Sign in to follow this  
tx00824

Unity First person shooter controll script

Recommended Posts

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

Share this post


Link to post
Share on other sites
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 [url="http://www.exey.ru/blog/home/first-person-shooter-example-alternativa3d-away3d-papervision3d-sandy3d/"]HERE[/url].

I just found this other tutorial which is I think much better, so I will go this way. Have a look [url="http://msdn.microsoft.com/en-us/library/bb203907%28v=xnagamestudio.10%29.aspx"]HERE[/url]

Share this post


Link to post
Share on other sites
[quote name='IceBreaker23' timestamp='1329585929' post='4914244']
Unity has a pre-written first person controller script. Just include the CharacterController-lib. It works really well.
[/quote]

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.

Share this post


Link to post
Share on other sites
[quote name='tx00824' timestamp='1329538845' post='4914102']
How is it done in AAA games
[/quote]

Some AAA games use something more like (in pseudo script):
[CODE]
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")
}
}
}
[/CODE]
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.

Share this post


Link to post
Share on other sites
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: [url="http://en.wikipedia.org/wiki/Vector_space"]http://en.wikipedia.org/wiki/Vector_space[/url])

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: [url="http://en.wikipedia.org/wiki/Quaternion"]http://en.wikipedia.org/wiki/Quaternion[/url]
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.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Forum Statistics

    • Total Topics
      627701
    • Total Posts
      2978697
  • Similar Content

    • By Pixelated_Nate
      Hi all!
      We are looking for a C# programmer for our 2D Action RPG titled Adavia, made in Unity.
      The game itself is akin to Legend of Zelda: Link to the Past, though we're also adding in traditional RPG elements such as Character Creation.
      This is more of a hobby than anything commercial, if it somehow does manage to go commercially, all revenue will be split equally among the team.
      If you're interested, we ask that you be comfortable with:
      Coding A.I's for enemies and NPCs. Working with GUI's. Communicating regularly with the team via Skype (text only). If you have any questions or would like to apply, please contact me at nathan.jenkins1012@gmail.com
       
    • By ilovegames
      You are the commander of a special forces squadron. You were given a task that appeared simple at first glance - to check for suspicious activity in the building of an abandoned psychiatric hospital. But you could not even imagine what you will actually have to face.
      Download https://falcoware.com/HospitalSurvival.php



    • By ilovegames
      You find yourself in an abandoned place full of mutants in the dead of night, and have to kill waves of monsters with a different kind of weapon. The main goal is to survive through the night.
      Controls:
      WASD – Walk
      Shift – Run
      Mouse1 - Attack
      Space - Jump
      Scroll Down – Change weapon
      Esc - Exit, pause
      Download https://falcoware.com/NightSurvival.php



    • By ilovegames
      "Lost Signal" agency investigates paranormal events from all around the world. You are one of the agents who participates in the research of various artifacts. Investigate paranormal activities in this 3D game which has great action and elaborate 3D graphics.
      Interesting quests and creepy monsters await you!
      Download https://falcoware.com/TheLostSignalSCP.php



    • By trjh2k2
      I've never really been a "Unity guy", since all of my game-dev learning happened in C++, and in other engines, but I recently discovered the "complete projects" section in the asset store.  It's full up on projects you can buy that are billed as "ready to customize and release", with full ad integration.  Some of them claim to be for educational purposes, but why would you include a complete, polished, full featured game with ads as an educational example?
      This leads me to the question of why this goes by unchallenged?  Does Unity and the environment of the Unity Store actively encourage this style of game development?  Is the problem of asset flipping our own fault?  I don't mean this as a "we should make Unity shut this down" kind of thread, but rather just to examine whether or not the environment of being able to just buy whole games or pieces of games is something that damages the industry.  I get why Unity would allow it, and I'm sure it's a working business model for some people- and maybe some people DO actually just use these to learn from, but I'm not that naive as to think that there aren't people who recognize this as one of the shortest paths to putting a game on the market so they can cash in.
      Thoughts?
  • Popular Now