Hey everyone!! I have recently discovered that 2D vector composite has been changed slightly in later versions of Unity In this tutorial I am using 2020.3.8f1.. In order to do the same thing.. you will need to change some of the properties of the Movement action... So with the Movement action Selected: - In the the Properties tab - Change the 'Action Type' to Value - Change the 'Control Type' to Vector 2 Now you will be able to right click on the Movement action and Add an Up/Down/Left/Right Composite! Hope this helps! 😃 Also I left it out of the video but if anyone is having trouble implementing crouch and sprint, you need to define some extra properties for these at the top of your PlayerMotor script lerpCrouch, crouching, sprinting -> bool crouchTimer -> float
hello there man can u continue the series pls or atleast make a tutorial on how to get such good graphics like post proccesing and stuff cs everytime i create a new project the project has such bad graphics
Hey i know your busy but I need some help really bad when you dragged the camera on to the player look script it had a place for it mine doesn't do you know what I could of done wroung
@@gamertagyyshsggege1787 so the only line that will relate to being able to do that is public Camera cam;. So what I would recommend is make sure that it is public :). If there are any compiler errors before you saved the script then it will cause unity to not actually update the inspector, so maybe that could be causing the property to not show up... :). Alternatively if you want to do everything through code. You don't need a public Camera and you can use Camera.main to find the camera with the tag "MainCamera".. then you won't need the "cam" property... I will be setting up a discord soon to provide more reliable help if you would like to join then feel free to send me an email (which is in my channel page) and I will send an invite :)
@@andubunea9627 I am definitely keeping this series going and I will be covering post processing in order to make you game look awesome!! Apologies for the delay in getting the next one uploaded. It will be up in the next few weeks ! :D Thanks for watching!
For those who couldn't find 2D vector binding: you have to select your action (Movement) and change action type to value and control type to Vector 2. Edit: This is briefly same as in pinned comment
FYI: moving Jump from LateUpdate and Move from FixedUpdate to Update fixes stutters. Fixed and LateUpdate have moments of pauses, miliseconds but still induces stuttering on fast movements like turning your player. Just came across your tutorial, helped a ton. So many ways to go about setting up basic movement with the InputSystem, this seemed to make the most sense to me and actually able to understand what and why. Thank You!
if you want to implement crouching and sprinting don't forget to add a: bool crouching = false; float crouchTimer = 1; bool lerpCrouch = false; bool sprinting = false; do this in the playermotor script next to the other floats and bools (at the top of the script)
I was able to implement crouch and sprint successfully, however pressing down on the left game pad stick activates a sprint and deactivates when I press it again. Is there a way to sprint only while the left game pad stick is pressed?
@@jaceleeanderson When you go to the screen where you set up your controls you click on your control (sprint/crouch) and on the right side there is "Action type" which you set to pass through. Then there appears another field right under the last where you choose button.
If you want to toggle sprinting: -Go to your Input Actions -Go to the Sprint action map -Add a "Press" type Interaction -Make the trigger behavior "press and release"
Thank you so much, i fixed the crouch as well, and fixed the jump not working properly by adding "Press" type interaction and make the trigger behaviour to "press".
For everyone having a camera stutter when sprinting or moving a little bit faster: --> go to Edit > project settings > time --> set Fixed Timestep to 0.005 (default is 0.2) Hope this helps!
Thanks for all of the support and kind feedback!!! Just to let you all know I am working on getting the next video out! There are some more complicated concepts in the next one so I want to make sure they are easy to understand! Thanks again! ❤
Any idea why my button inputs aren't making my character move? All the scripts are matching up, I've watched from the beginning five times or more, but every time I try to make the character move, it doesn't work. I opened the debugger and it's registering my button presses but it's not making anything happen.
For everyone struggling to add scripts into Player, make sure that at the very top of the script after the imports once it's definition starts, the first line looks like public class PlayerMotor : MonoBehaviour and not public class NewBehaviourScript : MonoBehaviour (when you're trying writing the PlayerLook script, change name according to the script you're writing). For some reason this happens automatically on his screen but I had to do it manually everytime (probably because I didn't set the name of the script immediately on creation the way he did, I switched back to the video first to double check the name then renamed my script, which led to the wrong name being present in the definiton).
