New Unity Multiplayer Fps Shooter tutorial! (video, source code included)

Hello All!
I begin create tutorial series.

Here is video (uncompleted)

Say what you want to add in this tutorial.

474867–16689–$networkTutorial.unitypackage (10.7 MB)

Hi,
Maybe you can add a simple chat?
If it is “FPS shooter” - i think, there must be possibility to shoot? :smile:
Anyway, thanks for tutorial :slight_smile:

yes, in next tutorial will add scoreboard, chat and sniper.

This was the thing i needed :slight_smile:

Your first video doesn’t really whet the appetite of people. I suggest you show people a finished game (or at least the screen shots) and then give a step-by-step tutorial on how to recreate it. That way more people will be willing to donate.

The complete version is coming soon.

When will you show us your finish series?

How many part is to there?

at this moment 3, but they aren’t completed

it looks like ONLY promises - nothing more!

hey I have a problem here, any idea why am i controlling another player from my screen, and the other player is controlling my character off his screen.

if you keep moving your mouse down then the camera follows the look and it will be upside down.
is it possible to just remove the player and then add a new one? so that i have my character?
can you make something where you can choose how long time a round should take like 15 minutes and in the end the player who killed most wins? maybe make it possible to choose mode like : death match, team death match, capture the flag

i also have that problem :S

Thats a easy fix. Add this in the update function in the player script:
if(y >= 60){
y = 60;
}

if(y <= -60){
y = -60;
}

it wasnt that hard to find out

Is the full version ever going to come out?

I would very much like to see the full version of this. I think it’s a great idea to get something along these lines out there as a tutorial!!

Please do keep it up!!

+1

well I fiddled with the project files and got a character and a walking animation instead of a capsule working.
It still has bugs though, mostly between “my” ears, in that I still don’t know enough about unity to figure out how to keep the character from jumping up on top the camera, nor how to have character animations show on the far end of a network connection. grins

I’ve been playing with this for a few days now, and found that if you’re controlling the wrong “player”(or both players) from either running instance, make sure your networkview state synchronization is set to “unreliable”.

Fixed my ‘bug’ with the character jumping on top of the first person controller by creating a capsule in the heirarchy view, removing the mesh filter and the mesh renderer from the capsule, leaving me an invisible capsule, and then putting my animated character inside the capsule after resizing it so my character fit inside.(it shrunk the turn radius in mouselook too)
I created a new prefab then called Players and added the capsule with the animated character to that prefab, and gave the prefab all the extra goodies that the original Player prefab had(network view, FPSinput controller, etc, etc…
I also added a simple bubble chat to it.
Then just dragged the Players prefab onto the spawn script leaving the old Player prefab intact for backwards debugging.(which we newbies sometimes have to do)
The only issue I’m still having is getting the walk animation to show only on instances of the character that are actually walking, and more importantly showing across the network so player “A” sees player “B” walking towards him/her rather than scooting or sliding towards him/her, and locally so when player “A” walks he/she doesn’t see Player “B” moonwalking (or moonlimping in the case of my lame excuse for animations :smile: )

Ok, I made up a unity package of my project files.
As I said, I included the cheesy bubblechat from unity, and added the “joan” character that mixamo offers the female character package in the unity store free of charge.

Each player controls his/her own player, and the other player doesn’t move…meaning player A ONLY controls player A, and B only B.

I would have added the default animations for the mixamo dance pack(idle, walk, and run), but he doesn’t give them out “free of charge”…so I can’t give them out either.

If you want to try it out, let me know, and I’ll find some place to upload it for folks to download it from.

I’m thinking to use the project files you
'll need to start a new project…and DON’T import anything, as in my export, I included all depenencies…so everything should be there…and ready to build and roll…

It’s just too bad the original author doesn’t seem to be around anymore…because he had a Darn good start to a dead simple multiplayer project…