Character Controller Tutorial in Unity | AshDev
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- čas přidán 19. 06. 2024
- In this tutorial, learn how to create Character controller or player controller in Unity from scratch for your 3D game projects. We will create basic movement, jump, sprint and follow camera with step-by-step instructions and tips to enhance your game development skills.
Cinemachine Free look camera tutorial: • Orbital and Free look ...
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Check out my assets : -
1.Ash Vehicle physics
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2.Ash vehicle AI
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3.Sim-cade Vehicle Physics
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4.Arcade Vehicle Physics
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5.Arcade vehicle AI
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6.Ash Monster Truck Physics
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7.Arcade Bike Physics
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Chapters:
00:00 - Intro
00:22 - types of Character controllers
01:13 - setup
02:02 - movement code
05:19 - camera
09:33 - gravity
11:00 - jump
11:46 - sprint
13:12 - component settings
14:47 - outro
#unity3d #gamedevelopment #indiegamedev #racing #madewithunity #asset #unity #gamedev #vehiclephysics #vehicle #physics #drift #carcontroller - Hry
Nicely explained as always!
best channel
im a big fan of all your work/script !!! Keep the good work ! lov u
Nice tutorial, as always !
Nice :D
Hello,
How can we add dash function in this code ??..
Just like sprinting, you can create a different speed and and set the current speed to that for your appropriate dash time and trigger it through some button (For basic approach). And then, add some kind of cool down timer so that, the player doesn't keeps on moving with the dash speed.
Hi, when I use the controller the character jumps up
hey Ash Dev,
when i wrote the player controller script and loaded unity again it was showing a error saying
Assets\player controller(38,25):error CS1002: ; expected
what do i do now please help me
I have a question. So you said you will use kinematic approach and use Character controller component. So what's the difference if we use character controller component or Rigidbody with kinematic checkbox set to true...?
It's more complex hence prone to errors and less efficient. You have to code each and everything.
It's recommended to use, if you want to do some physics calculations or collision detections etc.
It's in between of using a fully physics based character controller and going with fully kinematic one (like built in character controller component).
Built in character controller is more efficient and already has basic functionalities.
These are all the things to consider before choosing one.
Thats awesome, also how do you make when making character controller that is like animal like a dog or snake or bird
For basic one, it's the same, the difference will only be in the animations. (For dogs, cats etc). But you won't be able to use the built in character controller because of the capsule collider you have to create a custom one but the approach will be same.
Great video
I would like to ask about the asset name you used in this video?
What asset?
@ashdev 9:34 the plane and cubes is that asset on unity asset store or you made it?
This was great! Thanks!
Is there a reason why you didn't use the new Input System?
New input system is a whole different topic to explain, and it's not a good idea to explain two different things simultaneously.
We'll cover it in some future tutorial.