Brackeys for a long time has been the gold standard for a lot of us aspiring gamedevs, as far as tutorials go. However, now that most of his content has been outdated, the assets used within those tutorials are broken, and the amount of scouring comments to find a fix for a litany of problems introduced from the previous 2 problems, it's no longer useful. After doing some digging, I found this video and cannot express how relieved I am. Now that i have a proper working controller script, I'm going to play with it and learn what I can before moving on to your next video; btw I particularly loved the "homework" at the end of the video. As long as you keep these videos up to date (which btw, thank you for pinning the fix comment below about 2d vectors), I see no reason why you won't be the next unity guru on youtube! If you ever develop this course professionally on skillshare or something, let me know. I'd love to dive deeper, with longer videos explaining the code in detail and how it functions in relation to the assets. Keep up the great work!
Thanks so much for those kind words! I'm so glad this video has helped you! I try very hard to make sure my videos are easy to follow and well designed so that everyone can be proud of their end product, and I'm still shocked that there's been such a positive response! It was a sad day when Brackeys stopped doing tutorials :(
For those wondering how to implement the last bit (crouch/sprint) if it is not working you need to make bools and floats underneath the jump height float at the top around line 12, it should look like this public float jumpHeight = 3f; Public bool lerpCrouch; Public bool crouching; Public bool sprinting; Public float crouchTimer; This took me a while to figure out so I hope this helps
Thx for your awesome work :) As a developer for myself (non gaming, being a junior for one month, fresh from school :P) I rly like your code structure and that you're coding a lot with data encapsulation, which makes it so much easier for me to understand your code and see the structure behind it.
It would be nice if you can explain the classes, methods, and API's you're using, why you're doing it, and a higher level understanding. I get it cause I've been doing this for a long time, and it's fairly straightforward, but it's a bit quick from a viewer perspective.
Yeah, this tutorial is useful, but it's definitely not for beginners. He goes way too fast and its hard to follow along. I wish everything was explained so I can understand what the code is doing
I feel like I have followed all of the steps but when I run the program my character is not moving. I was wondering whether that is the same as what you had?
outstanding video bro. So surprised to see your sub count. whole video was comprehensive and i like how you allowed the viewers to try some new stuff on their own. Im new to coding and i feel like the shit bc i figured out the sprint and crouch lol. I said that to say your method was effective teaching-wise. keep it up
In case guys you have problem with no “Add 2D Vector Composite” when you right click on your input this is what you must do, On the right, change your movement action type to "value" and control type to "vector 2" Then right-click on movement and choose Add Up\down\left ight composite, thats all.
Just getting into game design and learning Unity! So glad I found this new tutorial series and cannot wait to get started - looks incredibly informative and professionally done. Thank you!
this is a very underrated tutorial and this series will help many beginner and intermediate game devs out, just wanna let u know, the community appreciates you don't stop, brackeys is proud of you
Short question. So I followed the tutorial in every single step but when I tested it and press "W" may player actually moved "up" not "forward" do you now why that is?
@@rayhan285 Click the action, then action type, change it from button to value, then the control type will appear , choose vector 2, then go ahead and click the "+" sign on your action and now it will show add up down left right composite
Great tutorial man! Managed to go though it all and done my own troubleshooting as I'm currently running 2021.3.13f1 version, some of the things changed here and there but in the end I got a fully functional FPS movement. Thank you
hey its giving me a error for this its the motor it gives me [06:06:59] Assets\scripts\PlayerMotor.cs(7,1): error CS0116: A namespace cannot directly contain members such as fields, methods or statements
Just started to learn how to use Unity. I had some basic prior Python and C# knowledge of syntax and how to use the console, but I was reluctant to even open Unity, let alone try and use it. Then you came along and just made it all seem so simple! It was so easy to follow compared to other tutorials, so thank you!
You can also set the Sprint interaction to be triggered on press and release by adding an Interaction "Press" then set this to trigger on Press and Release, this will allow you to hold the Shift button or mapped keypad button down instead of pressing once to sprint then again to walk.
