Is there a way to change the rigs settings using Visual Scripting in real time I want to push the camera back and pull it forward depending on the combat, please I really need to know.
can i implement the cinematic free look camera using touch inputs for mobile.....i was trying to impletement the freelook camera.....but when i am using joystick to move the player.....it still rotates or moves the camera......can i restrict the camera movement while using the joystick
@@SmartPenguins Hi, thanks for the video! Could you please be more specific about this? I have the same doubt than Friedrich... and I'm not sure what should I set and where...
You'll need a script with a public or serialized variable to drag your main camera to the inspector to control it. You'll need to use the "quaternion angle axis method" transforming euler angles of the y axis vector3 up, this is scripting. This quaternion governs rotation and your main camera being controlled with in the unity inspector will rotate the character in relation where the camera is facing. The video left the important part of the 3rd Person camera controller.
For some reason whenever i get to adding the free camera it locks my camera to whatever FOV it wants in this case it's 40 but i've had it lock at another odd number before, is there anything you can think of as to why that is. also thank you for the tutorials they really are the best out there. (EDIT) it's as soon as there's a cinemachine brain on the camera it locks at 40, if i remove or disable it it lets me use the FOV slider again.
Hey smart penguin. Would you mind doing a video on integrating a purchased asset into your visually scripted game? In a case where that asset is not visually scripted?
@@SmartPenguins Well in my use case it would be the corgi engine by moremountains. But I know that is a complicated asset and maybe a simpler one would work better.
@@SmartPenguins Very true. It would just be interesting to see how it all would come together behind the scenes! Also - Please consider doing a Udemy course at some point. Would love to follow and contribute towards a full series as your Videos have been so useful!
hey I have a doubt..not related to this.....for making multiplayer games...i Have seen people using Photon ..but some people suggest to use C# Network...like creating your own server in VS code...so please make a video on the differences please!
For Photon you have to pay if you want to have more than 20 users playing your game at the same time but it's simplifies the process of getting started with multiplayer. Creating your own is more work but you'll have full control on how it works. So it depends what level you are at. BTW Unity is working on releasing there own multiplayer solution too. But for the first multiplayer game I wouldn't suggest making your own solution use something that exist and get the feel for how it all works together before advancing if you need your own solution.
If you looking for making it with Visual Scripting Tutorial then it will be easier to make it with Photon: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9zpi1PEAKeI.html But for C# & Mirror here is a good place to start ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-eFHDKflitqQ.html&ab_channel=FirstGearGames
NullReferenceException: Object reference not set to an instance of an object StarterAssets.ThirdPersonController.Move () (at Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs:258) StarterAssets.ThirdPersonController.Update () (at Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs:161)
InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings. Cinemachine.AxisState.Update (System.Single deltaTime) (at Library/PackageCache/com.unity.cinemachine@2.8.6/Runtime/Core/AxisState.cs:224) Cinemachine.CinemachineOrbitalTransposer.UpdateHeading (System.Single deltaTime, UnityEngine.Vector3 up, Cinemachine.AxisState& axis, Cinemachine.AxisState+Recentering& recentering, System.Boolean isLive) (at Library/PackageCache/com.unity.cinemachine@2.8.6/Runtime/Components/CinemachineOrbitalTransposer.cs:223)
you need to configure Cinemachine to use New Input System because that is what you are using. here this video might help ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-we4CGmkPQ6Q.html&ab_channel=samyam