Hi all,
I have been working on a third person controller that is reminiscent of MMO controls. I would like to invite the members of the community to give me as much feedback as possible. The link below is a sample scene using the current version of my third person controller and my camera controller.
Please be a critic and bash it to shreds (as long as it’s constructive).
There are a few known bugs:
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The camera clips on collision. Does anyone have any suggestions to fix this? I am using Physics.Linecasts to check for collision. I use RaycastHit.point to snap to the camera to the collision point. It seems that I need to calculate the collision before it actually collides because of this camera clipping; however, I am a bit puzzled on how to do this. Does anyone have a good reference I can use? This mostly has to do with the terrain (I can simply make the collision a bit bigger for walls, etc.) Would fiddling around with the TerrainCollider class be in the right direction?
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Jumping is very weird and needs to be overhauled.
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The camera does not zoom back out to its original position after done colliding. This isn’t so much a bug as a wanted feature.
There are probably a few more I am forgetting, but nevertheless, please report any difficulties/annoyances. I think the most important part to a game is controlling the character, so this is very important to me.
Please enter full screen to get the best experience! The camera and character can be rotated with the right button.
Thanks!
https://dl.dropbox.com/u/9322441/Team%20Arena/Team%20Arena.html
Are those sprite based characters ? They look great. Your Camera is the typical thing that we have all seen. If you want to create a better sense of mood, motion, and excitement, you should work on changing camera angles(automatically) as you walk around, and as you approach objects. Your proto-game looks very good, and very promising. I would also love to know how and or where you got the characters or if you created them yourself, how you did so.
Enjoy
~K
Thanks for the feedback, shabazzster. The camera angle idea is definitely good – I think I’ll work on that. Off the bat, I think of two great ideas: auto-rotate when moving auto-rotate to a “cool” angle when in combat.
As for the models, the characters can be found in a model pack from thegamecreators – they’re truly high quality and unbelievably cheap. However, they come in a .X format, and I had someone a few months ago help me convert them to .FBX
Any more feedback, please?
would i be able to look at this as i may be able to make some nice improvements
Sorry Lastowl, the scripts are not open source / available for download. They are for a commercial game that I am slowly working on.
However, when I am finished I will likely distribute the scripts to the Unity store. Even better, I would like to see if Unity wants to include this Third Person Controller in their default prefabs. This way, the entire Unity community benefits from my work.
Do you have any suggestions / critique for my work, Lastowl? And thank you for your interest!
basically what i was planning on adding is an auto reposition forward after so many idle seconds, i did something similar in mine, to fix jump just make it only adjust to the z slowly or to a value then it should look smoother or not move past a certain amount
One bug I managed to find was that if you walk forward and right-click the character will continue to go forward without you having to press ‘w’. Not sure if this is a bug in the script, or because I wasn’t in full screen…
Hopefully you find that helpful. As for the clipping, you could look at how the Third Person Shooter example project clips the camera, it may offer some useful tips.
Thank you for the feedback, hybrent! I will take a look at that bug. I intend for the character to move if you press both mouse buttons down at the same time, but what you mentioned is certainly a bug.