The new input system has been so difficult to wrap my head around. Hoping you cover some other basics (doors, buttons, etc.) because there's so few tutorials out there for it! Also, as a side-note, were you planning on going further in-depth on crouching? What you provided was solid, and I've gotten it working well enough, and I THINK I could figure out raycasting to prevent standing up and clipping into objects on my own, but I'm also having the player clip through walls that are low enough to walk under, but still at camera height. Bit weird, and still not sure where to start on that. Either way, looking forward to more!
My next video will cover an interaction system that I think is awesome! Very easy to create heaps of interactions quickly, (it's taking abit longer than I hoped as it's been a very busy few weeks) Yeah, you could definitely do it that way,. raycast upwards when you are crouching, and if the raycast detects anything above head height, then just return; so that it doesn't cancel the crouch.. And for the player clipping through walls would it be possible to do a simple fix of just lowering the camera slightly ?? If not let me know and we can work out another way to fix this :) Thank you so much for watching and commenting!
@@NattyGameDev I've kept working away (sort of focused on modeling and environmental stuff, not so much code!) and since I've started building levels with steep slopes and walls, I was wondering if you had a solution for making the player slide down steep slopes? The default character controller only handles what slopes you can walk up, but not making you fall down them-- as a result, you can stand and hop all the way up a nearly-90* angle wall! Any suggestions on that front?
@@terraxanthis82 Have you tried messing around with Physic Materials ?? With a raycast you could find out the angle of the ground relative to the player, . and if the angle exceeds a certain amount swap out the physics material that has the dynamic friction turned down to 0.
@@NattyGameDev help i am having this errorAssets\Scripts\InputManager.cs(23,43): error CS1061: 'InputAction' does not contain a definition for 'Readvalue' and no accessible extension method 'Readvalue' accepting a first argument of type 'InputAction' could be found (are you missing a using directive or an assembly reference?) how to fix it ?
I'm very new to any form of programming and have only just finished the create with code pathway. But your instructions are so clear and easy to follow along that I finally can see myself trying to make a full-fledged game one day! :D Thank you so much for making these!!
I've been following another tutorial about the basics of voxelworlds and have almost finished that one. So unfortunately I haven't build my dream-game yet (also because of a fulltime job and only little time to work steadily on this hobby). But I have learned enough of the basics to continue prototyping the main game components :) I even made some crude platform 1-level games. I do have heavily underestimated the work it can take to make a game and have a LOT more respect for developers than I already had :)
Hi man, earned yourself a sub. I've been programming for about 6 years nearly half my life but only recently got into gamedev. This tutorial was wonderful and unlike other tutorials, you actually helped in the comments. I wouldn't have even been able to start without the 2d Vector control binding. I can see you doing very well
@@missunknowngaming6890 In the OnFoot action map, go to movement, in the action properties change action type from button to value, and then set the control type to vector 2
I'd like to add a tip in case people might also have been running into the same issues I have been. When following this tutorial, he places the movement inside of FixedUpdate. If you move, it would cause a stuttering effect (it did to me at least). Try putting the move code inside of LateUpdate, along with the camera look code. That should fix the issue. Not sure why this works differently for us, other than that amazing tutorial. I've had this similar issue while developing my own 2d games making the camera follow the player.
For what I see, the problem is because the camera is attached to the character object. Moving the movement code outside of the FixedUpdate can result in weird issues. nothkedev.blogspot.com/2017/11/how-to-cope-with-standard-unity-fps.html
Bruh does anyone else feel like they are just copying him, but not actually learning anything. Good tutorial but I feel that it moves a bit too fast without explaining how we can do this ourselves.
Thank you so much for this tutorial! I had never used Unity to make anything before but this tutorial was very easy to understand, and I can’t wait for part 2!
Thank you so much for this tutorial, I was stuck on first person character control, no other tutorial helped me, and now I know how to use the new input system for other ideas!
