# Unity First person shooter controll script

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How is it done in AAA games, I have just started with Flash Stage3D and I am going to do more in Unity3D later. Is it also done with the use of trigonometry?

- Get the angle along Y axis
- then do something like so:
if (isForward) {
xpos = dist * Math.sin(-cameraPanAngle);
zpos = dist * Math.cos(-cameraPanAngle);
}

or there is other method it is done with

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That works for you?

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I haven't try this approach, as I want to go the right way from the beginning and save myself time and pain of mistakes. This bits of code I posted are from the old project in flash before all 3D even came to it so I think it is not the best way to do it, but it works you can check it out HERE.

I just found this other tutorial which is I think much better, so I will go this way. Have a look HERE

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Unity has a pre-written first person controller script. Just include the CharacterController-lib. It works really well.

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Unity has a pre-written first person controller script. Just include the CharacterController-lib. It works really well.

I know IceBreaker23, I just want to finish what I started in Flash. I am going to move to Unity anyway. I just like AS3 as I have been doing it so long now (not 3D, just 2D) so I want to know both. Unity seems much easier once mastered as It has all this ready to go classes.

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How is it done in AAA games

Some AAA games use something more like (in pseudo script):
 Character.Angle =cameraPanAngle if (isForward) Character.PlayAnimation("walk") while (isForward) { if (Character.AnimationDone) { Character.Position = Character.RootNode.Position Character.Angle = Character.RootNode.Angle Character.PlayAnimation("walk") } } } 
The advantage here being that an animator can determine the foot step bounce, shifts in the camera angle while walking and other subtle effects that scripters and programmers like me barely notice but do make a difference in the AAA quality of the product.

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I like to use direction vectors for my 3D games. 3D games are pretty much just moving a camera around in 3D space. So, the player position is the camera position. The camera will be looking at some target in some direction, so this is your 'look' vector. If the player presses the forward key, then you move the camera in the look vector. I also keep track of the "up" vector, which is usually straight up (0,1,0). If you then do a cross product between the look vector and the up vector, you get an orthagonal side vector (left or right, depending on the order of the vector cross product). So, if the player wants to strafe to the side, you just move them along in the side vector. Vectors can handle yaw, pitch and roll pretty well, so that should take care of your orientations. (reading material: http://en.wikipedia.org/wiki/Vector_space)

The alternative to vectors is to use quaternions. They still confuse me because my head is stuck in radians and vectors. But, you can read more about them here: http://en.wikipedia.org/wiki/Quaternion
They're supposed to be much better than vectors and matricies since they avoid Gimbal Lock. But, since I don't understand them very well, they've been hard for me to use effectively.

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• Hello fellow devs!
Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed.
My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle.

In Pseudo-Code:
angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis
index = (int) (angle / (PI / 5));
PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down

Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle.

What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions.

I can't get my head around it. Any suggestions? Is the whole approach doomed?

Thank you in advance for any input!

• By devbyskc
Hi Everyone,
Like most here, I'm a newbie but have been dabbling with game development for a few years. I am currently working full-time overseas and learning the craft in my spare time. It's been a long but highly rewarding adventure. Much of my time has been spent working through tutorials. In all of them, as well as my own attempts at development, I used the audio files supplied by the tutorial author, or obtained from one of the numerous sites online. I am working solo, and will be for a while, so I don't want to get too wrapped up with any one skill set. Regarding audio, the files I've found and used are good for what I was doing at the time. However I would now like to try my hand at customizing the audio more. My game engine of choice is Unity and it has an audio mixer built in that I have experimented with following their tutorials. I have obtained a great book called Game Audio Development with Unity 5.x that I am working through. Half way through the book it introduces using FMOD to supplement the Unity Audio Mixer. Later in the book, the author introduces Reaper (a very popular DAW) as an external program to compose and mix music to be integrated with Unity. I did some research on DAWs and quickly became overwhelmed. Much of what I found was geared toward professional sound engineers and sound designers. I am in no way trying or even thinking about getting to that level. All I want to be able to do is take a music file, and tweak it some to get the sound I want for my game. I've played with Audacity as well, but it didn't seem to fit the bill. So that is why I am looking at a better quality DAW. Since being solo, I am also under a budget contraint. So of all the DAW software out there, I am considering Reaper or Presonus Studio One due to their pricing. My question is, is investing the time to learn about using a DAW to tweak a sound file worth it? Are there any solo developers currently using a DAW as part of their overall workflow? If so, which one? I've also come across Fabric which is a Unity plug-in that enhances the built-in audio mixer. Would that be a better alternative?
I know this is long, and maybe I haven't communicated well in trying to be brief. But any advice from the gurus/vets would be greatly appreciated. I've leaned so much and had a lot of fun in the process. BTW, I am also a senior citizen (I cut my programming teeth back using punch cards and Structured Basic when it first came out). If anyone needs more clarification of what I am trying to accomplish please let me know.  Thanks in advance for any assistance/advice.