Тёмный

How to Create a Simple Jump Scare Trigger - Udon / VRChat SDK3.0 

PlayerBush001
Подписаться 3,4 тыс.
Просмотров 3,8 тыс.
50% 1

Here's a video on how to create a simple jump scare for your vrchat world.
It is more or less just a tutorial on how to play an animation when a player walks into a trigger, as that is all the udon logic needed for this effect. If however, you just wanted some sound to play, you would be better of using an 'audioSource, play' node instead of an animation.
Made this video as there were a couple of people asking how to do this, so I figured it should be something I should cover. It did end up being more of a recap video though, but hopefully this helps those who didn't know how to approach it.
So hopefully this is helpful. As always, if you have any questions, feel free to ask in the comments bellow! ^^
Music used was from www.fesliyanst...
#VRChat #Udon #SDK3

Опубликовано:

 

18 сен 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 84   
@lxvxsxck
@lxvxsxck Год назад
You are seriously the best ! I just published my first horror map thanks to all your help making animations, flashlights / torches, teleports, everything. All thanks to you! Much love brother. ❤
@PlayerBush001
@PlayerBush001 Год назад
Awesome! Glad they helped ^^ Btw, what's the name of the world? I might go have a look ^^
@lxvxsxck
@lxvxsxck Год назад
@@PlayerBush001 It's called Anomaly, it's a horror / murder mystery type world where you have to follow notes and clues to get to the end ! I don't know if you plan on making any more tutorials but a good one I can't seem to find anywhere is how to make a shootable gun that will damage / delete game objects when hit with the bullets!
@jeffrechaunemeritus8950
@jeffrechaunemeritus8950 Год назад
@@lxvxsxck ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-RsEYsxjT8LI.html
@jeffrechaunemeritus8950
@jeffrechaunemeritus8950 Год назад
@@lxvxsxck my friend recorded us doing your map
@coottai3343
@coottai3343 Год назад
THANK YOU! YOU NEVER LET US DOWN! Keep this up. You make things so simple
@PlayerBush001
@PlayerBush001 Год назад
Glad your liking them! ^^
@SkyF3ar
@SkyF3ar Год назад
Hands down the best VRC tutorials. Thanks so much for all of these, you have taught me an absolute ton for my worlds.
@PlayerBush001
@PlayerBush001 Год назад
Thanks! Glad they are helping ^^
@Bippsocks
@Bippsocks Год назад
Just found your channel and I do have to say these are the videos I've needed! Thank you!
@PlayerBush001
@PlayerBush001 Год назад
Thanks! Glad you like them ^^
@monashaVR
@monashaVR Год назад
Never regret subbing to this channel. ❤️💙
@PlayerBush001
@PlayerBush001 Год назад
Thanks for the sub ^^
@greykenny
@greykenny Год назад
Omg!! thank you soo much for this Spookality is around corner
@PlayerBush001
@PlayerBush001 Год назад
Haha, and here I was concerned that I may have missed the October target.. Thanks for the kind words! ^^
@shibasunrise3157
@shibasunrise3157 Год назад
This is amazing!!! Thank you!! Absolutely incredible! This well help me for future jumpscares! I wanted to ask if there's a already a tutorial on how to make a green light and red light kind of game? That would work in vrchat? If not that's totally fine! Again thank you for making a tutorial on this! This is a huge help!
