No video

Building a Camera Controller for a Strategy Game

  Рет қаралды 193,555

Game Dev Guide

Game Dev Guide

Күн бұрын

In this video we take a look at how to build a camera system for a traditional simulation/strategy/management game. We look at how to rig a camera in Unity so that it moves and rotates around a center point in the world, rather than from a "first-person" perspective.
We also look at how to focus on and follow an object with the rig.
Be sure to LIKE and SUBSCRIBE if you enjoyed this guide! Share the video for extra love!
- - - - - - - - - - - - -
I've set up a Discord so viewers can hangout, chat and share their own game dev tips and tricks. It's also a perfect place to hear about what videos I'm working on, or discussing episodes in more detail with other members of the Game Dev Guide community.
You're invited to join the Discord at / discord
- - - - - - - - - - - - -
Socials:
Twitter - / gamedevguideyt
Facebook - / gamedevguideyt

Пікірлер: 403
@JonasTyroller
@JonasTyroller 5 жыл бұрын
Oh sweet. Really high quality tutorial. Very recommendable.
@verpix4956
@verpix4956 4 жыл бұрын
Wait did you use this for Islanders!?!
@tpglogin7410
@tpglogin7410 4 жыл бұрын
Hi jonas
@asclepiiusunknown1090
@asclepiiusunknown1090 4 жыл бұрын
@@verpix4956 Pretty sure he modified it using a similar strategy to the ones found on the asset store. It just polishes it up and adds a few extra features such as max and min zoom, but yes its very similar to this as far as I know.
@adrianalcomendras6754
@adrianalcomendras6754 4 жыл бұрын
If Jonas is here then I guess im set
@maistrogaming7911
@maistrogaming7911 4 жыл бұрын
Come on Jonas answear him..how did you make it in your game
@_wayneman_
@_wayneman_ 4 жыл бұрын
For everyone who runs into problems with stuttering or jittering cameras here's a little advice that I wish was part of this video: Put ALL code that manipulates a cameras position or rotation in the LateUpdate() method not the Update()! This way you will ensure that nothing will move around after your cameras transform has already been updated during the frame.
@Eculeus007
@Eculeus007 3 жыл бұрын
Wow! Thank you! I thought all time that the problems is in the postprocessing. Great my problem is solved! ;)
@TheTacoBros
@TheTacoBros 2 жыл бұрын
it doesnt work
@Akeruyri
@Akeruyri Жыл бұрын
Also, if your using rigidbodies with Physics that the camera follows, put them in FixedUpdate so the Camera moves with the physics updates
@pressioneiniciar5787
@pressioneiniciar5787 Жыл бұрын
thanks
@fastpicker89
@fastpicker89 Жыл бұрын
This didn't help mine unfortunately
@erz3030
@erz3030 4 жыл бұрын
Excellent video! The comparison between the old ortho vs perspective but low FOV was eye opening for me.
@GameDevGuide
@GameDevGuide 4 жыл бұрын
Right? I imagine it was just as eye opening as when I figured that out myself! 😂
@Hamentsios10
@Hamentsios10 3 жыл бұрын
One thing we didn't cover here is how to limit the zoom and the pan of the camera so it won't go off world. Excellent stuff as always though.
@betomaluje
@betomaluje 3 жыл бұрын
Maybe it's not ideal but I ended up doing: private void HandleZoom() { if (Input.mouseScrollDelta.y != 0) { newZoom += Input.mouseScrollDelta.y * zoomSpeed; newZoom.y = Mathf.Clamp(newZoom.y, minZoom, maxZoom); newZoom.z = Mathf.Clamp(newZoom.z, minZoom, maxZoom); cameraTransform.localPosition = Vector3.Lerp(cameraTransform.localPosition, newZoom, Time.deltaTime * movementTime); } }
@cankarkadev9281
@cankarkadev9281 3 жыл бұрын
@@betomaluje Clamping the positions is the ideal way :D
@TheAwesomeAlan
@TheAwesomeAlan 3 жыл бұрын
@@cankarkadev9281 Could you elaborate on maybe what that'd look like? Or is what Alberto did what you're referring to?
