FInalizing the Third Person Controller. Animation, Physics and Camera. Comment down below for any questions or concerns Any business inquiries ask me on: lazy.unigine@gmail.com #Unigine #LazyUnigine
Пікірлер: 28
@IPlayKindred9 ай бұрын
This is so cool, i wish unigine was real
@bulba19952 жыл бұрын
Thank you for the lesson . Lovely person 👍
@LazyUnigineDude2 жыл бұрын
No problem friend 🙏❤
@JIN-TECH2 жыл бұрын
Great tutorials! Thanks
@LazyUnigineDude2 жыл бұрын
😤🙏
@user-jx7pc9ku7b2 жыл бұрын
We miss you
@LazyUnigineDude2 жыл бұрын
Aww I'm back 🙏
@BeninMotion3D2 жыл бұрын
Great tutorial man, keep it up! Any chance of covering a first person controller in the future?
@LazyUnigineDude2 жыл бұрын
I would have done it sometime soon but I already know Andrey made one on it and his tutorial is so much complete compared to mine. kzfaq.info/get/bejne/gtJmd5lemq_Oemg.html
@rolantin8232 Жыл бұрын
very good man ! need more character contol tutorial ! thanks a lot .
@LazyUnigineDude Жыл бұрын
No problem 😤🙏
@voc0072 жыл бұрын
Awesome work, is there gonna be more ?
@LazyUnigineDude2 жыл бұрын
Yes, soon. Just released one right now :)
@elJaviFlores Жыл бұрын
Whats up! Would it work using the mouse scroll wheel to increase values say for like the transition between movement (idle->jog->sprint) depending on the scroll value. It would make it easier for the third person controller, also turning the character with the mouse pos left and right. Maybe thats a bit more advanced lol but it would be cool to learn since im trying to figure it out aswell
@LazyUnigineDude Жыл бұрын
Yes! so input class has a mouse button and you can get the middle mouse and check whether scrolled up ordown and then just change from there! for the character autorotate i did write that script which is github.com/LazyUnigineDude/Unigine_CSS_Tutorial_2.16/blob/master/data/Scripts/Controllers/PhysicsController.cs
@TheHangedBaron6 ай бұрын
how do you access the rotation of the node. variable variableName = rotation.x; and apply that variableName to the node.Rotate
@LazyUnigineDude6 ай бұрын
to get the rotation of a node you use node.GetWorldRotation() which gives you a quaternion which then you can access the EulerXYZ of the rotation
@TheHangedBaron6 ай бұрын
@@LazyUnigineDude private void LockRotation(){ float lockValue = 0f; quat xRot = node.GetWorldRotation(); quat yRot = node.GetWorldRotation(); float xValueRotation = xRot.x; float yValueRotation = yRot.y; if(xValueRotation > lockValue || xValueRotation < lockValue){ node.SetWorldRotation(new quat(lockValue, 0, 0)); } if(yValueRotation > lockValue || yValueRotation < lockValue){ node.SetWorldRotation(new quat(0, lockValue, 0)); } } im trying to prevent my player rigid body from rotating in x & y rotation. this is my code so far.
@LazyUnigineDude6 ай бұрын
.x and .y are the quaternion x and y, you need the EulerX and EulerY for rotations along the X and Y
@LazyUnigineDude6 ай бұрын
And if you want to have no rotation in the x and y of the rigid body do the angular scale equal to vec3.up