@PlayerBush001
@PlayerBush001 Год назад
Thanks! Glad you found it helpful ^^ As for a tutorial for red light - green light game, that's a little too specific for there to be a tutorial on it (might make a good example though). That being said, it wouldn't be all that hard to script up. Simply have a collider trigger that defines the kill zone. Then, using an animation, toggle on that trigger's gameobject when the light is red, and off when the light is green. Then, on that collider object, add a simple udon script. Have an 'event, onPlayerTriggerEnter' node with a simple check if it's the local player (as seen in this video), and if so, toggle on a bool variable. Also add an 'event, disable' node, that toggles the bool off. Now we know if the player is inside the trigger, and if so, we just need to do is check if they are stationary. To do so, create an 'event, update' node, and if the bool is true, using a 'playerApi, get velocity (networking, localPlayer)' node plugged into a 'Vector3, magnitude' node, we can see how fast the local player is moving. Then we just want to put that into a 'float, greater than' node, and if the player is moving faster than say 0.1, kill the player (you don't want it to be zero, as the player may move their head slightly in vr, causing them to have some movement). As for how to kill the player, I recommend just respawning the player. For extra effect, you could also spawn in a particle and sound obj using an object pool, at the location where you died (see my card tutorial on how to do that). This is a little long, but I hope that helps ^^
@shibasunrise3157
@shibasunrise3157 Год назад
@@PlayerBush001 Thank you so much!! This helps me alot!! Thank you!!
@ucantguardo
@ucantguardo Год назад
Can you do a video on loading screens, like if you coded a elevator, and didn't want to just teleport fast, but a delay with a loading screen with maybe a bar or logo, or maybe even just a black screen that fades away. Big Fan BTW
@PlayerBush001
@PlayerBush001 Год назад
Glad you're liking the videos ^^ Sorry, I am currently unable to make videos right now, so I don't know when I'll be able to do it. As for how I would go about doing it, it would depend on what example I am doing. For the fading screen, udon-wise I would simply create an anim variable, and get it to fire a trigger on the animator. If there was a teleport, i would use the node 'udon behaviour, send custom event delayed seconds', get it to call a custom event, and get that event to teleport the player at the height of it's animation. For the fading to black, I would use a screen space shader like 'cancer-space' (as I did for the second spider jumpscare in this video). I would create an animation that enables the object/mesh renderer; then proceeds to increase and then decrease the alpha of a pure black image (You could do this with a custom shader too, which would be better, but they are a lot harder to explain how to make). Then once it has gone back to clear, I would disable the object/mesh renderer till it's needed again. Lastly, all you would need to do is set up the animator to play this event whenever the trigger is fired. As for the elevator, it would be a little harder. Essentially you would need to have 3 bools on the animator for 'doorOpen', 'isMoving' and 'goingUp'. You will also want an int for the current floor that the elevator is at and can be walked in. Then, in the udon script, I would want to have an int for current floor and target floor. To make this work, I would have a bunch of custom events call 'goToFloor(insert number)'. These events will be called from the buttons in the elevator. These events will change the target floor, check if that floor is the same as 'current floor' (referencing the animator's value (set udon variable to be the same as anim here too)) and if not, then I would send a delayed custom event (the delay length will be the time taken for the doors to close). This new event I would call 'ChangeFloor', and in it, I would start by setting 'isMoving' to true. I would then check to see if target floor is greater than 0, and if so, change the bool 'goingUp' to be true (and if not, make it false). Then I would use another 'udon behaviour, send custom event delayed seconds' node, to an event I'm going to call 'NextFloorReached'; and the delay will be the time taken to reach the next floor. In this next event, I will either add or remove 1 from the floor name depending on the 'goingUp' bool value. Then I will once again check if 'currentFloor'(udon) = 'targetFloor'. If not, I will once again send a custom delayed event to this event, waiting for the next floor to 'arrive'. If we have arrived at our target floor, I would teleport the player to the new floor, change the current floor value on our animator to be the new floor; set 'isMoving' to be false, and tell the animator to open the door. So yea, the elevator would take a bit to explain, but hopefully that gives some pointers as to where to look. However, I think if I were to do an elevator tutorial, I would be tempted to just move the player's position, as it would make the scripting a LOT easier. Hope this helps ^^
@ucantguardo
@ucantguardo Год назад
@@PlayerBush001 thank you so much💯
@mrkesler1986
@mrkesler1986 Год назад
I love you man 🤘😎 Thank you so much !!!