@mrunicorn8532
@mrunicorn8532 3 жыл бұрын
@@TheAwesomeAlan Clamp means clamping in Mathf.Clamp(), Clamp means that u "animate" a Cube from minZoom to maxZoom. I hope u understand Clamping now : )
@Ryan-ww7un
@Ryan-ww7un 2 жыл бұрын
I just did: // Clamp newPosition to the bounds of the map (hardcoded -- not great, but can be extracted to variables at any point) newPosition = new Vector3(Mathf.Clamp(newPosition.x, -7f, 7f), 0.1f, Mathf.Clamp(newPosition.z, -7f, 7f)); and in the zoom: // Clamp zoom to prevent clipping into mesh or zooming too far out newZoom = new Vector3(0, Mathf.Clamp(newZoom.y, 2, 12), Mathf.Clamp(newZoom.z, -12, -2));
@thepolygonpilgrimage
@thepolygonpilgrimage 5 жыл бұрын
Thanks very much! I've had a great idea for a sim like management game for some time but never did stop to figure out how to make this type of camera setup. Your method is much smoother than my attempts! :) Appreciate the video very much. Looking forward to the next one!
@kenneyshepard4511
@kenneyshepard4511 3 жыл бұрын
The comments section is full of helpful tricks to make this better. Here is mine. If you use a logarithm on your zoom speed it will zoom farther the further away you get. Meaning the zoom will feel much more natural. It will also be a good idea to link your zoom into you panning speed. That way you can pan at quicker rate the further you get away negating the need for a faster pan speed. These are pretty complex functions that I'm still working on.
@ghostriley22
@ghostriley22 3 жыл бұрын
Very helpful tip!! I will try this
@jern2216
@jern2216 Жыл бұрын
Sorry, but how do I implement this?
@kenneyshepard4511
@kenneyshepard4511 Жыл бұрын
@@jern2216 use an exponential function ie y=x^2 where y = pan speed and x = your caneras offset from focus. Depending on your scale you'll need to play around with the equation to get desired results.
@TheFrozenFractal
@TheFrozenFractal 3 жыл бұрын
This is honestly one of the best unity tutorials I have ever seen!
@Haxel0rd
@Haxel0rd 3 жыл бұрын
If you have problems with ROTATION not working (saw some in the comments): - set the rigs position to null - add 3D-Object > Cube to the rig to make its position visible - then take the map / terrain / level and made its ground touch the cube - now try to rotate again, it should work now Explanation: many (including me at first) think the rig has to be above the terrain, somewhere in the air. But it should be level with the ground. You will understand the issue better once the rig is visible to you. Hope this helps, cheers.
@joemarriage3002
@joemarriage3002 2 жыл бұрын
I had this problem and your solution helped me fix it, thanks! The problem was it was rotating around the rig's position (what it's meant to do) but my rig was somewhere absolutely useless.
@Ryan-ww7un
@Ryan-ww7un 2 жыл бұрын
You can alternatively add a widget to the rig with the button beside where you name it in the inspector.
@Eculeus007
@Eculeus007 2 жыл бұрын
Thank you !
@chopin1998
@chopin1998 2 жыл бұрын
newRotation *= Quaternion.AngleAxis(rotationAmount, transform.up);
@lanky347
@lanky347 29 күн бұрын
Such an amazing help! I didn’t understand at first and I also didn’t make my camera the same way, but that is just more proof the concepts in the video are covered thoroughly! Thank you!
@robertmcgraw9661
@robertmcgraw9661 20 күн бұрын
EXCELLENT! EXCELLENT! EXCELLENT! Thank you so much! This is far and away the best and most versatile cam controller I’ve found for top down! Thank you very much!
@wagamuma2617
@wagamuma2617 4 жыл бұрын
Great turorial! For anyone trying to clamp the zoom and finding the other examples below don't work, try this really simple one it works perfectly for me public float maxZoom, minZoom; // I set these to -100 and -700 in inspector (then in HandleMouseInput replace the scroll bit with below) if(Input.mouseScrollDelta.y!=0) { if(Input.mouseScrollDelta.y>0 && newZoom.z < maxZoom) { newZoom += Input.mouseScrollDelta.y * zoomAmount; } if (Input.mouseScrollDelta.y < 0 && newZoom.z > minZoom) { newZoom += Input.mouseScrollDelta.y * zoomAmount; } }
@thomascrozelon1648
@thomascrozelon1648 3 жыл бұрын
It workied perfectly with the mouse indeed, but do you have any idea how to do it for keyboard?