For those wondering how to make the sprint or crouch toggleable, here was my solution onFoot.Sprint.started += ctx => motor.Sprint(); onFoot.Sprint.canceled += ctx => motor.Sprint(); and you would just do the same for Crouch
nice tutorial but just a suggestion, please dont cut the clips when adding more lines and curly brackets because then it causes more errors in our code, but other than that amazing tutorial!
This tutorial was really well made and easy to follow, thanks for making such a video. I’ve been struggling with the new input system and this made it way easier to understand. +1 sub
In the ProcessMove you can add this code to move the player back/front instead of up/down float HMove = Input.GetAxis("Horizontal"); float VMove = Input.GetAxis("Vertical"); Vector3 moveDirection = new Vector3(HMove, 0.0f, VMove); controller.Move(transform.TransformDirection(moveDirection) * speed*Time.deltaTime);
well no, if youre moving up and down instead of front and back, its because youve typed moveDirection.y = input.y; instead of moveDirection.z = input.y;
First, thank you very much I would like to correct an error in the InputManager in line 8 that is "public PlayerInput.OnFootActions onFoot;" is not "private PlayerInput.OnFootActions onFoot;" and in PlayerInteract line 36 the error is "onFoot" is not "OnFoot"
TURN OFF OTHER COLLIDERS! I had a second capsule collider enabled on my player model and spent HOURS combing through code only to realize the Character controller was colliding with my capsule collider. The results were a phantom pill flying around an arena at mach 5
Vertical Movement: The ProcessMove method sets moveDirection.y = input.y;. In a 3D environment, Y typically represents the up/down axis, which controls gravity and jumping, not horizontal movement. If you intended for horizontal and vertical movement on the X and Z axes, you should adjust this to something like: moveDirection.x = input.x; moveDirection.z = input.y;
You sir a re a legend, it took me some time and I kept running into errors because my spelling was off but in the end I got everything working. I also visited your discord and within 2 min of asking a question I got an answer and programming help. Keep it up man :)
Hey, thanks for the tutorial! I'm trying to wrap my head around the new Input system so this video is very useful. It also allowed me to try out the character controller for the first time ever. I just have a quick question at 10:45, why did you use transform.TransformDirection()? what does it do since the code works just well by just passing in moveDirection.
So what TransformDirection is doing is converting our input to local space for our player... So pushing [W] will always move our player in the own "forward" facing direction If you just used moveDirection however.. [W] will always move our player forward in the Z axis/ [S] back on the Z Axis [A] forward on the X axis/ [D] back on the X axis... The direction we move would be fixed in world space.. Which is great for a top-down game. Hope that makes sense!! :D
For anyone using unity 6 preview keep in mind that for the 2d vector composite its going to be under action properties got to change type to value and control type to vector 2 then u can right click add up/down ect composite!
I couldn't figure out why my character wasn't moving so I deleted the project and started over, got to 11:53 and laughed once I heard "we can drag our scripts onto our player." I don't know how I missed that the first time lol.
I dont know why but even tho Im working on a multiplayer game for steam I still find myself just having your videos playing on the other monitor since your voice is so relaxing
For anyone else who is wondering how to make the look speed on gamepad the same as the mouse, Back in the PlayerInput (input Actions) against the Look > Right Stick [Gamepad] select add against Processors and select Scale Vector 2, set x and y to 3 this seems to be about the same as the default movement for keyboard.
The screen jittering issue can occurs in this code when the player moves and rotates the screen simultaneously. You can resolve this issue by moving 'motor.ProcessMove(onFoot.Movement.ReadValue());' from the FixedUpdate method to the Update method in InputManager. But this might cause many collisions problem. So, I recommend interpolating the rotation. Here's the tutorial: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-qtV8JEIq0Ng.html With this solution, you need to rotate the player in the FixedUpdate method.
Tysm, i’ve learned a whole bunch of new stuff from this video and the comments helped too whenever there was an error. I was able to make the sprint and the crouch too!
