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Cinemachine First Person Controller w/ Input System - Unity Tutorial

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samyam

samyam

Күн бұрын

Learn how to use Cinemachine and the new input system to make a First Person Controller in Unity!
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**DO THIS ► There is an easier way to override the old input system values in cinemachine using the Cinemachine Input Provider ( • How to use the NEW Inp... ).
Also make sure to normalize the camera direction before multiplying with the input. It will help the player keep a consistent speed when looking upwards and downwards.
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►►►Easier way to override Cinemachine values with Input System
• How to use the NEW Inp...
►Character Controller Move Script
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⏱️ Timestamps ⏱️
0:00 Intro
0:11 Set Up
0:45 Input System Controls
3:39 Input Manager
5:26 Player Controller
11:18 Cinemachine POV
21:52 Player Controller Changes
24:02 Outro
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Пікірлер: 282
@samyam
@samyam 3 жыл бұрын
There is another much simpler workflow to make Cinemachine work with the new input system kzfaq.info/get/bejne/rctkdqqe0La1ZoU.html docs.unity3d.com/Packages/com.unity.cinemachine@2.6/manual/CinemachineAlternativeInput.html I had not been aware of this option, thanks to @Christian Brassoe for the heads up! Also make sure to normalize the camera direction before multiplying with the input. It will help the player keep a consistent speed when looking upwards and downwards. However there might still be a small slowdown while doing this, as a workaround you can make an empty transform gameobject always point in the forwards direction of the player (rotate it on the y axis), and have the character use that forward vector to move forwards.
@micharand5522
@micharand5522 3 жыл бұрын
The video is still extremely helpful to those using this system! Thanks for the video!
@clarkmeyer7211
@clarkmeyer7211 Жыл бұрын
I'm assuming this is mainly to do with the extension since cinemachine has a built in new input system extension
@DennisGJerzSHU
@DennisGJerzSHU Жыл бұрын
Thank you. This video was exactly what I was looking for.
@bluejay7071
@bluejay7071 7 ай бұрын
You really should have made a full updated tutorial which incorporated this new information. Tacking it on as separate videos/ comments like this makes it harder to follow.
@DanJDA
@DanJDA 5 ай бұрын
Cool tutorial! If anyone is trying this on a newer engine version and finds themselves getting stuck when trying to add a 2D Vector Composite, it looks like it's now called an Up/Down/Left/Right Composite!
@CosmicComputer
@CosmicComputer 3 жыл бұрын
Awesome thank you! Been looking for some new input system info!
@SnutiHQ
@SnutiHQ 3 жыл бұрын
Have been hesitant about picking up the new input system, but this was a really good introduction to learn about it! 👍
@samyam
@samyam 3 жыл бұрын
Nice! Glad you enjoyed it 😁
@tauheedgamedev2388
@tauheedgamedev2388 3 жыл бұрын
Great Tutorial, not making a FPS at the moment but will definitely help in the future. 👍 Subbed
@EpicGamer63637
@EpicGamer63637 3 жыл бұрын
Your videos provide so much value that I can't even explain in words............ Thank you for all this, and keep up the great work........
@samyam
@samyam 3 жыл бұрын
Thanks so much! :D
@haisesasaki6861
@haisesasaki6861 Жыл бұрын
Again a very informative tutorial! Thank you for your detailed explanation :)
@xaviercheney4831
@xaviercheney4831 3 жыл бұрын
Very Useful, will come back when I feel lazy again.
@1RandomTalks
@1RandomTalks 3 жыл бұрын
thank u! exactly what I was looking for, I subbed keep up the great work. your communication is great
@samyam
@samyam 3 жыл бұрын
Thanks!
@chauchaub123
@chauchaub123 3 жыл бұрын
Thank you, that's what I looking for!
@IndieGamesWTF
@IndieGamesWTF Жыл бұрын
This tutorial needs an update :) thank you anyway for sharing great contents!
@slugha432
@slugha432 2 жыл бұрын
Great introduction to cinemachine virtual camera, I couldn't find a way to make it work without it, mouse delta with the new input is broken and giving weird result... Took me 30 hours to make the transition from the old to new and I wouldn't have succes without you . Thank you !
@samyam
@samyam 2 жыл бұрын
Awesome! By the way there’s an easier way to override the cinemachine values that I found out later if you are interested: kzfaq.info/get/bejne/rctkdqqe0La1ZoU.html
@conandev3710
@conandev3710 2 жыл бұрын
This has solved my problem; thank you very much. Subscribed.
@ColeWithAGoal
@ColeWithAGoal 3 жыл бұрын
Never used Cinemachine extensions to control camera input, very interesting and think I may stick with it moving forward! Thanks for the tutorial
@samyam
@samyam 3 жыл бұрын
It's pretty neat! Although I found out after this video that there is an easier way to override the values; if you are interested here is the link: How to use the NEW Input System with Cinemachine in Unity kzfaq.info/get/bejne/rctkdqqe0La1ZoU.html
@ColeWithAGoal
@ColeWithAGoal 3 жыл бұрын
@@samyam Awesome, thanks!
@pietrosprudente
@pietrosprudente 7 ай бұрын
This was really helpful! Thanks!
@brian.g.716
@brian.g.716 3 жыл бұрын
Dynamite! Thank you again!
@user-rd2dy4bs4h
@user-rd2dy4bs4h Ай бұрын
AHHHHHH FINALLY EVERYTHING WORKS!! You're a treasure🥺🧡
@calvinms7503
@calvinms7503 Жыл бұрын
Thank you YamSam!
@mahoromatic02
@mahoromatic02 2 жыл бұрын
I swear you're a life saver!
@Shanks3737
@Shanks3737 3 жыл бұрын
Just as a guide for some of you having trouble with the jumping side of this character controller script, you should change the default playervelocity when grounded to atleast -0.1f instead of 0.0f and its a good idea to use checkspheres to detect the groundinstead of the character controller, the character controllers isGrounded doesn't tend to work 100% of the time.
@samyam
@samyam 3 жыл бұрын
Thanks! Make sure you also set min move distance to 0 in the character controller component, that might fix some of the issues with jumping and grounding you are having :)
@cmdvolken6053
@cmdvolken6053 Ай бұрын
Can I say good night these tutorials are excellent!
