Yeah I would think the “sliding down” a slope and then falling would be a pretty standard requirement of ANY FPS/RPG.
OK I will wait to purchase until if/when they come out.
Yeah I would think the “sliding down” a slope and then falling would be a pretty standard requirement of ANY FPS/RPG.
OK I will wait to purchase until if/when they come out.
Nice demo, can it be used for a third person camera?
imtrobin, the camera system has been made solely with 1st person in mind. Some features will work fine in any perspective but I’m sure it would take quite a few changes to the C# source code to go all the way so I wouldn’t recommend it.
/Cal
Cal, I ran into another problem. I was using Unity water4 Prefab on a project. If the FPS camera frustum is with in the plane everything is fine as soon as i turn to look away the FPS camera stops working and the gun camera continues to work making that image trailing from the depth only. When I look back at the plane everything works fine again.
Unity water4 uses two cameras to project the sky onto the water so I imagine this has something to do with it. I tried to change the depth so that each camera was different but did not seem to work.
It doesn’t really matter if I can make this water effect work or not but I imagine some people will have other effects that use render to texture that may cause some problems.
thanks
Spectacular demo. Bravo!
Just got a little suggestion, maybe show the shooting animation (with proper muzzle flash and shell/bullet casing ejection) would really make this demo even more spectacular. Maybe also add decal as bonus.
Its definitely on my watch out list!
@GoMakeWorlds: Interesting info on the water. It is probably an issue with camera layers. The layers can be changed in FPSCamera.cs (you can search for “BodyLayer” and “WeaponLayer” and change the integers). I’ll add this to the buglist and take a look at the water4 prefab at some point. Thanks again, you are my most avid tester
/Cal
@I am da Bawss:
Yeah I agree. These things are being worked on, in fact there will be a new release very shortly with a pretty advanced recoil system. Effects are a high priority after that.
Cheers
/Cal
Hello all,
Version 1.1 of Ultimate FPS Camera has now been approved and is available on Asset Store. Most of the work has gone into overhauling the gameobject / component structure (to pave the way for more advanced and flexible weapon features in upcoming releases). But it also includes a new recoil system and fire sounds.
>> Also, the price has been reduced from $75 to $50, atleast for the time being. <<
Try a web player DEMO
Asset Store LINK
If you’re an existing user you will have to manually update your camera presets from version 1.0. See the full RELEASE NOTES for a walkthrough on how to do this.
New Features
• New component: FPSShooter - with an advanced recoil functionality. Lots of parameters to tweak for making your weapon kick like a mule or twist in any direction when fired.
• Timer class, a small but very powerful and easy to use timer system for scheduling all sorts of client side game events.
• 6 high quality sound effects: Earthquake, Explosion, Machinegun, Pistol, Revolver and Stomp.
• Better transitions between weapons in the demo.
Have fun !
/Cal
Good work, just one critic…in shooter when you click with right mouse button, there is too much zoom, this isnt exactly realistic and it doesnt make sense. Basically with right clicking it should place weapon in middle of screen so that player can look trough weapons aim marking, instead of just zooming camera too much.
Hi janpec,
The zoom level is fully tweakable and entirely up to your game code. You may zoom on any button and as much or as little as you like. You can also zoom the camera and weapon independently. Moving the weapon closer to the viewpoint when zooming (i.e. looking through the sniper scope) could be done with relative ease. As an example, note that when you crouch in the demo the weapon is lowered. This is done by activating a “crouch” preset with a different weapon position and rotation when the user presses “C”. The system allows you to do a whole bunch of things with a little scripting creativity.
Cheers
/Cal
Hey. It turns out you have a class named EditorGUIUtility, which is one of Unity’s built in classes. This is a huge programming no-no, as it makes Ultimate FPS Camera incompatible with ANY other asset that tries to use unity’s built-in GUI code.
More details here: http://forum.unity3d.com/threads/114833-NGUI-(Next-Gen-UI)-demo-amp-final-feedback-request/page109 Please fix this by renaming your class to something else, like VisionPunkEditorGUIUtility or something. Doing this will not only make Ultimate FPS Camera compatible with NGUI, but also with any other project that uses Unity’s built in EditorGUIUtility class!
Oh thats great to hear, i jumped on critic too fast. I actually thought you are doing it that way.
Just FYI, I ended up renaming it to VisionPunkEditorUtility on my end… it was easier to do the Find Replace if the Replace doesn’t include the Find string in it.
Files which contain references to EditorGUIUtility include:
FPSCameraEditor.cs
FPSControllerEditor.cs
FPSShooterEditor.cs
FPSWeaponEditor.cs
and of course,
EditorGUIUtility.cs
all of which are located in:
Assets/UltimateFPSCamera/Editor/
Note that EditorGUIUtility.cs will need to be renamed to VisionPunkEditorUtility or whatever else you replace the string with. Be careful NOT to replace the string EditorGUIUtility in an unrelated file from another author-- these probably reference the default EditorGUIUtility class that is part of Unity.
Also, there are inconsistent line endings in Assets/UltimateFPSCamera/Perlin.cs I opened the file in Unitron and clicked Text > Line Endings > Mac(CR).
Please patch this soon so your product plays nicely with others!
(Why’d I spell out every step? So other noobs like me can patch it ourselves in the meantime! )
@WarpZone: Thanks for the headsup! You are ofcourse absolutely right. I’ll come up with a better naming convention.
Too bad we can’t have namespaces
/Cal
The lazy way is to just prefix everything with VisionPunk. Nobody else is gonna create a class named that! Unless, like, it was a game about a gang of street toughs coping with various stages of sight disorders… hmm…
I’m considering purchasing this, as it looks great. One thing I noted in your demo is that when you crouch and then shoot whilst crouched, your weapon fires in the crouch-direction (rather than the correct, forward one). Is this something that can easily by fixed via editing the code, or does it involve multiple systems (i.e. will it be easier to wait for you to fix this).
The weapons are sometimes invisible when you switch to them. I don’t know what causes it, but I can tell you how to reproduce it:
I’m not sure why it does this, but it seems to have something to do with the rotation code. If you switch to the Scene view at this point, you can see that the machinegun model is pointing at a weird angle. Probably in the weapon switch code you’re making an assumption that the player is facing straight ahead.
(You should probably fix the EditorGUIUtility issue first and release the update before you start working on this bug.)
Update: FPSWeapon has code in Awake(). If you add the line Debug.Log(name+“FPSWeapon Awake”); after the start of the Awake funtion, you’ll see that code in Awake does NOT get called at the start of the level. Rather, it gets called when the weapon is first equipped. Is this intentional?
Update: Rotating a little to the left before switching weapons for the first time results in the weapon being rotated twice as much to the left as it should be. Not sure what that implies but maybe it’ll give you a hint.
Just to report, the drunk camera is able to go through walls if you stand close to one.
@RickyBozzy: Yes, this can be easily altered in code. The system is very flexible. The demo crouching code just activates a preset which tilts the weapon down. This can be commented out or modified to do something else. FYI: the package contains a “SimpleScript” which has no walkthrough demo code and keeps the weapon pointed forward on crouch.
@WarpZone: Thanks for finding the rotation issues! I have found the problem and will include a solid fix along with the EditorGUIUtility fix in a bugfix update.
@imtrobin: Yes, this is due to the fact that the camera moves independently from the CharacterController and may do wild and crazy things on its own This can be dealt with in various ways. If you wanted to use the drunk preset for a game right now you could tweak its motion to be less aggressive. But I’m pondering a couple of solutions for the long term.
Thanks guys…
/Cal
Maybe add a collider to the head?