@BrendanSadaka
@BrendanSadaka 3 жыл бұрын
@@thomascrozelon1648 I'm sure you figured this out by now, but all you have to do is add that extra && segment to the if statement (I used different variable names): if(Input.GetKey(KeyCode.R) && newZoom.z < zoomInConstraint) { newZoom += zoomAmount; } if(Input.GetKey(KeyCode.F) && newZoom.z > zoomOutConstraint) { newZoom -= zoomAmount; }
@aurl3119
@aurl3119 3 жыл бұрын
Idk why but it doesn't work for me
@SaiponathGames
@SaiponathGames 3 жыл бұрын
@@aurl3119 just use clamp
@TheAwesomeAlan
@TheAwesomeAlan 3 жыл бұрын
@@SaiponathGames How do you use clamp?
@dainisk586
@dainisk586 Жыл бұрын
Actually useful tutorial. After hundreds of others, that handle perspective camera zoom as FOV change - this is truly a breath of fresh air. Top tier, sir, top tier. Love it.
@mcd1814
@mcd1814 3 жыл бұрын
Interesting fact: the thing with the „fake orthographic view“ works in real life. If you use a tele photo lens (200mm+) you will loose nearly all perspective in the picture. In a 3D Mockup Tool, i missed an orthographic view. So i just used a 5000mm camera lens and put it far, far away and here you go. It just explained to me why this works and i found it really interesting. So i just randomly share these thoughts, maybe someone ist interested✌🏼
@Simdevspage
@Simdevspage 3 жыл бұрын
If you ever even think of making a Strategy game, You must watch this! Amazing tutorial! Thank you!
@andrewpullins8817
@andrewpullins8817 3 ай бұрын
Your tutorials are absolutely amazing 😍 I am starting to prototype a new tower defense game and this will be a great rig for my camera. Thank you very much for this.
@themrfj
@themrfj 2 жыл бұрын
You could make the camera zoom and rotation a bit more intuitive (When looking at the gameobjects and values) by having another layer in between the camera and the rig called "Pivot", aligned with the camera. The camera would now only need to move on one axis to zoom, the "pivot" would handle rotation, and the "rig" would move across the landscape.
@cizma27
@cizma27 2 жыл бұрын
Nice. I spent 7 hours doing this on my own. I just couldn't be satisfied with what is default camera behaviour, so I revisited trigonometry and got going. I probably watched 2h of tutorials and read 50 posts. Noone did what I wanted. Now I lay in bed at 1am and then stumble upon this...
@rubyrails2329
@rubyrails2329 4 жыл бұрын
The BEST tutorial you can found for RTS camera
@mateuszpatua3016
@mateuszpatua3016 3 жыл бұрын
I am an absolute noob at game dev, but I've made such a camera controller in my "game" with a plane, a sphere and four cubes, and it feels sooo satysfying :D THANKS!
@staebal
@staebal 2 жыл бұрын
Wow... Being born and raised with FPSes, the 'issue' during the first 2 minutes of the video would've never occurred to me lol... I legitimately saw nothing wrong for the longest time... But thinking about how I would walk-around and view a table-top game... it all clicks! Bottom-line, excellent designing and scripting!
@nima_ap
@nima_ap 3 жыл бұрын
Great video mate. I learned a lot and was able to take this as a base template to modify further for my own work. As a professional software engineer in a space close to games, I wanted to give you a tip I think would be helpful for your viewers. There were a few times where you used mathematical, or more specifically computer graphic related concepts empowered by linear algebra, that you would only speak of what to write and not a lot of explanation behind the specific mathematical operation applied and its significance in bringing to life what you were achieving. I fear that this can lead to your viewers simply point blank taking the code without truly understanding the math behind it and it can lead to them not really learning a bunch but having snippets of code copy pasted from various sources to implement their game. While this is definitely totally cool, I think people would benefit from the extra details by a lot and it would spark more curiosity in them to learn further about the topic and develop their own creativeness with it, like you have. I also totally understand that for KZfaq purposes a lot of things have to be done quickly to avoid prolonged videos that people don't completely watch, so maybe even some links that explain the concepts used would be really helpful too! Overall, great work, your channel is amazing, and keep it up!