@PlayerBush001
@PlayerBush001 Год назад
Thanks! Glad you liked it ^^
@GojiDuck
@GojiDuck Год назад
Nice! Could you also maybe to a Nextbot Chase thing like Garry's Mod to VRC Tutorial ? (If you know how to do that)
@GojiDuck
@GojiDuck Год назад
Like following to you
@GojiDuck
@GojiDuck Год назад
Chasing+ and kill you sorry if that's hard)
@PlayerBush001
@PlayerBush001 Год назад
This would be done with an ai script, which is something that I want to eventually get round to showcasing. That being said, while I have a rough idea as to how to do so, I've never actually done it as I've never needed it in any of my projects so far. That being said, if your interested in learning about it, Centauri did a really cool talk on AI's at TLX, and I would highly recommend giving it a watch: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xVXXS7HX7Og.html They also released a prefab called 'SimpleAi', that apparently contains a bunch of example scripts to get you started: github.com/Centauri2442/SimpleAI I don't think I'll be covering it any time soon, but I hope this helps ^^
@GojiDuck
@GojiDuck Год назад
@@PlayerBush001 Okay Thx!
@빈빈-m2h
@빈빈-m2h Год назад
spider is cute
@PlayerBush001
@PlayerBush001 Год назад
^^
@KokomimiStudio
@KokomimiStudio Год назад
Hey Bush, thanks for the tutorial! I have a question if that's alright, I noticed in the udon behavior you made it detect the local player and the animation did not switch off afterwards. I was wondering how can you make it so when the jump scare is triggered, it plays it globally to all players? I was also wondering how you can prevent that from playing multiple times if they just walk back into the trigger. Another potential issue is if multiple people enter the trigger at once, it may make it play multiple times or break it Are there any methods to make this work? I'm working on a scary world that is meant to be multi-player
@PlayerBush001
@PlayerBush001 Год назад
No worries, thanks for the question! First of all, if you want the animation to play globally, you would just plug the 'event, onPlayerTriggerEnter' node directly into the 'animator, set trigger' node, instead of doing a check to see if it was the local player. This often isn't ideal for jump scares though, as they are so dependant on timing to get the desired effect, that most maps and games do them locally. We also don't need to worry about sending a networked event, as we should see the other player walk into the trigger anyways. If you need it to be synced with latecomers however, you may want to use a bool instead of a trigger; add a synced bool value to your script, and then line up with your animator, much like I did in my lockable door video. Now, as for avoid multiple triggers, this is already immune to this. The reason is to do with how animators work, as we are not telling the animation to play, but rather telling the animator to transition. When the game starts, the animator plays an empty animation. Then it has a transition, that allows it to play the jump scare animation. However, it can only use that transition when the trigger gets called. Once the transition is used, it moves to the jump scare animation. Calling the trigger again won't cause it to do anything, because there are no transitions going from the jump scare animation that use that trigger (well, actually there are none at all in the first example). You would need to have a transition that uses the trigger going to another animation node (or a transition from the 'any state' node plugging into it) for the animation to be double triggered. As for the animation only playing once, this is actually only for the first example. At 1:30 I show the main jump scare animator, that just uses an empty animation, before transitioning to the jump scare animation. However, at 1:41, I briefly show the second spider jump scare animator, that does reset after playing. This is because otherwise you wouldn't be able to see, so it needed to reset. To do so you need to create an animation for it being 'off'. Then all I did was add exit time to the transition from 'Jumpscare on' to 'Jumpscare off' (without any parameter checks) so it would transition after the animation had played 10 cycles, which would reset it, and then the player can be jump scare again. This was a little long of an explanation, but I hope it helps ^^
@KokomimiStudio
@KokomimiStudio Год назад
@@PlayerBush001 thank for the detailed explanation I appreciate all of that and i can't wait to put it to good use! I wad at work yesterday when I watched your video so I didn't have a chance to test I out yet. I asked so those questions because I imagined they may be potential issues but I'm glad to hear it's quite simple. Thanks again Bush!
