Hello, i’m trying to use the third person controller starter assets manually, but its very hard for me to do that, i have used a code monkey video to create a aim system using the starter assets as a basis, but maybe to use in another projects doing the setup manually will be more easy, so i want to know if have some tutorials on internet to do that, because i don’t find anyone, another question, Have a asset more easy to use? because i want to add animations to swin etc, but to connect with the starter assets i thinks this is a bit hard, i can use just the camera from the starter assets? without the movement animations? if yes how i do that? because i already have some animations from one asset of unity store that cointeins everything that i need, sorry for my english i trying to not use google translator, and i’m new to games development (i’m a programmer but not for games).
Each one of these things can be done and there are various levels of tutorials online.
The more things you combine, the harder and more complicated it becomes.
The more things you combine, the more important becomes the engineering to ensure each part does not interfere with the other.
Rather than thinking “I need to find the one special tutorial!” you should instead work in small pieces and build up gradually.
I like this fellow’s approach: he keeps asking “Can I … ?”
Imphenzia: How Did I Learn To Make Games:
Here’s a simple first person controller I often start with:
That one has run, walk, jump, slide, crouch… it’s crazy-nutty!!
Thanksss man, i think a figured out how to use only the camera, i’m trying just to do a zombie game for personal use, with basic things like some craftings, weapons etc, not very big things
Crafting systems are probably one of the hardest things to attempt. Here’s my boilerplate notes on doing it.
These things (inventory, shop systems, character customization, dialog tree systems, crafting, etc) are fairly tricky hairy beasts, definitely deep in advanced coding territory.
Inventory code never lives “all by itself.” All inventory code is EXTREMELY tightly bound to prefabs and/or assets used to display and present and control the inventory. Problems and solutions must consider both code and assets as well as scene / prefab setup and connectivity.
Inventories / shop systems / character selectors all contain elements of:
- a database of items that you may possibly possess / equip
- a database of the items that you actually possess / equip currently
- perhaps another database of your “storage” area at home base?
- persistence of this information to storage between game runs
- presentation of the inventory to the user (may have to scale and grow, overlay parts, clothing, etc)
- interaction with items in the inventory or on the character or in the home base storage area
- interaction with the world to get items in and out
- dependence on asset definition (images, etc.) for presentation
Just the design choices of such a system can have a lot of complicating confounding issues, such as:
- can you have multiple items? Is there a limit?
- if there is an item limit, what is it? Total count? Weight? Size? Something else?
- are those items shown individually or do they stack?
- are coins / gems stacked but other stuff isn’t stacked?
- do items have detailed data shown (durability, rarity, damage, etc.)?
- can users combine items to make new items? How? Limits? Results? Messages of success/failure?
- can users substantially modify items with other things like spells, gems, sockets, etc.?
- does a worn-out item (shovel) become something else (like a stick) when the item wears out fully?
- etc.
Your best bet is probably to write down exactly what you want feature-wise. It may be useful to get very familiar with an existing game so you have an actual example of each feature in action.
Once you have decided a baseline design, fully work through two or three different inventory tutorials on Youtube, perhaps even for the game example you have chosen above.
Breaking down a large problem such as inventory:
https://discussions.unity.com/t/826141/4
If you want to see most of the steps involved, make a “micro inventory” in your game, something whereby the player can have (or not have) a single item, and display that item in the UI, and let the user select that item and do things with it (take, drop, use, wear, eat, sell, buy, etc.).
Everything you learn doing that “micro inventory” of one item will apply when you have any larger more complex inventory, and it will give you a feel for what you are dealing with.
Breaking down large problems in general:
https://discussions.unity.com/t/908126/3
The moment you put an inventory system into place is also a fantastic time to consider your data lifetime and persistence. Create a load/save game and put the inventory data store into that load/save data area and begin loading/saving the game state every time you run / stop the game. Doing this early in the development cycle will make things much easier later on.
Thanks for the tips man!!! i have watched some videos on youtube about this topic, i want to make something like rust to be honest, i have find some videos from codemonkey about how to make a atachment system etc, i’m using Synty studios battleroyale assets , so i just need to uild the code XD, i’m trying to find some template to use on assets store too,