@mehmedcavas3069
@mehmedcavas3069 4 жыл бұрын
Dude what a high quality of a tutorial. Im so amazed. Huge respect u have a new fan and subscriber 😊
@dibaterman
@dibaterman 3 жыл бұрын
This... was a legit tutorial, thank you - I didn't attempt this yet but I am watching it again to practice. I had a plan today and watched a Unity camera tutorial which was done half assedly making assumptions about the viewers knowledge without providing references and spent nearly 6 hours researching to no avail. By comparison this was a breath of fresh air.
@LukeAps
@LukeAps 2 жыл бұрын
Regarding "fast mode" : Draw inspiration from Supreme Commander and other strategy games that modify your speed by your zoom ( in a very organic way ). AKA, further out = faster, closer in = slower. This also helps to establish feelings of scale and give a very pleasing way of controlling your camera speed.
@jern2216
@jern2216 Жыл бұрын
How do I do that?
@kingarthur2773
@kingarthur2773 2 жыл бұрын
Thank you for your excellent video. Now I can make a camera controller for my strategy game.
@MartinX1701
@MartinX1701 3 жыл бұрын
Thank you. Thank you so much. I am a long time gamer, script kitty programmer that finally has decided to give making content a shot. And in true self destructive fashion I have volunteered to make an RTS my first project. I am a glutton for punishment. Your camera set up is by for the most straight forward and descriptive means I have ever come across. This was an excellent video.
@NaniParlapalli
@NaniParlapalli 2 жыл бұрын
11:45 - Impressed by your commitments 🙏🏼 Was wanting to see mouse interactions.
@grenade12694
@grenade12694 3 жыл бұрын
Excellency! Can't describe how clear and well-rounded your tutorial is.
@MrDnBsound
@MrDnBsound 3 жыл бұрын
Quite literary all you need to hear about camera movement in 1 simple to follow tutorial. Thanks for this! Like.... a lot!
@Noximous
@Noximous Жыл бұрын
i know this video is very old.. but this was a beautiful tutorial.. well spoken, easy to follow and fantastic results A+
@MrMakoislost
@MrMakoislost 3 жыл бұрын
"your camera should be world relative." Im gonna live by this
@guerrillahq
@guerrillahq 5 ай бұрын
Wow thanks so much I learnt so many things from this short video very amazing and to tjw point with great explaining 💫
@tientam779
@tientam779 3 жыл бұрын
Love the quality of this tutorial. Simple and straight forward but dives deep with all the features you would want in a Strategy Game camera. Cant wait to see more tutorials from you!
@Christian-dd2qm
@Christian-dd2qm Жыл бұрын
Thank you so much! I used this code in my Master Thesis and just now I implemented it in a project for my job. Much appreciated!!
@theman3282
@theman3282 4 жыл бұрын
well i've done it years ago..i was surprise many people don't use this trick..but this is nice tutorial delivery...i am subbing..
@hnguyen5670
@hnguyen5670 3 жыл бұрын
Thanks for the wonderful lesson. KZfaq needs more Unity's awesome tutorial like this. I liked and subscribed.
@commandogooseproductions4997
@commandogooseproductions4997 2 жыл бұрын
btw, to anyone wanting a zoom with the scroll wheel, literaly just do this. if (Input.GetAxis("Mouse ScrollWheel") > 0f) { newZoom += zoomAmount; } if (Input.GetAxis("Mouse ScrollWheel") < 0f) { newZoom -= zoomAmount; }
@willisg531
@willisg531 Ай бұрын
first minute in video THANK YOU FOR ADDRESSING THE FPS CAMERA ISSUE! that's as annoying as games not keeping wasd keys for strafe panning.
@M3g4t0n
@M3g4t0n 2 жыл бұрын
Big thanks for this video! I've managed to create a solar system tactical overview using your video and applying it to the new Unity input system!
@LuRybz
@LuRybz 2 жыл бұрын
this is a BEAUTIFUL piece of work.