@superhardcode
@superhardcode 7 ай бұрын
thanks for this, sam!
@_molmor
@_molmor 3 жыл бұрын
Great tutorial thank you so much! Saved my bacon :)
@AkaNull
@AkaNull 6 ай бұрын
For those who are having trouble with making aim and new input system work: You can actually add Cinemachine Input Provider Component to your virtual camera object and assign your look input action to its XYZ axis values
@acanico3675
@acanico3675 9 ай бұрын
Amaizing Video, Congrats!!
@heozkan
@heozkan Жыл бұрын
Thank you samyam i like you 🖤
@lambjalfrezi
@lambjalfrezi 3 жыл бұрын
This is an interesting approach, but it is a bit advanced! A simpler method is to place an empty child game object (H) at the position of the player's head and add a child of THAT object sticking out a small way along the z-axis (T). Set a Cinemachine camera at the same position as H with Look At target of T. Use the rotation controls to set the rotation of H, and the camera will now act as a First Person camera.
@samyam
@samyam 3 жыл бұрын
That's a neat trick! Thanks :)
@ssmasrour
@ssmasrour 2 жыл бұрын
A simpler method for reading Input instead of writing an extension for cinemachine is adding CinemachIneInputProvider component. BTW, your tutorials are really useful for me.
@samyam
@samyam 2 жыл бұрын
Thanks! Yeah I pinned a comment to this video with that fix, made a video on it: kzfaq.info/get/bejne/rctkdqqe0La1ZoU.html
@jonihalttunen2437
@jonihalttunen2437 3 жыл бұрын
In the virtual cameras aim selection I used "same as follow target" instead of "POV" and it worked by itself without any extensions needed. I don't really know what's the difference between these two but at least for me the "same as follow target" worked fine.
@samyam
@samyam 3 жыл бұрын
If it works that’s great! For reference: POV docs.unity3d.com/Packages/com.unity.cinemachine@2.1/api/Cinemachine.CinemachinePOV.html Same as Follow Target docs.unity3d.com/Packages/com.unity.cinemachine@2.3/manual/CinemachineAimSameAsFollow.html
@jacobwelch3055
@jacobwelch3055 2 жыл бұрын
For anyone wondering, you should normalize the movement Vector3 after mulitplying it by the camera transform values. As it is in the video, the player will move slower when looking at the ground or ceiling.
@samyam
@samyam 2 жыл бұрын
I have this added in the pinned comment but it's pretty hard to notice. But yeah you still might get a small slowdown even when normalizing but it's hard to notice, as a workaround you can make an empty transform gameobject always point in the forwards direction of the player (rotate it on the y), and have the character use that forward vector to move forwards. Thanks!
@poohbear4821
@poohbear4821 2 жыл бұрын
how do you normalise this?
@jacobwelch3055
@jacobwelch3055 2 жыл бұрын
@@poohbear4821 You can do this in two ways. You can do myVector.Normalize(); with myVector being the name of your vector variable or you can do myVector = myVector.normalized;. Alternatively, myVector.normalized could be used directly instead of assigning it back to variable.
@bluejay7071
@bluejay7071 7 ай бұрын
@@jacobwelch3055 Which vector variable? she has us make 3 in the Player controller script. Is it move? could you please share a code snippet?
@bluejay7071
@bluejay7071 7 ай бұрын
@@samyam but how do you do the empty transform part? Simple replacing the camera with it does not work. How do I rotate it on the y?
@jgriep
@jgriep 2 жыл бұрын
@samyam Good video :) With what you have built, I am wondering what advantage you see in doing this with a cinemachine camera versus a standard camera?
@GrumpAI
@GrumpAI Ай бұрын
Beautiful
@GrumpAI
@GrumpAI Ай бұрын
This worked like a charm, even though I converted a 3rd person to 1st person, would however like to know how to do sprint and crouch .
@krithsplayz6955
@krithsplayz6955 3 жыл бұрын
For those migrating from the old input system , go to edit -> project settings-> player and select both under input systems
@samyam
@samyam 3 жыл бұрын
I’d suggest migrating completely to the new system to avoid later confusion and make the code more consistent, but it’s up to you!
@krithsplayz6955
@krithsplayz6955 3 жыл бұрын
@@samyam Ye I would do that but i have thousands of lines of code that i need to clean up so i need to clean that up before i completely move
@chrisholden8793
@chrisholden8793 3 жыл бұрын
Great videos samyam! just one small criticism though, it might just be me, but i can hear the bass from your keyboard presses, might just be my headphones though. Still not as annoying as some of those guys with their super clickies going on constantly.
@samyam
@samyam 3 жыл бұрын
Yeah someone else told me that too a while ago and I fixed it more in later videos, let me know if you still hear it later on, thank you!
@durstiespace2270
@durstiespace2270 3 жыл бұрын
Did you re-upload this? I could have sworn that I used this exact video to get my project started earlier this week.
@samyam
@samyam 3 жыл бұрын
No I release it 3 days earlier for patrons, I might have accidentally pressed public instead of unlisted for a second 🤔
@durstiespace2270
@durstiespace2270 3 жыл бұрын
@@samyam I just looked and I got it confused with your "Mobile Joystick with NEW Input System and Cinemachine - Unity 2020 Tutorial" video. My bad.
@samyam
@samyam 3 жыл бұрын
Gotcha, no prob!
@neurodr0me634
@neurodr0me634 2 жыл бұрын
Great video! Except the way mouselook works seems backwards to me, is this standard? Having the camera determine facing, rather than having the facing determine the camera. For one thing this means that turning the camera doesn't actually rotate your player object, which is quite noticeable via shadows.
@raywing00
@raywing00 Жыл бұрын
Hi, Thank you for the video, it was very helpful. I am now trying to create a First and Third person camera, it works fine when the cameras were not grouped under the Player GO, but when I moved them to under the Player GO (which I have to), movement on the First Person view sends the camera spinning. I am actually using a ThirdPersonController script to move the character, using the new input system. Do I have to separately switch to a FirstPersonController script on changing the camera?
@functionSam
@functionSam 3 жыл бұрын
First off, thank you for these tutorials, it's easy to understand & follow (A rare trait compared to other tutorials that I've seen)! I have a request (if possible) that if possible, do you think you could do a tutorial about making a player controller & input manager that isn't dependent on Cinemachine? If you don't have time for it, is there any workarounds or other suggestions that someone could take?
