Sign in to follow this  

Unity First person shooter controll script

This topic is 2123 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

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=""]HERE[/url].

I just found this other tutorial which is I think much better, so I will go this way. Have a look [url=""]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.

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

Some AAA games use something more like (in pseudo script):
Character.Angle =cameraPanAngle

if (isForward)
while (isForward)

if (Character.AnimationDone)
Character.Position = Character.RootNode.Position
Character.Angle = Character.RootNode.Angle
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=""][/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=""][/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

This topic is 2123 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

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
    • Total Posts
  • Similar Content

    • By arash khalaqhdoust
      hey guys i hope you doing all well. last night i released my first game in google app store, i really appreciate you guys  to download it. and share your reviews about it
      the idea of game comes from mini hackgame of Bioshock.
       link of download:
      many thanks
    • By ForgedInteractive
      Who We Are
      We are Forged Interactive, a small team of like-minded game developers with the sole purpose of making games we love! Currently, we're progressing very quickly with our first project and there are plenty of opportunities and work for new interested programmers. With this project, our development platform is Unity 5.5.2 and C# as our behavioral language. Since this project is our first release, the game itself is a smaller project though progress is moving quickly. We are looking to finalize the current project and get started on future projects in the near future and are expanding our team to do so.
      Who We Are Looking For:
      Programmer Level Designer  
      About the Game
      Ours is the tale of two siblings, thrown into a world of chaos. Living in the shadow of their parents' heroic deeds and their Uncle's colorful military career, Finn and Atia are about to become the next force to shape our world. How will you rise through the ranks of Hereilla and what will be your legacy? Once defeated your enemies turn coat and join you in your adventures. Players can enjoy a range of troops and abilities based on their gameplay style which become more important as maps introduce more challenging terrain, enemies and bosses. Strong orc knights, dangerous shamans, and even a dragon are out on the prowl. Knowing when to fight and when to run, and how to manage your army is essential. Your actions alone decide the fate of this world.
      Previous Work by Team
      Although we are working towards our first game as Forged Interactive, our team members themselves have worked on titles including and not limited to:
      Final Fantasy Kingsglaive FIFA 2017 Xcom 2 Civilization  
      What do we expect?
      Reference work or portfolio. Examples what have you already done and what projects you have worked on academic or otherwise. The ability to commit to the project on a regular basis. If you are going on a two-week trip, we don't mind, but it would be good if you could commit 10+ hours to the project each week. Willingness to work with a royalty based compensation model, you will be paid when the game launches. Openness to learning new tools and techniques
      What can we offer?
      Continuous support and availability from our side. You have the ability to give design input, and creative say in the development of the game. Shown in credits on websites, in-game and more. Insight and contacts from within the Industry.
      If you are interested in knowing more or joining, please email or PM us on Skype. A member of our management team will reply to you within 48 hours.
      Skype: ForgedInteractive
      David, Colin and Joseph
      Follow us on:
      Twitter: @ForgedInteract

    • By dell96
      I'm trying to make my first project but I'm stuck i don't know how to make my crate to start to spawn again when i hit the start button after i die.
      hoping someone can help!!!
  • Popular Now