@iainbroomell559
@iainbroomell559 2 жыл бұрын
Thank you. This is exactly the information that I was looking for starting my new project. Will definitely look around your channel more for even more helpful guides
@Theppo101
@Theppo101 3 жыл бұрын
This was an interesting tutorial and I like the concepts. Since I had issues with the camera transform for my particular type of game, I ended up with a solution of zooming by changing the camera's FOV, as tweaking the FOV was something we already did in the video. The function to handle zooming works like this, and requires a public/serialized reference to the camera. I also made it so that holding the Shift key makes this zoom faster. void HandleZoomInput() { string axis = "Mouse ScrollWheel"; float zoomAmount = Input.GetKey(KeyCode.LeftShift) ? fastZoomAmount : defaultZoomAmount; if (Input.GetAxis(axis) != 0) { float val = Input.GetAxis(axis) * zoomAmount * Time.deltaTime; camera.fieldOfView -= val; } //Check if within bounds if (camera.fieldOfView > minZoomAmount) { camera.fieldOfView = minZoomAmount; } else if (camera.fieldOfView < maxZoomAmount) { camera.fieldOfView = maxZoomAmount; } } There are probably better solutions to ensuring that the zoom stays within the bounds but this was one option for me.
@dominiauk
@dominiauk 5 жыл бұрын
Great video as always. Best Unity videos on youtube by far !
@GameDevGuide
@GameDevGuide 5 жыл бұрын
Thanks so much!
@marcelknn7110
@marcelknn7110 5 жыл бұрын
Nice tutorial, I found your video on a reddit post on unity 3d. I really liked the way you teach and your patience to explain everything. Also, the quality production is amazing. Keep going
@budinga
@budinga 4 жыл бұрын
Great work dude, exactly what i was looking for. Im currently moving from c++ to unity and it helps to have some nice tutorials to get my head round.
@humadi2001
@humadi2001 2 жыл бұрын
The intro is EPIC
@max_mega
@max_mega 2 жыл бұрын
Thank you very Much, now I can start developing basic Mechanics based on this!
@huyenbhoang
@huyenbhoang 3 жыл бұрын
Thank you so much. I am new to Unity and am trying to create a game I have in my head. I’ve been having to figure out Isometric game design with its lack of tutorial and resources has been frustrating. This camera setup will let me make the game in 3D where there is just much much more tutorials and resources for.
@rikkarth_
@rikkarth_ Жыл бұрын
Thank you, I really like the way you lectured this. It has helped me immensely.
@TChrisBaker
@TChrisBaker 2 жыл бұрын
This was very helpful. One thing I did find is that I had to multiply my "movementSpeed" by Time.deltaTime when it got changed by the keyboard. If I didn't then it would have difference speeds at different framerates. I tested it at 10, 30, 60, and 300 FPS using Application.targetFramerate
@BrianDoesThings
@BrianDoesThings 3 жыл бұрын
Incredible that this tutorial is free. Well done, super useful!
@Whaiitran3106
@Whaiitran3106 3 жыл бұрын
Very clear and well-produced tutorial! impressive.
@Yheeky
@Yheeky 4 жыл бұрын
Love the isometric with depth trick! Thanks and great tutorial!
@occularmalice
@occularmalice 3 жыл бұрын
Looks great! Much better than most of the cameras out there. Totally using this in my western RTS sim now!
@kaotictube
@kaotictube Жыл бұрын
Thanks for this, it's exactly what I wanted for my game.
@AaronHalliday
@AaronHalliday 3 жыл бұрын
This was fantastic! I really found this to be incredibly helpful. You do a great job in teaching and explaining all these details. Keep it up!
@jenniferroth7824
@jenniferroth7824 Жыл бұрын
Okay I still use this camera controller all the time. Its simple and I really like it but I did resolve the zoom lock and a new way of calculating zoomAmount so that its a little bit friendlier (imo). There's a number of comments talking about a clamp on the zoom which kinda worked for me but its not quite on the money. To handle the zoom lock I did the below. Worked like a charm and keeps things simple since its along one axis in the variables. This allows you to set a min and max along the y axis without creating the "square" motion behavior in the dual clamps on y and z. I put the below directly in front of the bottom section of code where the final values are passed back to the camera. if (newZoom.y = maxZoom) { newZoom = camTransform.localPosition; } The other change that I made was to actually calculate the zoomAmount based on the assigned angle on the X camera rotation. The video tutorial works well for a 45 deg angle but breaks down if you aren't doing the math for a different angle. So add the below in the start to calculate the zoomAmount based on the angle you chose when you lined things up in the editor. var deltaZ = zoomAmount.y / Mathf.Tan(camTransform.eulerAngles.x * Mathf.Deg2Rad); zoomAmount = new Vector3(0, zoomAmount.y, -deltaZ); This let me play with a pseudo isometric feel for a cozy game. Super handy.