I had this issue where the keys would register in the debugger but my camera did not move for the player. The solution was making sure OnEnable() and OnDisable() were capitalized correctly. I also had to fix about 15 compiler errors due entirely to capitalization errors, and one misspelling. So, this is likely where more issues lie for people., It took me 30 minutes to find my OnEnable() issue.
yo man, im 2 years late but this video really helps a lot!!!. im new into game development and i never learn c# before, but the way you explain makes me understand the scripting ( cause i know c++ and js and i think its kinda similar ) but anyway well done dude, youre such a goat
Isn't applying a constant downward force in update method very taxing? Can't we just assign all that in a pre-check before we hit the jump input key. I'm still learning so sorry if this is a dumb question.
Yeah absolutely ! Since we're using the IsGrounded book from unitys character controller it will set the bool to true when we are on-top of any type of collider, but we do need assign it to our own isGrounded bool in update to get reliable results.
this serie looks really good for beginners, but will you cover advanced stuffs like gun types (shotguns, rifles, semi-auto, heavy rifle/snipers, burst) and more advanced player movement (vaulting, double jump, sliding)? It would be great in this serie
Hello! Great Video. But Im experiencing this problem: error: CS0426: The type name ‘OnFootActions’ does not exist in the type ‘PlayerInput’ “OnFootActions” is also underlined Red when I type “PlayerInput.OnFootActions” 8:06
Hello, I hope I can help you and that you have not abandoned this. Doing a search in my files I discovered that my script was called Player Input Actions and not as it says in the video Player Input. Hope this can help you!
Hey, thanks for the awsome video, one thing. When i use the input actions for w/s, instead of moving me along the z axis, it moves me along the y. Any help appreciated. (Beginner)
Just finished the playermotor and input manager scripts and im getting an error that says "PlayerInput.OnFootActions' does not contain a definition for 'Movement' and no accessible extension method 'Movement' accepting a first argument of type 'PlayerInput.OnFootActions' could be found (are you missing a using directive or an assembly reference?)" help plz
For those who couldn't find 2D vector binding: you have to select your action (Movement) and change action type to value and control type to Vector 2. credit: @eminkilicaslan8945
@@pranathisrivatsa1806: I'm assuming you guys have a 'typo'. [PlayerMotor.cs] using System.Collections; using System.Collections.Generic; using UnityEngine; /// Class Containing Player Movement Functionality public class PlayerMotor : MonoBehaviour { private CharacterController controller; private Vector3 playerVolocity; public float speed = 5F; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } /// Receive the Inputs for the InputManager.cs and Apply them to the Character Controller. /// public void ProcessMove(Vector2 input) { Vector3 moveDirection = Vector3.zero; moveDirection.x = input.x; moveDirection.y = input.y; controller.Move(transform.TransformDirection(moveDirection) * speed * Time.deltaTime); } } [InputManager.cs] using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; /// Class that manages all the Keyboard and GamePad Inputs. public class NewBehaviourScript : MonoBehaviour { private PlayerInput playerInput; private PlayerInput.OnFootActions onFoot; private PlayerMotor playerMotor; // Start is called before the first frame update void Awake() { playerInput = new PlayerInput(); onFoot = playerInput.OnFoot; playerMotor = GetComponent(); } // Update is called once per frame void FixedUpdate() { // > Tell the Player Motor to Move using the Value from our Movement Action playerMotor.ProcessMove(onFoot.Movement.ReadValue()); } private void OnEnable() { onFoot.Enable(); } private void OnDisable() { onFoot.Disable(); } }
For those who's getting erros while doing the Player Look part: Make sure you drag the script into the player. Check if the Player Look script (via inspector) Cam is set to None, easily press the 2 circles button next to it and select Main camera. After those you should finish the first episode smoothly=)
hey can somebody help with this error that I got from the tutorial: Assets/Scripts/InputManager.cs(11,13): error CS0246: The type or namespace name 'PlayerLook' could not be found (are you missing a using directive or an assembly reference?)
HEY! I know this video is old now and you probably won't see this but We have the exact same Windows Background! I was tripping out for a minute but from one Outer wilds fan to another good day.
I realize this is over a year old, but this may help someone else. What you most likely have written: moveDirection.x = input.x; moveDirection.y = input.y; What is should be: moveDirection.x = input.x; moveDirection.z = input.y; The moveDirection.z is what moves you left and right, I made the same mistake when flying through the tutorial. Lol Hope this helps!