@samyam
@samyam 3 жыл бұрын
I don’t currently have an FPS video without using Cinemachine. The code should work the same if you remove Cinemachine and make the camera follow the players location and aim. I have a camera follow video but it’s not designed to be an fps camera kzfaq.info/get/bejne/hbuSn8R5s6unc30.html Here’s a mouse aiming tutorial gamedevacademy.org/unity-3d-first-and-third-person-view-tutorial/#Section_1_First_Person_View
@functionSam
@functionSam 3 жыл бұрын
@@samyam Thank you for the reply, I'll take a look at it during the week
@functionSam
@functionSam 3 жыл бұрын
@@samyam Hello again, It's been a little while but I was thinking of giving you an update, I used the "mouse aiming tutorial" that you linked & adapted it so it uses the Input Manager (based on your tutorial) & I managed to make it work although it does look a bit... wonky: imgur.com/a/gS6aCoD Looking up & down works just fine, but the PlayerController doesn't become so.. agreeable when trying to look left/right, trying to do so makes the player "vibrate". I think it's because the movement that I have at the moment that makes the player "rotate" is bound(?) depending on which direction I'm moving at, so I'm think that my next step is to make the player rotate left/right with the mouse instead of the keyboard (where I maybe want to strafe with the Player instead). I think your tutorials are great, you are (from what I've seen so far) super clear in your instructions which I think (in my opinion) kinda rare when looking around for tutorials on KZfaq. Keep it up!
@samyam
@samyam 3 жыл бұрын
let me know if you have any other questions! I also have a third person video which might help with rotation kzfaq.info/get/bejne/f9OldtuQvbzFdYU.html
@functionSam
@functionSam 3 жыл бұрын
@@samyam Thank you, I'll take a look at it when I have time for it. Have a nice weekend, whenever it is for you!
@vressentials
@vressentials 3 жыл бұрын
Dear Samyam, seems that when I enter the Bool in the "PlayerJumpedThisFrame", my Unity (2020.3) doesn't recognize this in the Visual Studio. Also the PlayerControls only seems to call PlayerController instead, in the first method called "private PlayerControls playerControls".
@samyam
@samyam 3 жыл бұрын
Make sure you have a reference to the input manager and are calling the function through that reference. For the second issue, try regenerating the input action script, sometimes that solves issues where it doesn’t recognize it. Also, try closing Visual Studio, then in Unity going to Assets>Open C# Project, that sometimes fixes linker errors.
@sadu1524
@sadu1524 9 ай бұрын
Btw, nowdays there is a script called Cinemachine unput provider which allows for reading input for camera's aim from new input system
@jaredciano4810
@jaredciano4810 2 жыл бұрын
Great tutorial, I've been wanting to use CinemaMachines like this for a while now! Is anyone else getting lots of screen jittering when they move the Camera and move the Player at the same time though?
@samyam
@samyam 2 жыл бұрын
Usually that happens when the camera is running at a different frame rate than the player movement (aka which Update method it is running at). Try updating the Cinemachine package to the latest, it has a SmartUpdate (in the cinemachine brain component on the camera) that determines which frame rate your object moves at and matches it forum.unity.com/threads/cinemachine-crazy-jitter.465865/
@theUSpopulation
@theUSpopulation 3 жыл бұрын
Hello! Thank you so much for the tutorial! But I have a quick question: I am changing my old code to the new input system but I am having trouble with implementing the spring. The sprint occurred while the left shift button was held down. However, I am not sure how to do that with the new input system. When referencing the .triggered method, it only triggers upon being pressed. Do you have any idea how I can set it up so I can continuously return true during the loop so long as the button is down? Thank you! Your channel is very helpful!
@samyam
@samyam 3 жыл бұрын
Yes if you are using an input action you can use .ReadValue() and it will return 1 if it is pressed. Or you can subscribe to the performed callback and set a sprint variable to true, then in the canceled callback you can set the variable sprint back to false.
@theUSpopulation
@theUSpopulation 3 жыл бұрын
@@samyam Thank you so much!
@rekkimaru7
@rekkimaru7 Жыл бұрын
And here I am after many years still sticking to the old input system. So for someone who never made the switch and is wondering if it's worth it... should I actually try out the new one or stick to the old input system?
@dacriaxvgr
@dacriaxvgr 6 ай бұрын
Great tutorial! With the latest cinemachine version we now have a way to provide the inputs so the override is not necessary, however, even with that the character keeps moving in the wrong directions. Is someone has a way to fix this, it would help me a lot!
@fernandomilans8444
@fernandomilans8444 3 жыл бұрын
Hello, could you think of making a video on how to implement a box selection in 3d with the new input system, I am having problems in how to handle the raycast when you leave the mouse pressed to create the box on the screen.. Thanks!
@samyam
@samyam 3 жыл бұрын
I have a raycast video with the input system kzfaq.info/get/bejne/gK90arySrafYe3U.html
@NotARealPersonBR
@NotARealPersonBR Жыл бұрын
dude that jump bug has being a problem for a while, thanks
@operationfrogurt
@operationfrogurt Жыл бұрын
The method used to make sure the input direction is relative to the camera doesn't work. Since it is using the camera's forward vector if you look at the ground and walk forward your velocity decreases. It would be better to make the horizontal look rotate the player then take the forward and right vector of the player object.
@operationfrogurt
@operationfrogurt Жыл бұрын
I should say though, this was a great video otherwise and helped me set up the base of my FPS controller.
@niekvandenberg1012
@niekvandenberg1012 3 жыл бұрын
Hey great video, I have one question how can i make the player body rotate with the camera only on the Y axis?
@samyam
@samyam 3 жыл бұрын
I go over rotation in the third person video at around 14:27 kzfaq.info/get/bejne/f9OldtuQvbzFdYU.html
@niekvandenberg1012
@niekvandenberg1012 3 жыл бұрын
@@samyam thank you i finally got it working
@R4venshore
@R4venshore 3 жыл бұрын
I think the easiest thing to do, since you are already using the input in the Cinemachine extension to rotate the camera is to say: float targetAngle = cameraTransform.eulerAngles.y; transform.rotation = Quaternion.Euler(0f, targetAngle, 0f);
@abdrnasr
@abdrnasr Жыл бұрын
Why do you multiply deltaTime by aiming input? Does it lead to a better result?