@TheMerlockes
@TheMerlockes 4 жыл бұрын
Nice video! For the inputs you can use Input.GetButton("Moveforward") which returns a value bettween -1 and 1 so you don't have to create different methods for back and forward. And with the Unity Input System you can handle Arrow keys and WASD :D if((float dir = Input.GetButton("MoveForward") >0) { newPosition +=transform.forward * movementSpeed * dir; }
@skylinr3444
@skylinr3444 3 жыл бұрын
I love your sense of humor! :D Also great content as always on this channel.
@playedugame
@playedugame 4 жыл бұрын
Very easy to understand .great tutorial and great tutor.
@gerardcuello4576
@gerardcuello4576 Жыл бұрын
Great video! Easy to implement and yet fully functional!!
@DamageSoftware
@DamageSoftware 2 жыл бұрын
Brilliant video! One think that I wanted in my game is to have a smooth transition when you start following/focusing an game object. Hint for anyone needing the same: You can easily do that by setting the newPosition variable in HandleMovementInput() method to be equal to followTransform.position, like that: if (Input.GetKey(KeyCode.F)) // I removed the F binding from zoom because I allow zoom only via mouse. { newPosition = followTransform.position; }
@Tuturft
@Tuturft Жыл бұрын
hello, i tried doing what you said as it is a cool feature but it doesn't seem to work for me (maybe i'm too much of a beginner...), so could you explain a bit more please ? :D
@hva3422
@hva3422 3 жыл бұрын
that was the best tutorial I ever watched👍
@WelbyCoffeeSpill
@WelbyCoffeeSpill 4 жыл бұрын
Awesome video. Definitely gonna use some of this. Now I just gotta convert it to using Touch!
@amavite
@amavite Жыл бұрын
Thank you. This is what I was looking for
@erz3030
@erz3030 4 жыл бұрын
Brilliant video mate! Thank you for putting it together. Also, I enjoyed the humorous bits tossed in too. Subbed :)
@majdyahia3460
@majdyahia3460 2 жыл бұрын
you helped me make a touch controller with the same mechanics idea thanks a lot!.
@NaniParlapalli
@NaniParlapalli 2 жыл бұрын
8:35 - The subtle big difference 😍😀 Wow.
@natanaelrabello
@natanaelrabello 3 жыл бұрын
Very useful guide! Thanks for sharing.
@cho.gath789
@cho.gath789 3 жыл бұрын
Thank you for sharing the top on Field of View
@dannykay4649
@dannykay4649 4 жыл бұрын
Your tutorials are very high quality. Subbed
@TarzyRage
@TarzyRage 4 жыл бұрын
Nice video! Loved it! But I have one question. How do I make a boundary around the scene, that the camera will stay inside? - Mostly just so the player doesn't move way out of the game.
@Akenai
@Akenai 3 жыл бұрын
Great video :) Though as it is, I believe that your update is frame dependant - meaning you would have significant differences with very high / low framerate. A way around that is to multiply your movement by deltaTime. This would give: newPosition += transform.forward * movementSpeed * Time.deltaTime; That way your movement will be framerate independent and you won't have to interpolate between previous and new position either.
@kodaxmax
@kodaxmax 3 жыл бұрын
isn't that what he does within the Lerp?
@undergroundalienstudios56
@undergroundalienstudios56 Жыл бұрын
You were totally right about the camera perspective btw. Much better than orthographic.
@PESCADORSHOES
@PESCADORSHOES 4 жыл бұрын
Really helpful. So well explained. So well write. Thanks a lot!!
@ErnikCZ
@ErnikCZ 4 жыл бұрын
Really awesome tutorial ... clear, simple and great !!! thanks
@ImFrantic
@ImFrantic 2 жыл бұрын
You are a hero, Sir.
@Itharen
@Itharen 3 ай бұрын
so good, very nice, thanks!
@hthought
@hthought 4 жыл бұрын
Absolutely amazing video, exactly the type of camera i was looking for. You should make a tycoon/simulation game asset for the store, I would buy it instantly :)
@simonhagfalk
@simonhagfalk 4 жыл бұрын
Great job. Very smooth and easy
@RitterDerDunkelheit
@RitterDerDunkelheit 4 жыл бұрын
Thank you very much! Now I can create a game with a good movement.