Assets\New Folder\InputManager.cs(9,25): error CS0426: The type name 'OnFootActions' does not exist in the type 'PlayerInput' how would you fix this error
@@coding_game look into your input manager thing where you wrote did the aswd/left stick, it might just be that you just misrwrote onfoot or movement there
To anyone who added the crouching feature and now objects being picked up don't snap to the correct place when interacting with them. I found out (totally by accident actually) that it is because the scale on the player's y-axis was set to 2. This caused the parent empty game object to be in a different position than originally placed. Hope this helps someone else.
quick question, when I try to add my PlayerMotor and InputManager scripts into the player object, it says "Please fix compile errors before adding component". How do I fix this?
Now i got this error "Assets\Scripts\PlayerMotor.cs(26,33): error CS1061: 'Vector2' does not contain a definition for 'z' and no accessible extension method 'z' accepting a first argument of type 'Vector2' could be found (are you missing a using directive or an assembly reference?)" do you have any idea how to fix this ?
I'm so glad no one actually helped you cause I'm pretty sure it has something to do with the player not knowing they're on the ground But I can't for the life of me figure out how to change that
Do yourself a favor if your still learning the ropes around unity, watch at 0.75x speed and pause around major areas and really try to understand what is being done
I first had a problem with the camera couse it wasn't smooth when you look around it was more like stocking but I fixed it I just had to change in the PlayerLook Script the xRotatin wich was on -80, 80f and I just changed it to -100, 100f and now it's smooth 😃👍
I have an issue where it says: Assets\Scripts\InputManager.cs(23,34): error CS1061: 'PlayerInput.OnFootActions' does not contain a definition for 'Movement' and no accessible extension method 'Movement' accepting a first argument of type 'PlayerInput.OnFootActions' could be found (are you missing a using directive or an assembly reference?)
So with the Movement action Selected: - In the the Properties tab - Change the 'Action Type' to Value - Change the 'Control Type' to Vector 2 Now you will be able to right click on the Movement action and Add an Up/Down/Left/Right Composite! Hope this helps! 😃
Update on Tutorial Issues (2024, 03.25) - Unity v2022.3.22/1 -> Missing "2D Vector Binding": 1. Under Actions, Select: "Movement" 2. Under "Action Properties" Tab > "Action Type" > Set it to: "Value" 3. Under "Action Properties" Tab > "Control Type" > Set it to: Vector 2. 4. On Action Tab, Select and Right Click: "Movement" 5. Select: "Add UP/DOWN/LEFT/RIGHT Composite" -> Player NOT Moving: Ensure the Player Contains the following Scripts: - Input Manager.cs - Player Look.cs - Player Motor.cs If not: Select Player Object, then Drag and Drop the Scripts. -> Missing References: Ensure each script class names are consistent with their file names. -> Sprint & Crouch Add these variables to "PlayerMotor.cs" bool crouching = false; float crouchTimer = 1; bool lerpCrouch = false; bool sprinting = false; and these Methods: public void Crouch() { crouching = !crouching; crouchTimer = 0; lerpCrouch = true; } public void Sprint() { sprinting = !sprinting; if (sprinting) { speed = 8; } else { speed = 5; } }
Had to give up on a tutorial without support and missing information. Sure, it is good for you to figure it out. It allows you to think for yourself (something society and their systems want you not to do). I guess it is worth to get an idea on how keybindings work (Input).
change your movement action type to "value" and control type to "vector 2"😊 (Action Proporties) Then right-click on movement and choose Add Up\down\left ight composite Thanks for Creative_Divide9845 for answer
if anyone is having issues with the Vector2 and Vector3 errors, make sure your script doesn't include using System.Numerics; you can check it at the top
Hey thanks for the tutorial! My inputs were not translating into actual movement even though everything seemed to be connected. After debugging for a while I tried calling onEnable() in the Awake function and this got everything to work. Just wondering how you were able to make it work without calling onEnable? I'm using Unity 2022.3.20f1 Macbook pro M3. Thanks! Finn P.S Aldo the discord invite is invalid! Are you able to add me manually? Cheers mate!