@PlayerBush001
@PlayerBush001 Год назад
Thanks for letting me explain it in detail. From my experience, your probably not the only one asking ^^
@metaveo7449
@metaveo7449 6 месяцев назад
what if I want the trigger to happen only once and never repeat even you walk again in the trigger? like a one shot..I'm pretty sure you've covered it in one of your tutorial but I can't find it..
@PlayerBush001
@PlayerBush001 6 месяцев назад
If the animator is setup so the animation can never call itself again (as is seen in this video), then the animation will be stuck at its end pose. Alternatively, you could also disable the collider using the node 'collider, set enabled', so it can never be used to trigger it again Hope that helps ^^
@metaveo7449
@metaveo7449 6 месяцев назад
@@PlayerBush001it helped a lot! it works, thank you. since I'm using a timeline I've disabled the collider . Love from Italy!
@adamiksgaming9935
@adamiksgaming9935 Год назад
Could you Show us UDON Graph with the Unity Layers system ? Example I want to set off triggers when an object hits a specified layers. I see UDON graph supports this but I have no idea how to use it.
@PlayerBush001
@PlayerBush001 Год назад
Depends on what exactly you're after, as there are two methods to do this. First, you could check if the object that trigger the 'onTriggerEnter' event is on the correct layer, and to do so would just be 'event, onTriggerEnter' --> 'collider, get gameobject' --> 'gameobject, get layer', and then just check if the layer int matches up with your target layer (or multiple layers using an int array and for loop) The other method would be to make it so they literally never interact. This is great for isolating any 'onTriggerStay' nodes, as they are very expensive. To do so you would want to put your object into a custom layer. Then in unity, you can go to 'edit, project settings', and go to the physics tab, and there if you scroll down, you will see a bunch of checkmarks for each layer. You can use this to disable interaction between layers. Simply choose what layers you want to interact with your custom layer, and then it will only interact with objects in those layers. I don't know if I will cover this any time soon, as I find people learn much more when there is something that they are making with a technique, instead of just showing the technique itself; And I don't really have anything to teach (yet) that would use it. Anyways, hope this helps ^^
@TheMCPanda
@TheMCPanda Год назад
is there anyway to set something like this to play music instead of a jump scare?
@PlayerBush001
@PlayerBush001 Год назад
you could, but this isn't a good reference. Have a look at my 'create a music button' tutorial (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-4ENVC7cCiUU.html), and choose the script that you think works best for you (there are a few shown there). Once you have one you like, replace the 'event, interact' node, with the nodes: "event, onPlayerTriggerEnter(playerApi)' --> 'playerApi, is local' --> 'branch"-(true)-> like shown in this video. Hope that helps ^^
@blackrabbitman5834
@blackrabbitman5834 Год назад
this nice to know but I need help making a jumpscare toggle when I click on a cube it turns on the jump scare that is what I want but I don't know how to do that
@PlayerBush001
@PlayerBush001 Год назад
I recently made a tutorial covering how to change when an event plays. This should explain how to do so (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-U-vzE1vafv4.html)
@blackrabbitman5834
@blackrabbitman5834 Год назад
yea I watch the video but I had a problem when I try to make a cube to trigger the animation it turn on when it suppose to turn on when I click the cube so how do I turn it off in the scene so when I click the cube it will turn the animation on @@PlayerBush001
@PlayerBush001
@PlayerBush001 Год назад
​@@blackrabbitman5834 this is an animator problem. In the animator, you have a transition that allows it to go from empty, to jumpscare animation whenever the trigger gets called. You will then want to make another transition going back to reset it. Give the transition some exit time. The exit time is how long it will let the animation play for before playing the transition. You will need to replace the empty with an animation of it's default state however, otherwise it won't reset it. However, if you instead want it to toggle, then you will need to replace the trigger in the animator, with a bool. then you will need to have an animation for both on and off... have it transition between when the bool changes... change the udon code to use an 'animator, set bool' node instead... and so on. It's a bit much to explain here, but you could look at my lockable door tutorial to see an example of me using a bool in an animator, and calling it via code. Hope that helps somewhat. I may have a tutorial coming soon that'll help, but no promises ^^'
@theoneniti
@theoneniti Год назад
amazing also nice spooda
@PlayerBush001
@PlayerBush001 Год назад
^^
@MaximuszEsala
@MaximuszEsala Год назад
awsm tutorial could you do one for target shooting ?