@afrakes4510
@afrakes4510 3 жыл бұрын
OMG this was perfect! you're an excellent tutor!
@IOSoraOI
@IOSoraOI 5 жыл бұрын
Love love love your videos! Can't wait to see your rpg series! (If that's in the works) I really want to do turn based combat properly with items, camera events, etc.
@slash4838
@slash4838 2 жыл бұрын
amazingly detailed and well explained tutorial!
@fodk7021
@fodk7021 3 жыл бұрын
Best tutorial ever.
@bezimienny5
@bezimienny5 2 жыл бұрын
This is amazing, I just wish I could easily do that with Cinemachine...
@dljcali
@dljcali 3 жыл бұрын
Really enjoyed this tutorial. The only critique I would make is converting all of those if statements to a few switch statements. Overtime this would be much more efficient and faster because 12 if statements vs 2 or 3 switch statements is a win for speed in my book. But keep making these! Enjoyed it 👍🏾
@b3nn3wman95
@b3nn3wman95 2 жыл бұрын
Such a great video. So useful
@crispy6532
@crispy6532 Жыл бұрын
A video on how to implement a strategy game camera using the new input system would be nice
@bodyclockgames9272
@bodyclockgames9272 3 жыл бұрын
Great video, very helpful. Wondererd if you'd consider updating it to the new Input System?
@NoahJeffrey
@NoahJeffrey 3 жыл бұрын
Brilliant tutorial - that resulting camera is excellent! Can you share a link to source code?
@thealternian3476
@thealternian3476 2 жыл бұрын
I'm having a problem with the mouse camera movement for panning and rotation. The panning shoots the camera off into oblivion and it doesn't necessarily go in the correct direction and the rotation is very jittery when holding it and when dragging it the screen freaks out until its let go and then it moves. This is a really good tutorial and I can't figure out what the problem is, maybe its framerates or something but I really need help with this. Keyboard controls work perfectly though.
@gabrielp.2288
@gabrielp.2288 Жыл бұрын
Thank you for this great tutorial :
@dimaswisodewo7961
@dimaswisodewo7961 4 жыл бұрын
thank you so much! great video! please keep making another helpfull tutorial
@pb7461
@pb7461 4 жыл бұрын
Thanks for this great video, it contains some good tips.
@terminus8497
@terminus8497 3 жыл бұрын
finally someone with some standards around here
@VoxAndrews
@VoxAndrews 3 жыл бұрын
Very cool video mate, honestly you make some really informative stuff! Just wondering, do you think you could do a video on creating a Camera Controller but for a 3rd Person 3D-Platformer? Would love to see one of those!
@Gino12164
@Gino12164 4 жыл бұрын
Nice I was looking some of these tricks.
@doanogsvde5863
@doanogsvde5863 Жыл бұрын
我找到了好久,终于找到了,非常感谢
@darkerbogg1117
@darkerbogg1117 4 жыл бұрын
Thank you very much! I was trying to create a strategy game and got stuck with this thing. Your tutorial really helped me!
11 Things You (Probably) Didn't Know You Could Do In Unity
13:49
Game Dev Guide
Рет қаралды 151 М.
ПОМОГЛА НАЗЫВАЕТСЯ😂
00:20
Chapitosiki
Рет қаралды 28 МЛН
Running With Bigger And Bigger Feastables
00:17
MrBeast
Рет қаралды 139 МЛН
Pool Bed Prank By My Grandpa 😂 #funny
00:47
SKITS
Рет қаралды 19 МЛН
How Two People Created Gaming’s Most Complex Simulation System
38:54
ThatGuyGlen
Рет қаралды 1,4 МЛН
Next-Gen Unity Foot Placement Solution - iStep
2:59
Hoax Games
Рет қаралды 37 М.
Can an American City Planner Design the Ultimate Soviet City?
40:40
City Planner Plays
Рет қаралды 461 М.
Building a Traffic System in Unity
17:55
Game Dev Guide
Рет қаралды 217 М.
Pan, Zoom and limit camera movement - Unity 2D Tutorial
14:53
Shack Man
Рет қаралды 63 М.
Unity's New Input System:  The Definitive Guide
32:07
DmanGames
Рет қаралды 26 М.
ПОМОГЛА НАЗЫВАЕТСЯ😂
00:20
Chapitosiki
Рет қаралды 28 МЛН