have problem with spawning Decals on the walls when shooting bullet on collision( 53:42 ), change the Floor (plane), in rigidbody check the Kinematic... and uncheck in other collision objects like wall etc. Also freeze the all rotations at the plane and wall.
when i want to shoot, it says that Destroying assets is not permitted to avoid data loss, idk what to do
Thank you so much, with your videos I can now realise my project. I search a lot to get these 2 lines of code à 25:15 to rotate my player with the camera 🙂
wow super helpful and it worked just like in the video! clear instructions, so far the best tutorial I have ever seen!!! :D
Yay thank you!!
Greatest channel, your videos are gifts from the gods
Thank you 😄
I found when the aim vcam becomes live it will not have the same rotation values as the current 3rd person vcam. To fix this select your aim vcam under Transitions check the box that says Inherit Position and now when the aim camera goes live it will have the same rotation values as the 3rd person vcam. You will also want to do this to the 3rd person vcam so when it becomes the live camera it will have the values from the current aim vcam.
Amazing tutorial, thank you!
Thank you, it helped but i had a little bit of problems. Good Tutorial
Thank you so much. This is exactly the tutorial I needed.
Sweet lord that's looks so awesome !!
Thank you so much for this video and I really do mean it! I been trying to used to new input system and a 3rd person camera then I succeed with your video. Looking forward for more videos!
Yay!!
thank you, a very good tutorial
I can't seem to get my player to move I'm at the 12:16 min mark and when i setup like in the video my player doesn't move. What am I doing wrong??
Simply, simply lovely.
I am getting the error: 'PlayerInput does not containa definition for 'Actions', anyone know a solution to this?
Thanks, very informative video
Such a great video which helped me re-factor my code base. Thank you!
Thank you! You are amazing. I looking for this tutorial.
Best tutorial EVER and i see a lot...
Thank you!
@@samyam 3D (3D) Point and click, we can use this input system? Im studying by C# now, anyway, but...tense :D Have a way to we use this input system + Cinemachine - follow camera? This system have in old 'headquarters' from game EVE online. In certain part of the game, we change to a character into a 'room' and we controll this char with 1- point and click + 2 very basic WASD. Im trying to do something like this :)
@@samyam just more one comment, about cinemachine and AIM - the game what im working (indie) ll use this effect - EVE Online - from CCP Games - was the FIRST game what use this tech in 2003 :) Long time a go.
thanks you awesome job, hope to find more of your teachings
thank god u say virtual cam is better, i wasnt sure if i had to change from freelook to virtual, now i know i can without really any problem, since now i hate freelook camera xd
So cool, good job.
Thank you 😄
I'm about 30 minutes in, and I gotta say that this is a very captivating tutorial.
There are some things that get jumped over and needed some piecing together, for example at (17:15) to (18:57) "Look At" changes from Player to 3rdPerson, the same happens with Aim Camera at (25:59) - (26:10) 3rdPerson changes to AimCinemachine. (Though having these set to looking at themselves caused mad shaking, so I returned both to Player, let's see how that pans out - maybe this is why they got skipped over?)
Then there's PlayerController.cs: you introduce Aim Action at the beginning of the video when creating PlayerControls (6:12), but don't really type it in the cs script at (11:09), yet refer to it at (27:35).
This caused some confusion when Unity started screaming at me.
Thanks for the notes! I probably messed up during the video and switched the objects, and sometimes when editing I may miss a section by accident because I have to remove a lot of mistakes. I’ve been improving with more recent videos! :)
@@samyam Yea it happens, and it's okay. I think it's better to let the other person know when stuff like that happens - after all creating a tutorial is about sharing knowledge so we can all be better, something along the lines of:
_"If we do our best, individually, then collectively we'll be awesome."_
Tutorials, comments - communication in general is a way to help each other to reach individual excellence. So keep it up, as you can see from the other comments, you are doing a good job.
@@blzahz7633 Thanks so much appreciate the nice comment :)
faaaaantastically simple intro to input system…. great job, just for that alone people should watch this vid……
Thank you! :)
FIX for decals not despawning, replace your "OnCollisionEnter" with this:
private void OnCollisionEnter(Collision other) {
ContactPoint contact = other.GetContact(0);
GameObject decal = Instantiate(bulletDecal, contact.point + contact.normal * .0001f, Quaternion.LookRotation(contact.normal));
Destroy(gameObject);
Destroy(decal, 5);
}
Thank you so much. This video was great help.
Thank you So much for ur ti and support
This tutorial is amazing, thankyou.
Thank you!
Love the video!!! you explain things so well!
Thank you!!
insane as usual
I need help, I was at 25:51 when you typed targetRotation however for me it said that, that doesnt exist in the current context, can you please help
can't wait for the 2.part .... XD
Coming soon, taking some time to prepare 😅
This was an excellent video, thank you.
3:05 AmongUs?!?!
No but seriously your a life saver
👀🤫
Tysm, did everything as described
Everything is great. but one issue I've found is when I look down I lose speed. Any ideas as to why this is happening?
how do i make a third-person camera using cinemachine but for a rigid body player instead of a character controller?
The implementation for cinemachine should be the same, cinemachine just needs a Follow and/or Look At gameobject, how you handle the movement is up to you.
Just Good not describeble with words
Thanks for sharing... FYI no need to normalize the direction vector on a transform..
ex: cameraTransform.forward.normalized.
might as well save the sqrt.. hmm.. that kind of sounds like a charity
Marrry me 😂😂😂😂😂, daaamn she's good , now I can make my tps system hahahaha thank you bro$
thanks your videos are so clear and helpfull
Video very well done, and very clear. I enjoyed the trick of shooting the Raycast from the camera and not the cannon.
Indeed, the video is a bit long, especially when you speak another language. But it must be recognized that your accent is very pleasant and understandable.
As I did not take the same decal as you, I still have a little problem to fix: the decals are instantiated askew ... I will see that tomorrow.
Thanks for this video!
Glad you enjoyed the video!!
If you’d like we have a discord channel where you can join and ask questions if you need help discord.gg/bvQEGk7 👍
@@samyam Ha ha! In 10 or 20 years, when I will have an acceptable level of English :)
We have people from all over the world in our server, don’t let the language barrier discourage you 🙂
Hi! great tutorial everything worked up until 53:03 I tweaked the Unity Third Person Controller Asset code while following this, the bullets do not spawn when i run i get a error in the console that says NullReferenceException: Object reference not set to an instance of an object
StarterAssets.ThirdPersonController.OnEnable () i think it's because the GameObject in their code references the Main Camera is there any way around this?
Thank you so much for doing this! I'm totally new to this (Unity, C++) but trying to learn something new, you're amazing, I hope you keep doing these tutorials and help people like me! thanks again and hope you are well!
Btw.. any advice for someone who is learning and totally new to this? Thanks again.
Thanks! Keep practicing and making small projects to build up your skills! Participate in game jams and publish a game, no matter how simple or small it may be (this will help you get the feel for producing a game from scratch). Also Unity uses C#, Unreal uses C++!
@@samyam Yeah thanks again and I'll keep learning (My mistake with C++ 😅) seems a bit confusing at first... I never programmed/wrote before so... the commands are a bit difficult for me and I need to find a way to understand/learn codes.