@PlayerBush001
@PlayerBush001 Год назад
hmm... I could and am tempted, but to be completely honest, I'm dreading the slew of comments of people asking how to make a combat system; which would be a massive leap in complexity. BTW, if that is what you are after, I recommend using the asset P-Shooter from MMMalleon, and just building of that. As for what you are after, the simplest method would be to fire a particle. I would have the particle system have collision on it, with the property that it gets destroyed onCollision. (note, this has the one drawback being that if a player has an avatar with collision particles on it, their particle will also destroy the targets. bad for competitive things, fine for casual) Then on the gun, I would use 'event, input use down' and tell the particle system to play a shoot (or play and animiation that turns on and off the emission on a particle system). I would also fire a trigger on an animator, play an animation of the gun firing, and then also play a gun shooting sound. Then, on the targets, I would have a simple script that just has a 'event, onParticleCollision' change a 'isDead' bool on the animator to be true (kinda like I did in this tutorial for the jumpscare). Simply revert the state of the bool, when you reset the scene. Hope that helps ^^
@annlice418
@annlice418 Год назад
I follow the same thing, but if I play it, it plays even before the animation enters, so I want to know that I can only do it when I enter without jumping.
@PlayerBush001
@PlayerBush001 Год назад
The animation plays when the object gets enabled, so make sure the object is disabled in unity before playtesting
@annlice418
@annlice418 Год назад
@@PlayerBush001 Yes, the same situation occurs when an object is inactive.
@PlayerBush001
@PlayerBush001 Год назад
hmm... I'm unsure then. Perhaps I'm misunderstanding what you are after, or what the problem is. Is the problem that the animation plays when the game beings, and not when the player enters the trigger?
@annlice418
@annlice418 Год назад
@@PlayerBush001 When the coin is picked up, the coin disappears I want to put in the sound, but I'm asking if there's a way to do that
@PlayerBush001
@PlayerBush001 Год назад
sorry, this was me answering your question from yesterday
@user_friendly_9388
@user_friendly_9388 Год назад
Amazing! I was thinking, could this be used as well for instead Player to interact with Tigger, to have another Object to Trigger the Animation? Like: i.e you want a text animation to show up if you hit with a ball a certain part of a game and says "You Win!" Instead of jumpscares, it's the same function and effect for a variety of uses.
@PlayerBush001
@PlayerBush001 Год назад
Yup! your on the right track ^^ To do so, you would need to replace the 'event, onPlayerTriggerEnter' node with a 'event, onTriggerEnter' node. You would also need to check to make sure it is the intended object (aka: ball) that entered the trigger, instead of something else (ie: a hockey stick or something). The easiest method would be to just check to see if its name contains the word 'ball' or something. Funnily enough, the video before this one where I created a lock and key, the first script actually used that exact script to play a door open animation if the right key was inserted into the lock. Feel free to have a look if you're interested in seeing how I did it there ^^ (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-8gm7MVAby1w.html)
@user_friendly_9388
@user_friendly_9388 Год назад
@@PlayerBush001 Thanks a lot! I was looking for some way to trigger that in one of my games, but couldn't figure it out, that makes sense since the lock and door are interacting with each other, you will need only to add a custom animation. On top of that I still getting used to the Creator Companion, since it's going to be required from '23 on I need to migrate some of my stuff, your easy to follow tutorials are welcome! Thanks again Bush :D
@PlayerBush001
@PlayerBush001 Год назад
No worries, glad it helped ^^
@KittySimmer2001
@KittySimmer2001 Год назад
hey could you help explain please how would I jump scare in the player face
@PlayerBush001
@PlayerBush001 Год назад
Scripting wise, it would be the same method shown here, just with a different animation. If you also need an object to follow the player's head rotation, have a look at my tutorial on 'how to make object follow a player' (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-TlRSzmnDV18.html&lc=UgwWWWMtgI5BrwVv2rR4AaABAg) to do so Hope that helps ^^
@wonder7043
@wonder7043 11 месяцев назад
I did it but every single time I test it the animation will play once the world starts and not when I touch the trigger, what do I do???