@saiverx
@saiverx 3 жыл бұрын
Hey, Sam! I've set my clamp to 90 degrees. When I look straight up/down my character barely moves forward. I'm guessing the fix is related to when we are writing "camera.forward" in order to move towards the camera direction? I'll edit this comment if I can find a simple fix. Edit: Here's the fix: I changed the clamp from 90 to 89.9 and I also modified the PlayerController.cs around line 52 to this: Vector3 camdir = cameraTransform.forward; camdir.y = 0; camdir.Normalize(); move = camdir * move.z + cameraTransform.right * move.x;
@samyam
@samyam 3 жыл бұрын
You can normalize the direction so it doesn't do that, thanks for pointing it out!
@saiverx
@saiverx 3 жыл бұрын
@@samyam Yeah, Here's the fix I came up with: Vector3 camdir = cameraTransform.forward; camdir.y = 0; camdir.Normalize(); move = camdir * move.z + cameraTransform.right * move.x;
@saiverx
@saiverx 3 жыл бұрын
@@samyam But shouldn't move.y = 0f actually fix this issue? Considering when I normalized the vector I did the exact same thing to the forward direction of the camera... :P
@samyam
@samyam 3 жыл бұрын
Making y 0 stops it from bouncing when you look upwards or downwards. If you don't normalize the vector and look downward it will slow down the speed of the player since the vector will be "shorter" (Pointing downward)
@BrunoHiltune
@BrunoHiltune 2 жыл бұрын
@@saiverx Hey man, just wanted to let you know that this, of all the things I've tried, is the fix I've been looking for. Normalize wasn't working because I was using movement acceleration/deceleration, and this helped fix the issue. Thanks a lot!
@ZeyFight
@ZeyFight 2 жыл бұрын
I don't know why but when I launch the game in Unity editor, my sensitivity is unplayable! Whereas when I built the project, there is no problem... Do you know how to solve the problem ? 🤔
@darkdoom907
@darkdoom907 2 жыл бұрын
How can i use right Stick instead of mouse? Like I make it ctx.ReadValue and then instead of Vector2 "deltaInput" I use these values, and its not working?
@kylem3284
@kylem3284 3 жыл бұрын
Thanks! Great video! But I'm getting a "The type or namespace name 'PlayerControls' could not be found (are you missing a using directive or an assembly reference?)" error on the InputManager script. Any idea on what the issue could be?
@samyam
@samyam 3 жыл бұрын
Try regenerating the input action script to match the name (and delete the old one before that). Sometimes that fixes the issue, let me know! 🙂
@kylem3284
@kylem3284 3 жыл бұрын
@@samyam Thanks, that worked!!
@_VeonAlmeida
@_VeonAlmeida 2 жыл бұрын
hey ur FpsController video worked for me but the TpsController video is not.... i'm not getting any error and still my character doesn't move can u help???!!
@memelord583
@memelord583 3 жыл бұрын
poggity pog pog
@DarkLynxDEV
@DarkLynxDEV 2 жыл бұрын
Tell me if anyone else has this issue, so the camera works great and I have full control over the character s movements but if I look up and walk forward or I look down and walk backward, I begin to fly... I believe due to the forward of the camera being at an angle almost like ascending stairs. Its odd.
@bobs-builds
@bobs-builds 3 ай бұрын
I know this is an old video but im getting an error for the PlayerController script. Specifically error CS0117: 'InputManager' does not contrain a definition for 'Instance' I've read both your code and mine and they're the same but I am a newb at coding so I have no idea what the fix could be.
@MrDante224
@MrDante224 3 жыл бұрын
Nice video! But i have a question, 'if(startingRotation == null)' is never gonna be true right? Cause how I understand it, Vector3 is a struct type and can never be null, instead it's Vector3.zero.
@samyam
@samyam 3 жыл бұрын
If the value hasn’t been initialized it’ll be null. Side note: there’s an easier way to override the cinemachine values that I found kzfaq.info/get/bejne/rctkdqqe0La1ZoU.html
@leerc7721
@leerc7721 2 жыл бұрын
Hi, I'm having a problem where the player just keeps floating down as soon as I press play
@lazlosteele4747
@lazlosteele4747 3 жыл бұрын
Any idea on how to integrate the cinemachine architecture into a PUN2 networked game? Looking for each instantiated player to get their own POV camera and I'm struggling. Thank you for the excellent tutorials.
@lazlosteele4747
@lazlosteele4747 3 жыл бұрын
For anybody trying to solve this same issue, you want to put your main camera and your input manager onto the network object that instantiates your player prefab. You then put your cinemachine vcam onto your player prefab. Seems to take care of the routing for you but I will update if that is not the case.
@samyam
@samyam 3 жыл бұрын
That’s similar to what I did for the local multiplayer, nice job! Local Multiplayer with NEW Input System - Unity Tutorial kzfaq.info/get/bejne/ncWjY9xm3qzciZs.html
@lazlosteele4747
@lazlosteele4747 3 жыл бұрын
@@samyam Oh neat, thanks for the link. Of course after you solve one problem it's on to the next, right? For some reason now the Photon.PUN namespace isn't registering properly. :Shrug:
@samyam
@samyam 3 жыл бұрын
I haven’t used Photon much, maybe this forum can help or a similar one? answers.unity.com/questions/1715759/the-type-or-namespace-name-pun-does-not-exist-in-t.html
@shotgun1995hot
@shotgun1995hot Жыл бұрын
Can I use this same logic for fps mobile project ?
@residentsicko
@residentsicko 3 жыл бұрын
Any way to fix the juddering when you jump towards an object while next to said object? It's as if the player gets stuck on the front edge. Sorry for the "noob" question but I only just managed to get this working and I'm worried that changing anything will cause it to not work.
@samyam
@samyam 3 жыл бұрын
Try changing the step offset to a smaller amount and see if that helps
@REBELHEADGAMES
@REBELHEADGAMES Жыл бұрын
Hi there, I tried everything and I am getting no errors. Code is correct... But still I cant move. No movement of the player as well as the camera appear to be "stuck". No errors. No structural faults...
