Please help me!! I’m blocked at lession 2 and the animation of walking don’t working. Why? Sorry my bad English, but I’m Italian.
Can you give us any more detailed information? Can you tell us what you’ve used as your setup? Where is the project it’s breaking?
Hi Guys,
In the new asset package I downloaded as above, there was no ‘floor’ layer in the drop down list ??
U_nitty.
Hi @U_nitty !
Thanks for letting us know about this; it looks like the small fix we made to the pdf has nuked the project settings we needed. I’ll disable the package for now and try and get a fix back online asap.
any one can help me with my problem ! (
The fix for the missing project settings has just gone live to the asset store, so I’d suggest deleting the package from your local disk and then downloading the package fresh into an empty Unity project. If you step through the first two videos of the tutorial again you shouldn’t be seeing any more errors.
You can delete the package from the following folder:
Win: C:\Users\USERNAME\AppData\Roaming\Unity\Asset Store-5.x\Unity Technologies\Unity EssentialsSample Projects\
Mac: Users\USERNAME\Library\Unity\Asset Store-5.x\Unity Technologies\Unity EssentialsSample Projects\
Hopefully downloading the fixed package and going through videos 1 and 2 again should also fix your problem, @midomady304 but please let us know if it doesn’t.
Sincere apologies for the inconvenience ![]()
Thanks, that fixed a lot of the problems I was having (including only the gun moving during the animation)
PlayerRigidBody.MoveRotation(newRotation);
should be:
playerRigidbody.MoveRotation(newRotation); // Set players rotation to this new rotation
In your code you use PlayerRigidBody instead of playerRigidbody.
Lowercase ‘b’ needed ?
Lowercase ‘p’ needed ?
U_nitty
@peteorstrike
I fixed it already by creating a user layer ‘Floor’ and creating and applying a tag ‘Floor’ .
Thanks for the update - will download later ![]()
Regards
U_nitty
Hello, I am having an issue with the camera setup in chapter 3. I followed the video tutorial but when I press play, the bottom half the game preview screen is cut off and the map disappears and becomes grey. The top half is visible but when I move it becomes transparent and looks weird. I re watched the tutorials and looked at my script and it all seems to be the same so I am confused at the moment. I am also running on unity 5.0.1fl because that is what my school is currently at so that might be part of the issue but I am unsure. Any help would be appreciated as I am very eager to learn!
Hi, I completed the tutorial and everything works fine, except the scoring, everything is scoring twice, any ideas as where this bug may be?
Thanks
Hi @Douglas1701 ! Quite difficult to say what the issue might be without seeing it first-hand but it might be worth double-checking that your camera settings match the completed scene (or indeed if the issue is present at all in the completed scene) - just in case it’s something like the Camera Clipping Planes causing an issue. Here’s my final camera settings:

Hello @LouisGacke !
The score is controlled by this section of Enemy Health:
public void StartSinking ()
{
// Find and disable the Nav Mesh Agent.
GetComponent <NavMeshAgent> ().enabled = false;
// Find the rigidbody component and make it kinematic (since we use Translate to sink the enemy).
GetComponent <Rigidbody> ().isKinematic = true;
// The enemy should no sink.
isSinking = true;
// Increase the score by the enemy's score value.
ScoreManager.score += scoreValue;
// After 2 seconds destory the enemy.
Destroy (gameObject, 2f);
}
Might be an error or extra plus on the ScoreManager.Score section? Again, just guessing but it’ll likely be something with this particular function being called twice or having an error somewhere.

All my camera settings were correct except depth and clear flags, I changed them and the issue is still there, here is a screenshot
Hello @Douglas1701
If you check the Transform Component on your camera, you will see that the numbers are slightly different from the tutorial. Your Position is currently set to 0, 0, 10.38507 (the weird numbers in x and y with “e-” in them are basically floating point representation of 0’s).
Your position will need to be set to 1, 15, -22 for the camera to not clip through the level as it currently does. What’s happened is that the camera with your current position settings is now partly sticking through the floor, which is why some of it is missing.
Hi!
I’m having a problem on phase 2, as the animations don’t work as they should. When I run the game, the Idle animation is shown. Fine so far. But when I try to move, the animation Move is not shown. It seems that only when Idle animation finishes, the Move animation is called; and when I stop moving, I have to wait again for Idle to finish.
Also, if Idle animation finishes and I’m not moving, it gets stuck and no animation is shown.
It doesn’t seem to be a scripting error, as I see how the “IsWalking” parameters is set to true while i’m moving.
How can I break the Idle animation for changing to the Move one?
I had a bit of debugging to do in the final phase of the project, and I’ve seen others with similar issues but no answer, so here’s the way I fixed it.
My problem was the Game Over animation/text was never shown, although the game would restart itself. I found that, unlike the video, the Player Death animation was set to fire an event “RestartLevel” which matched a function in the PlayerHealth script. The video shows the GameOverManager script as responsible for restarting, so I changed things to use that approach.
In the Project view, go to Models → Characters → Player, and then in the Inspector’s Animations tab, in Clips select “Death”, expand the Events timeline, right click the tiny event marker and choose to delete it.
The GameOverManager script given in the project did not match the one in the video, but it’s simple to add the missing lines.
Also make sure you check “Has Exit Time” in the state transition from “Empty State” to “Game Over Clip” on the HUD Canvas Animator. I’m not sure why, but that stopped the game over animation displaying as expected.
I had the same problem as you. I don’t know why it doesn’t work but after some trying out
I found a solution that will fix it.
The only thing you have to do is replacing
if (Physics.Raycast(camRay, out floorHit, camRayLength, floorMask))
with
if (Physics.Raycast(camRay, out floorHit, floorMask))
So you don’t give the camRayLength to the the Raycast method. It is surely no proper
solution but it works fine ![]()
Just wanted to point out that if your enemy only moves to 0/0 you have to replace “FindGameObjectWithTag(…)” with “Find(…)” in your EnemyMovement class.
Find() uses the argument to find a game object with the same name (instead of looking for a tag), so it most likely is slower. If you really want to to fix this problem you should try to find a fix to use the tag.
I found this “Bug” using the latest unity version for osx yosemite and the latest asset version.
EDIT: Looks like uni00 already posted this, sry for reposting it. Found his post seconds after posting this.
I’m trying to add a script to a player object but I keep getting the message “please fix compile errors before creating new script components.” Even after removing the script component off of the player object, it has a “parsing error” on the lower left hand screen. Any help please? Thanks.