@PlayerBush001
@PlayerBush001 11 месяцев назад
Your animator is setup incorrectly. There are 3 things to check: Is the non-animation set as the default one to play (orange)? Does your transition between the two animations have your trigger as the condition? Is your trigger off by default? If it is shaded in before the game beings, it will play once when the game beings. This is a l mistake that can happen when testing, and turning it on before pressing play Hope that helps ^^
@ReighnDropz
@ReighnDropz Год назад
This doesn't seem to be working for me
@PlayerBush001
@PlayerBush001 Год назад
Hmm.. do you mind telling me how exactly it isn't working? There are too many variables otherwise. Alternatively, I also recommend asking on the vrchat discord, under the channel 'udon-questions'; as there are a bunch of people there that are more than willing to help troubleshoot something. Might be easier than doing it through the YT comments section ^^
@Ryomen.sukuna.5
@Ryomen.sukuna.5 4 месяца назад
Hey, great videos, keep it up. I ran into a problem with the animator. The animated object wont turn off after an object interacts with it. Any ideas on what im doing wrong?
@PlayerBush001
@PlayerBush001 4 месяца назад
That's because the original script didn't reset when the player exited the trigger. The problem lies with the animator only have a transition from default animation - - > animation1; but no transition back. It also uses a 'trigger' parameter (used for events that happen) instead of a bool parameter (which is used for things that are turned on or off). You would need to replace the trigger with a bool, and a transition going to and from the animations, and in udon; use the node 'animator, set bool' instead of 'animator, set trigger', and have it set it to true when 'onTriggerEnter' is called, and off when 'onTriggerExit' is called. Honestly, the first script from my automatic door tutorial would be a much better example script for what you are after, as it covers all of that Hope that helps ^^
@Ryomen.sukuna.5
@Ryomen.sukuna.5 4 месяца назад
@@PlayerBush001 I've done all you have recommended including watching the automatic door tutorial, yet the animated item still doesn't reset after triggering. I have transitions to and from both animations and i have my parameter set to bool. I also changed up the udon script like you said.
@PlayerBush001
@PlayerBush001 4 месяца назад
Your default animation needs to negate the changes made by your active animation. If you change the rotation of your object in the active animation, then the default must have the animation be at default rotation
@wargames5492
@wargames5492 Год назад
Hello, can you please help me? How to do the same only with the sounds on the video? Also, how can I make the sound play once when picking up an object?
@wargames5492
@wargames5492 Год назад
I ask a lot for help, I even somehow felt uncomfortable.
@PlayerBush001
@PlayerBush001 Год назад
Nah, I don't mind people asking questions, but I am struggling to understand your question here. If you're trying to play a sound when someone walks into a trigger, have a look at my first video on how to play a sound in udon (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-cQ3hWKY-NiA.html), and then replace the 'event, interact' node with a: "event, onPlayerTriggerEnter' --> 'playerApi, isLocal' --> 'branch" -(true)->
@wargames5492
@wargames5492 Год назад
@@PlayerBush001 Thank you so much! I'll try to do that.
@wargames5492
@wargames5492 Год назад
@@PlayerBush001 In addition, I am a beginner, I want to find out more about it all, and a 16-year-old teenager, I am making a horror-like map, and I do it all on my own.