@fernandomilans8444
@fernandomilans8444 3 жыл бұрын
Another query, because in this part you used playerControls.Player.Jump.triggered; and not playerControls.Player.Jump.ReadValue ()?
@samyam
@samyam 3 жыл бұрын
Triggered means it is currently being pressed in this frame, I believe you could use both because it is a Button and would return true(1) or false(0)
@chakibchemso
@chakibchemso 2 жыл бұрын
nice vid actually for my thrid person setup i overrided the input fields directly from my input manager i guess they were named m_somethingX/Y its bad practice but who cares lmao
@samyam
@samyam 2 жыл бұрын
There is another way to override the cinemachine values which is easier as well: kzfaq.info/get/bejne/rctkdqqe0La1ZoU.html
@dewaldbotha6390
@dewaldbotha6390 2 жыл бұрын
Hi. Great tutorial. I'm just stuck at a point I can't figure out to actually make my player rotate with the camera. If I rotate the camera 180 and move forward it does move in direction the camera is facing but the actual character is moving backwards. If I uncomment the one part (you noted we should comment out) then it rotates as soon as i start moving but not when stationary. Any advice on that thank you.
@samyam
@samyam 2 жыл бұрын
Thanks!! Btw after I made this video I found an easier way to override the Cinemachine values kzfaq.info/get/bejne/rctkdqqe0La1ZoU.html Which part are you referring to? I made this quite a while ago I don’t remember 😅
@dewaldbotha6390
@dewaldbotha6390 2 жыл бұрын
@@samyam Thank you for the response and it it this part. //if (move != Vector3.zero) //{ // gameObject.transform.forward = move; //}
@samyam
@samyam 2 жыл бұрын
Yes that’s correct, if you want it to rotate while not moving remove the if statement before the rotation code that checks if the input is a non zero vector
@dj51401
@dj51401 2 жыл бұрын
did you know cinemachine has an input handler that you just hook in the action to? or did you just do it this way so all input goes thru the input manager first?
@samyam
@samyam 2 жыл бұрын
Yeah I made this video before knowing that, in the pinned comment I have a video showing how to use it kzfaq.info/get/bejne/rctkdqqe0La1ZoU.html
@UnshotSpy
@UnshotSpy 2 ай бұрын
For anyone having problems with the movement speed slowdown when looking straight up or down, here's a fix that worked for me using projecting to plane: Vector2 movement = inputManager.GetPlayerMovement(); Vector3 move = new Vector3(movement.x, 0f, movement.y); // Project the camera forward and right vectors onto the ground plane Vector3 cameraForward = Vector3.ProjectOnPlane(cameraTransform.forward, Vector3.up).normalized; Vector3 cameraRight = Vector3.ProjectOnPlane(cameraTransform.right, Vector3.up).normalized; move = cameraForward * move.z + cameraRight * move.x; controller.Move(move * Time.deltaTime * playerSpeed);
@P_tricc
@P_tricc 3 жыл бұрын
If you guys want a script that doesn't use Cinemachine I made this one by changing brackey's fps camera move script(the input system is the same as the one samyam shows): Idk if its good or not: using UnityEngine; public class CameraController : MonoBehaviour { public float MouseSenseativity = 100f; public Transform Character; private PlayerControls Controlls; float XRotation = 0f; void Awake() { Controlls = new PlayerControls(); } void Start() { Cursor.lockState = CursorLockMode.Locked; } void Update() { Vector2 MouseMovement = Controlls.Default.MouseMovement.ReadValue(); float MouseX = MouseMovement.x * MouseSenseativity * Time.deltaTime; float MouseY = MouseMovement.y * MouseSenseativity * Time.deltaTime; XRotation -= MouseY; XRotation = Mathf.Clamp(XRotation, -90f, 90f); transform.localRotation = Quaternion.Euler(XRotation, 0f, 0f); Character.Rotate(Vector3.up * MouseX); } private void OnEnable() { Controlls.Enable(); } private void OnDisable() { Controlls.Disable(); } }
@robotman5105
@robotman5105 3 жыл бұрын
I have a problem with the movement in relation to the camera. When you look down, your character movement is slower.
@samyam
@samyam 3 жыл бұрын
Normalize the camera vector before you use it, because since it points down the vector distance will be shorter. (cameraMain.transform.forward.normalize and same with right)
@joshparker5479
@joshparker5479 2 жыл бұрын
@@samyam Where in the code does this go?
@georginikolov2337
@georginikolov2337 2 жыл бұрын
Please advice me, Cinemachine camera rotation is not working with same configuration, but using Gamepad Right Stick (control type = Vector2)
@samyam
@samyam 2 жыл бұрын
Try overriding the cinemachine values this way as per the pinned comment on this video: kzfaq.info/get/bejne/rctkdqqe0La1ZoU.html
@denisgoodman4492
@denisgoodman4492 2 жыл бұрын
16:37 "You can put the startingRotation in the Awake"? Don't understand what it can give? (I know regrading "AlternativeInput")
@38clonewars
@38clonewars Жыл бұрын
I am getting NullReferenceExceptions for my three cameraTransform references, and I have no idea how to work around this or fix it. I want to watch your updated video, but I wanna first figure out why I am getting this exception. Mind helping a buddy out? I've been trying to figure this out since last Christmas, no lie lol
@brockbrumley2793
@brockbrumley2793 Жыл бұрын
Lady, please answer my comment. I am losing my ever-loving mind
@samyam
@samyam Жыл бұрын
We have a Discord in the description with a help section, you can ask help there and post your code + screenshots and describe what’s happening (or not happening)
@38clonewars
@38clonewars Жыл бұрын
@@samyam thank you! I’m sorry for sounding like a douche; I’ve just been on this part of my project for over a year, and your tutorial was the best one I found.
@Nico-eq3rf
@Nico-eq3rf 2 жыл бұрын
" This is where things get little tricky" *Me confused allready* 'Riiiight'
@samyam
@samyam 2 жыл бұрын
😂 oopsies
@PikBo100
@PikBo100 3 жыл бұрын
how do i force the camera stay in that point on head because if have walk animation the camera is bouncing and is not keeping that point what i setted up..the hard lock to target is not working
@samyam
@samyam 3 жыл бұрын
I’d recommend having an empty gameobject with the player movement script, then as a child have the mesh with the animations, and attach the parent gameobject with the player script to the Follow and Look At component of the Cinemachine camera. That way the animation bobbing won’t impact the camera.
