Ufps vs realistic fps prefab

I know there has already been a thread about this but it was posted some time ago and the prices of those 2 products have changed from 20-30 and 50-75. Now I want to know what is better for a beginner overall and actually teach you code and help you develop.

If you want to learn code, ignore the assets for a while and try writing your own from scratch.

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How am I supposed to learn without anyone else’s code and completely without knowledge of c#?

You can’t learn much from an asset either if you’re “completely without knowledge of C#”. I’d recommend familiarizing yourself with the basics of C# first, then the basics of using it in Unity, and then start looking at how it’s used in specific assets.

If at any point you find yourself not understanding why a line of code is there or what it does, that’s the time to stop and learn more before proceeding. Otherwise you end up with frankenstein code that you won’t be able to maintain or change.

Although that mainly applies to code that you’re trying to learn from. It’s fine to use an asset/library to do some task without knowing how it works internally; you’re just not learning much from doing so.

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I mean I already know some c# from a unity tutorial in unity https://www.google.com/url?url=https://www.udemy.com/unitycourse/&rct=j&sa=U&ved=0ahUKEwjcuMGrv4HRAhVE6mMKHdLLCMcQFggaMAA&q=udemy+unity&usg=AFQjCNE8UtaQhV9G7kgFvqg-gt_ubDeHhg

I know how to code but just simple choose your own adventure games, clickers, and number games not fpes

Learn.

Although I’m beginning to doubt that if anyone who can’t find that on their own actually can make a game.

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TONS of stuff of youtube TOOOONNSSS TOOOOOOOONNNSS

“cooking with unity” search for that on youtube
thats how i first began

LOL i havent even looked at the Unity Learn things as much as a i should >,>
i should do em all someday <,<

after a good while, you can become to just make anything yourself out from your head (and unity scripting api docs, gotta check those alot lol… make sure you understand how the things they give you work)

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Realistic FPS Prefab’s code is much simpler and more direct but not thoroughly documented, and it could use a little updating to bring it up to Unity 5.5.

UFPS has a much more complex architecture, which I wouldn’t recommend for someone who’s not already very comfortable with C#, but the code has more documentation (necessary for its high level of complexity).

So, while both are excellent products, neither are ideal for a beginner to learn code. Go through Unity’s tutorials, which you can access through the Learn link in BoredMormon’s reply. They’ll prepare you to delve into either FPS framework with a lot more success.

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I never used C# before and I found these two things the most helpful for learning how to make things in Unity:

There are short scripting examples in the docs as well and you can get information faster through reading than through videos (althought what I’ve seen from the learn section videos they were actually good, I just prefer text).
And for general C# questions I just googled everything and always found something either in docs from microsoft or on stackoverflow or some place else.

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Reading API docs and stuff to get started can be boring…you always will and still need to do this but if you want more of “Making stuff while you Learn” type journey Check out Petey.…personally I think he is one of best to watch and learn cool stuff with unity and c#…he doesn’t get boring and and you learn cool stuff.

Worth a mention: GTGD Series . This is a great series to get you started before you dive into Realistic FPS. With the knowledge you can take from this on events is solid. There are also extra cool bits you can take away from this and run with you own concepts with Realistic FPS that can be quite rewarding.

PACT books has a book on building a FPS with UFPS.

Both UFPS and RFPS have a good community behind them

UFPS is it’s own framework and you have to work with that and other stuff has to work with it. Pretty deep to extend stuff. I found that everything takes a bit longer but worth while results…sometimes you feel like it worked by luck due to complexity of things at times. Lot’s of documentation as mentioned for it. Lot’s of third party support from other assets and also has its own multiplayer add on. Something to consider…UFPS is pretty much set it is ways…no new features just bug fixes…but for how long? UFPS 2.0 drops soon…will UFPS even be relevant any more or supported for new versions of unity? If so, How long? To many ??? here.

Realistic FPS is a solid framework but It seems a lot more modular. You can take things away and add things with more forgiveness. Not a whole lot of documentation but the code is readable so you really don’t need it. However you are required to know C#. Reading the code you seldom feel lost as you do not need to jump around a lot to follow along. UFPS is sorta like those old choose your own adventure books jumping all over the place. Making things work with RFPS is a lot easier however, this again falls on you to write your own scripts for that but there is a lot of 3rd party support from many assets as well. New features constantly being added and no end in site on the horizon. Future looks solid for this kit.

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UFPS hogs Layers to the max, send text strings everywhere and if you integrate it it better be at the start because it will mess up seriously any physics you have already set to layers. I don’t know where their design head was at but I can use two layers to create an FPS. One for the bullet and one for th4 enemies…and i won’t be sending text strings all over the place. I will simply create a HitByBullet or DamageController comnponent to handle the impacts.

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I agree that UFPS is over-engineered, which is thankfully something that Opsive is addressing in UFPS 2.0 now that they maintain the codebase. But, after working with UFPS for several years now, there’s a logic to everything. Some of it is due to legacy workarounds for deficiencies in older versions of Unity, but a lot of it is necessary to make a polished FPS. For example, its Weapon layer is necessary to render the FPS weapon in a second camera so it doesn’t clip into scenery. Other layers like MovingPlatform help physics to run more efficiently. (UFPS uses 11 of Unity’s 32 layer max. RFPS uses 9.)

But all this necessary complexity makes it far from ideal to study if you’re just learning to code.

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