@wargames5492
@wargames5492 Год назад
@@PlayerBush001 S.T.A.L.K.E.R Anomaly is called, you can even look in Steam Illustration
@wargames5492
@wargames5492 Год назад
I would like to know how to make a radio, do not know how to do it?
@PlayerBush001
@PlayerBush001 Год назад
Depends on what you mean by 'radio'. If it's just typical radio, then you would just need a video player that supports a playlist, and then disable or hide its screen and you will have a 'radio' / music player. If however you mean a walky-talky, then it's not really possible. This is because (afaik) unity would require an audio listener to hear the other person, and vrchat doesn't allow for you to upload that component. There is however a workaround. If you were to increase that players voice's audio distance, you will be able to hear them from a far away distance. The loudness and falloff of a player's voice is completely local, so you can have it so that their voice distance only increases for the person holding the other walky-talky. The only problem with this technique, is that you will hear their voice coming from where they are standing, and not from the device itself. To do so, on both pickups, you want to have a bool that toggles on when 'event, on pickup' is called, and off when 'event, on drop' is called. This will keep track of if you are currently holding this walky-talky. You would then need to have a synced bool to say if the device is being used, and toggle it on when 'event, onPickupUseDown' is called, and off with 'event, onPickupUseUp'. Then using the event 'onVariableChanged', if the bool is true, do a check to see if the 'isPickedUp' bool is true on the other walky-talky, and if so, update the player's voice to be loud. If this event was called because the bool was false however, we want to revert the player settings to what they were before. Now, this is a little advanced, but I would look at my tutorial on creating a flashlight to get an idea as to how to use a pickup: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE--p-QPxtWg3o.html And look at my video on changing the player's audio distance, to see how to change a players voice settings: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-hCK3oAH7WJg.html Hope this helps ^^
@wargames5492
@wargames5492 Год назад
@@PlayerBush001 Thanks for the great information, only the radio only needs music, but in the future I will probably create a walkie-talkie. So a big thank you from you) (In addition, I do not know much English, so I ask for the wrong language.)
@BIO89-
@BIO89- Год назад
could you make AI like the next bots?
@PlayerBush001
@PlayerBush001 Год назад
I have yet to play around with ai, as I've yet to need it in any of my projects. The only simple ai would be for a horror world, and that has little appeal for me. If you are after some ai stuff though, Centauri did an awesome TLX talk about using ai in vrchat (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xVXXS7HX7Og.html) and I would recommend watching that to get started. They also made a prefab with a bunch of example ai's to get you started
@lightyear3460
@lightyear3460 6 месяцев назад
Thanks for the tutorial, but seriously, you talk way to fast. LOL I couldn't make it work. I'll double check everything, but i"m sure I followed it correctly.
@PlayerBush001
@PlayerBush001 6 месяцев назад
Haha, feel free to slow down the video to 0.75 speed. You wouldn't be the first!
@lightyear3460
@lightyear3460 6 месяцев назад
I can't make this work. Wonder what I"m doing wrong. I just want to trigger an animator to play when someone walks up to it. I have an animator parent and a rabbit child. I put the collider in front of it, and when someone walks up to it, it should trigger the animator to play, but it doesn't. I'll send my screenshot to you in Discord.
Далее
They Dared Me To Make A Game...
12:08
Просмотров 1,3 млн
Семья с двойным дном. Рассказ
2:45:06
The Obscure Lore Of Larva
30:33
Просмотров 1,4 млн
This creepy Alpha Minecraft channel only LIVESTREAMS
28:14
VRChat Udon Avatar AI tutorial
9:23
Просмотров 2,5 тыс.
ULTIMATE JUMPSCARE tutorial!!! - Udon / VRChat SDK3.0
13:27
Create an Automatic Door - Udon / VRChat SDK3.0
17:00
Why Are Open Source Alternatives So Bad?
13:06
Просмотров 637 тыс.