@squidee_
@squidee_ 2 жыл бұрын
I'm getting an error in VSCode where the namespace "Cinemachine" could not be found. I've already tried: Re-installing Cinemachine, Making sure I had VSCode closed when I installed Cinemachine, Regenerating project files and Deleting the VSCode solution and letting unity regenerate it. I know it's not your tutorials fault but I'm just wondering if you have a fix for this. Thanks! Unnecessary using directive. [Assembly-CSharp]csharp(CS8019) The type or namespace name 'Cinemachine' could not be found (are you missing a using directive or an assembly reference?) [Assembly-CSharp]csharp(CS0246)
@samyam
@samyam 2 жыл бұрын
Does this error appear in Unity or just in VS Code? If the latter try closing out of vs code, in unity go to Assets>Generate C# Project Also did you import Cinemachine? using Cinemachine; And make sure you have your vs code set up properly kzfaq.info/get/bejne/ar2Hi5WQ2cDZZYU.html
@themaskyyt
@themaskyyt 2 жыл бұрын
Hi, I'm having a very odd issue with Cinemachine and my FPS Controller. Basically, once the Cinemachine camera is set up and I hit play, the movement controls (WASD) are reversed, and I can't move in certain directions. I've followed other tutorials (there aren't many) using Cinemachine and none of them had this problem. Old Main Camera was working fine, not sure what could it be, honestly.
@samyam
@samyam 2 жыл бұрын
I think your cinemachine camera may be backwards, so it looks like your input is being reversed but it actually isn't. Try setting the starting rotation on your camera to match the direction your player should move/face in.
@themaskyyt
@themaskyyt 2 жыл бұрын
@@samyam Hi, thanks for answering. I made a post on the forums and apparently it is some sort of bug. The advice was to make a 3rd person setup but with some tweaked values. Unfortunately, it didn't work, so I ended up setting up Aim and Body to do nothing with empty Look At and Follow fields. Also, the vcam is a child of the main camera (if not, the Y axis didn't respond).
@samyam
@samyam 2 жыл бұрын
Ah okay, the starter assets uses a similar method but it rotates an empty gameobject and uses that in cinemachine. kzfaq.info/get/bejne/eapgec-i0dLKeXk.html
@themaskyyt
@themaskyyt 2 жыл бұрын
@@samyam I'll take a look at that setup, maybe it's better than mine lol, thanks btw
@theopetermann7232
@theopetermann7232 Жыл бұрын
Hey i have a Problem with my Code evreytime i code something and compile it and go back into Unity this Error pops up but after I play it the error goes away and only comes back when i compile. The Error:NullReferenceException: Object reference not set to an instance of an object CinemachinePOVExtension.PostPipelineStageCallback (Cinemachine.CinemachineVirtualCameraBase vcam, Cinemachine.CinemachineCore+Stage stage, Cinemachine.CameraState& state, System.Single deltaTime) (at Assets/Scripts/CinemachinePOVExtension.cs:31) Cinemachine.CinemachineExtension.InvokePostPipelineStageCallback (Cinemachine.CinemachineVirtualCameraBase vcam, Cinemachine.CinemachineCore+Stage stage, Cinemachine.CameraState& state, System.Single deltaTime) (at Library/PackageCache/com.unity.cinemachine@2.8.9/Runtime/Core/CinemachineExtension.cs:93) Cinemachine.CinemachineVirtualCameraBase.InvokePostPipelineStageCallback (Cinemachine.CinemachineVirtualCameraBase vcam, Cinemachine.CinemachineCore+Stage stage, Cinemachine.CameraState& newState, System.Single deltaTime) (at Library/PackageCache/com.unity.cinemachine@2.8.9/Runtime/Core/CinemachineVirtualCameraBase.cs:278) Cinemachine.CinemachineVirtualCamera.CalculateNewState (UnityEngine.Vector3 worldUp, System.Single deltaTime) (at Library/PackageCache/com.unity.cinemachine@2.8.9/Runtime/Behaviours/CinemachineVirtualCamera.cs:526) Cinemachine.CinemachineVirtualCamera.InternalUpdateCameraState (UnityEngine.Vector3 worldUp, System.Single deltaTime) (at Library/PackageCache/com.unity.cinemachine@2.8.9/Runtime/Behaviours/CinemachineVirtualCamera.cs:155) Cinemachine.CinemachineCore.UpdateVirtualCamera (Cinemachine.CinemachineVirtualCameraBase vcam, UnityEngine.Vector3 worldUp, System.Single deltaTime) (at Library/PackageCache/com.unity.cinemachine@2.8.9/Runtime/Core/CinemachineCore.cs:355) Cinemachine.CinemachineVirtualCameraBase.UpdateCameraState (UnityEngine.Vector3 worldUp, System.Single deltaTime) (at Library/PackageCache/com.unity.cinemachine@2.8.9/Runtime/Core/CinemachineVirtualCameraBase.cs:454) Cinemachine.CinemachineVirtualCamera.OnTransitionFromCamera (Cinemachine.ICinemachineCamera fromCam, UnityEngine.Vector3 worldUp, System.Single deltaTime) (at Library/PackageCache/com.unity.cinemachine@2.8.9/Runtime/Behaviours/CinemachineVirtualCamera.cs:618) Cinemachine.CinemachineBrain.ProcessActiveCamera (System.Single deltaTime) (at Library/PackageCache/com.unity.cinemachine@2.8.9/Runtime/Behaviours/CinemachineBrain.cs:650) Cinemachine.CinemachineBrain.OnPreCull () (at Library/PackageCache/com.unity.cinemachine@2.8.9/Runtime/Behaviours/CinemachineBrain.cs:394) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
@axongaming5783
@axongaming5783 3 жыл бұрын
How can I access the axis values of the Aim component in virtual camera using script? I am trying to add recoil by modifying the y axis value. Help.
@samyam
@samyam 3 жыл бұрын
You can do something like this as an example: using Cinemachine; ... CinemachinePOV povCamera = playerFPVCamera.GetCinemachineComponent(); povCamera.m_VerticalAxis.Value += 3.0f; forum.unity.com/threads/virtual-camera-accessing-aim-and-body-properties-through-script.950551/ Here is what you can access from the m_VerticalAxis: documentation.help/Cinemachine/5a5cfe45-c889-27e5-3a28-134cacff510e.htm Another way is you can create a shake that moves in the y axis and fire it everytime you shoot: Easy Cinemachine Built-In Screen Shake - Unity Tutorial kzfaq.info/get/bejne/br6KpNKh0q-acX0.html&t
@trxshlord
@trxshlord 3 жыл бұрын
What is the reasoning behind Unity changing the input system? How will this be beneficial? It seems far more complicated to use.
@samyam
@samyam 3 жыл бұрын
You can easily change controls for any system or console just by changing the input action, and they have a lot of processing available for your input as well. It's very customizable. Once you learn it it's not so bad to use.
@pedrodesanti6266
@pedrodesanti6266 3 жыл бұрын
everthing works fine in play mode but in the editor i still keep getting the null reference in the POV script, everytime i click in any object
@samyam
@samyam 3 жыл бұрын
After I recorded this video I found there was an easier way to override the Cinemachine values without the need to make an extension. kzfaq.info/get/bejne/rctkdqqe0La1ZoU.html Also what's the null reference for? If it's for the singleton instance then make sure the singleton's script execution order is before this pov extension script order.
@pedrodesanti6266
@pedrodesanti6266 3 жыл бұрын
@@samyam thx i fixed but i will check this way too
@oliverrebizant635
@oliverrebizant635 3 жыл бұрын
Hi, i have a problem with the Camera rotation. When i move the mouse, the rotation of the Maincamera resets to 0.
@samyam
@samyam 3 жыл бұрын
Make sure your code is correct and try setting your input action value for Look to Value and not Passthrough. There is also an easier workaround for getting new input system values in cinemachine kzfaq.info/get/bejne/rctkdqqe0La1ZoU.html Let me know if any of those help.
@thecuriousone1721
@thecuriousone1721 3 жыл бұрын
hey i have a problem... everything works fine the player moves in the direction of the camera but the character model does not rotate at all...if i don't comment out the if statement that you did 23:01 the character rotates in the direction of movement and not in the direction of the camera... can you try it yourself and check if your character rotates around because you checked it with no character model, so i will know if i messed up
@samyam
@samyam 3 жыл бұрын
Yeah the model wouldn't rotate around because I didn't program that in. In this video though I show how to use an equation to rotate the player based on input and camera kzfaq.info/get/bejne/f9OldtuQvbzFdYU.html at 14:28
@thecuriousone1721
@thecuriousone1721 3 жыл бұрын
thanks its working now... can you make a tutorial on picking up and throwing objects... being a little selfish here cause i want that in my game 😁
@samyam
@samyam 3 жыл бұрын
I'll see for future videos! This video might help though kzfaq.info/get/bejne/gK90arySrafYe3U.html
@UltrioStudios
@UltrioStudios 2 жыл бұрын
how to do camera movement for gamepad
@samyam
@samyam 2 жыл бұрын
Instead of making an extension, you can use this way which is easier: kzfaq.info/get/bejne/rctkdqqe0La1ZoU.html And under your input action add Gamepad>Right Stick which is a Vector2 (or LeftStick depending on what you want)
@poohbear4821
@poohbear4821 2 жыл бұрын
onMouseEnter events dont work with this system and i cant find how to hover over objects and click on objects using this system anyone here know how to do this?
@poohbear4821
@poohbear4821 2 жыл бұрын
Okay i figured it out on my own but i was using a raycast but it wasnt working but on the input manager i changed the mouse delta to position so if anyone else has this problem and sees this, hope this helps
@patrickvasile9575
@patrickvasile9575 3 жыл бұрын
Hey i wanted to ask, i followed this tutorial, and my camera when i look up and down, the camera position moves forward and backwards, i just wanted to know why that might be
@samyam
@samyam 3 жыл бұрын
That’s because of the rigs radius, it’s angled at an orbit so when you look up and down it moves along the orbit, it is to mimic a third person camera. You can adjust the position and radius of each rig to get your desired result.
@patrickvasile9575
@patrickvasile9575 3 жыл бұрын
@@samyam i figured out the issue, because i had to translate the characters forward withthe cameras forward, i need to lock in the y. camForward = camT.forward; camForward.y = tr.forward.y; tr.forward = camForward; the problem before was that i was just calling tr.forward = cam.forward
@samyam
@samyam 3 жыл бұрын
Hmm maybe you could try actually normalizing the camera forward vector so it gets the general direction instead of locking the camera. But glad it works!
@LyricistBuu
@LyricistBuu 3 жыл бұрын
is there a jump script to jump or does it work like that???
@samyam
@samyam 3 жыл бұрын
The jumping is inside the player controller script that we are using the character controller component to move with
@kyoshuu
@kyoshuu 3 жыл бұрын
Hi. I'm getting a "The type or namespace name 'CinemachineExtension' could not be found (are you missing a using directive or an assembly reference?))". What the issue could be?
@samyam
@samyam 3 жыл бұрын
Did you put "using Cinemachine;" and downlod the Cinemachine package from the Package Manager?
@kyoshuu
@kyoshuu 3 жыл бұрын
@@samyam yes, i did it. But it's not working
@samyam
@samyam 3 жыл бұрын
What version of Unity are you using? Try reinstalling Chinemachine from the package manager as well.
@kyoshuu
@kyoshuu 3 жыл бұрын
@@samyam I'll try. Thank you !
@kyoshuu
@kyoshuu 3 жыл бұрын
@@samyam i'm using version 2020.1.10f1
@mp-rayhanauliasw8867
@mp-rayhanauliasw8867 3 жыл бұрын
hi, i've followed the tutorial but my object is not moving, only my camera. How to fix that ? :(
@samyam
@samyam 3 жыл бұрын
Did you attached the player controller/movement script to the player? It’s hard to tell since it can be a lot of things. Also make sure you’re movement speed isn’t 0. You can join our discord if you’d like and post the question there with more specifics :) discord.gg/bvQEGk7
@erngkmn
@erngkmn 3 жыл бұрын
The Enabled function didn't recognized by VS
@samyam
@samyam 3 жыл бұрын
.Enable()? Make sure it’s Enable not Enabled for enabling the input action
@endihaxhi2460
@endihaxhi2460 3 жыл бұрын
Hey, what theme are u using on VS code?
@samyam
@samyam 3 жыл бұрын
Godot theme 🙂
@beesh0s454
@beesh0s454 3 жыл бұрын
so after making the input manager first in the project settings i get this error You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings
@samyam
@samyam 3 жыл бұрын
That means somewhere in the code the old input system is still being used, you can change the code to use the new one or change the settings to use Both inout systems (Player Settings -> Active Input Handling)
@beesh0s454
@beesh0s454 3 жыл бұрын
@@samyam so i got a new error: NullReferenceException: Object reference not set to an instance of an object CineMachinePOVExtension.PostPipelineStageCallback (Cinemachine.CinemachineVirtualCameraBase vcam, Cinemachine.CinemachineCore+Stage stage, Cinemachine.CameraState& state, System.Single deltaTime) (at Assets/CineMachine.cs:25) in this line Vector2 deltaInput = inputManager.GetMouseDelta(); im not a good programmer 😁 and for some reason looking up and down is inverted, SORRY FOR ASKING ALOT OF QUESTIONS!!!
@samyam
@samyam 3 жыл бұрын
I found out about an easier way later to override Cinemachine old input system kzfaq.info/get/bejne/rctkdqqe0La1ZoU.html For your error it means it doesn't recognize the input manager and in the cinemachine component you can select the inverted button to invert input or just times your value by -1 (or invert in the input action as a processor)
@beesh0s454
@beesh0s454 3 жыл бұрын
@@samyam ok thanks!
@Gabrielferraztr
@Gabrielferraztr 3 жыл бұрын
Everything is fine here, i just don't understand why jumping feels so much unresponsive, when pressing space sometimes it does'nt jump, sometimes it jumps when i release, sometimes when i press
@samyam
@samyam 3 жыл бұрын
I explain the fix in 23:30, set min move distance in character controller to 0
@pu55yEaterr
@pu55yEaterr Жыл бұрын
i wonder, this vs the player input component (the one where you can use unity events to invoke methods), which one is better
@Brainyplanet
@Brainyplanet 3 жыл бұрын
I have already done this, But I see my own character body too in fps cam, how did I hide body for myself but rests players can see my body
@samyam
@samyam 3 жыл бұрын
You can disable the render mesh for your player on your local side and activate it on the other players side
@Brainyplanet
@Brainyplanet 3 жыл бұрын
@@samyam Where is local side and player side options?
@samyam
@samyam 3 жыл бұрын
Oh I thought you were doing multiplayer? If there’s no one that actually needs to see your body you can just disable the render mesh on your player
@Brainyplanet
@Brainyplanet 3 жыл бұрын
@@samyam I'll do multiplayer
@samyam
@samyam 3 жыл бұрын
Ok yeah it depends on the frame work you are using, I suggest searching online how to disable something in the local view for the player and enable it for the other players
@SondaPower
@SondaPower Жыл бұрын
the mouse look doesn't work :( and I have no errors... so it's a nightmare now to find the solution :(
@SondaPower
@SondaPower Жыл бұрын
i fixed it by doing the "additional" tutorials with Cinemachine Input Provider and about camera smoothness / issue but still the camera feels weird even on dynamic setting.
@KiuKiuP
@KiuKiuP 3 жыл бұрын
the player controller won't show up in the add componenet menu :( quadruple checked to see if i made a mistake in the scripts. it's pinpoint accurate
@samyam
@samyam 3 жыл бұрын
Check the Console (Window>General>Console) it won’t let you add it if there’s an error on it.
@KiuKiuP
@KiuKiuP 3 жыл бұрын
@@samyam thank you for your reply. when i have time tomorrow i will fix the 15 errors i missed T_T. this is my first time using C#, the console function is a huge help and i am glad that i was able to learn something new through your reply. thank you for your time :) (i shit bricks when i saw how hard you were punching and navigating through the C# script).
@samyam
@samyam 3 жыл бұрын
You’ll get there with practice!! Also you can double click the error in the console and it will take you to the line with the error. Make sure to pays attention to the error message as it tells you specifically the issue.
@soma78
@soma78 2 жыл бұрын
There seems to be a big problem with this method. The body is not actually rotating to follow the direction the mouse and camera are pointing at. Is it just me having this problem ?
@samyam
@samyam 2 жыл бұрын
I didn’t implement rotation in this video, but I did here and the code is the same: kzfaq.info/get/bejne/f9OldtuQvbzFdYU.html 14:27
@soma78
@soma78 2 жыл бұрын
@@samyam Awesome, thanks a lot. Keep up the good work. Subscribed, just because of the quick reply - that's pretty rare.
@beesh0s454
@beesh0s454 3 жыл бұрын
hi Im sorry that this question has nothing to do with the video, which thank you btw this really helped, but are you a female or a little kid, cuz you name is sam and the pfp looks like a kid, but you voice is smooth af, sorry if this question offends you, im just confused
@samyam
@samyam 3 жыл бұрын
I'm an adult 😂
@beesh0s454
@beesh0s454 3 жыл бұрын
@@samyam makes sense😅😅
@Ced23
@Ced23 3 жыл бұрын
I'm sorry but i'm lost i think i try to learn all what you said step - by - step
@samyam
@samyam 3 жыл бұрын
What are you lost on?
@Ced23
@Ced23 3 жыл бұрын
@@samyam why are we using Cinemachine Camera?
@samyam
@samyam 3 жыл бұрын
Easy to setup and configure, you can easily blend between two or more cameras if needed, built in extensions such as screen shake
@Ced23
@Ced23 3 жыл бұрын
@@samyam okay, so i ceated my first person controller with this video: kzfaq.info/get/bejne/lbeRndWSx9-4epc.html With your tutorial i was able to using new input system but now my player controller works perfectly fine but what's the difference with your tutorial? If you reply your amazing, Have a great day!
@samyam
@samyam 3 жыл бұрын
The new input system is super extensible and makes it easy to port to different platforms. You can also change the key bindings very easily and let players change key bindings. 🙂
@darkdoom907
@darkdoom907 2 жыл бұрын
Cinemachine menu has moved, right click create them in hierarchy now
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