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Fine-tuning the First Person Controller

From: Unity 4.3 Essential Training

Video: Fine-tuning the First Person Controller

Part of crafting a game and really Now I've got a limit that's a little bit less in that controller.

Fine-tuning the First Person Controller

Part of crafting a game and really promoting that immersion in the game environment is thinking about how that player moves around and how they react and interact with their world. We know we're going to do things like triggers that open doors for example and move walls around. But we also need to think about the player controller, itself. How big is it, what are the movement options available, and how does it move around? Is it fast, is it slow? Is it a creep? What are we really after, here. I'll select the first person controller in the hierarchy and look at its properties in the inspector.

Remember, this first person controller is instance from the assets, so changes made here will reflect back on the original. And I can tell it's an instance because that text is in blue in the hierarchy. In the inspector then, that first person controller comes with controls for looking around and moving and. So forth, and jumping and sliding, and we can change these as we need. The first thing I'll look at is the height. This height of two is two meters. And, that's six foot, seven, which is Darth Vader tall. It's a very, very tall person.

So tall, that This person or this controller will brush the tops of doorways in a lot of standard doors. If we're dealing in an eight foot door it looks okay but this really tall person will look odd next to a three foot railing which the railings in this gallery are. So we want to change the height of our player controller. I'll put this height at, well let's try 1.6 meters. And this will reduce that size a bit. I will click on the scene and press F to focus in and there is that player controller, as soon as I zoom through the wall and that height of 1.6 will react a lot better.

Now, there is a couple of parts to the first person controller here what I'm actually changing by playing with this height Is that collider, that capsule shown in green around it. So putting in a height of 1.6 affects the size of that capsule collider, not the mesh itself drawn in gray. To affect that mesh, we'll open up the first person controller, and there's graphics. And there's the actual capsule. If we'd like to play with the size of that we can. But really, That doesn't effect it as much as the collider in there.

If you'd like to change the scale of the capsule, you can take that y scale down. I'll put this down to 0.4 and now it's a bit shorter. We're never going to really see ourselves. We can think of us as a vampire if we happen to have a mirror. We don't reflect. But if you'd like to see it when you're editing the game, be a bit shorter, you can change that scale. Really, the big deal is that in the first person controller, we've changed that height down to 1.6, so it's a little more manageable in the scene. Next, let's look at the movement options.

In here, in the character mode or script, we've got movement, jumping, moving platform, and sliding. I'll open up movement, and there's our max forwards, sideways and backwards speed. This is actually a run, but it may feel quite reasonable to run around an environment. We may also want to change it, so in the gallery the most we can do is a fast walk. Roughly, this comes out to about 13 miles an hour, which is a really fast run in case you've never used your feet. It feels okay in a game because it's really crafted for running around large scale terrain, where it would take quite a long time to walk, let's say, a kilometer, but to be able to run at this speed.

Keeps the game play going. Because we're working in a smaller place, we're going to reduce this speed so it's a little more leisurely, but doesn't feel like we're jetting across the areas. I'll put this max forward, backwards, and sideways speed down to four. pressing four and tab, four, tab and four. Now I've got a limit that's a little bit less in that controller. So when I walk around it won't feel like I'm racing from place to place. Now I'll look at Jumping as well. We'd like to be able to Jump, but there's nothing really here to jump Over there's not obstacles in the way although there may be some art here and there but this default jump is again very tall.

We can jump a full meter and this may mean we'll bang our head on the ceiling. I'll bring this down putting in a base height of .5 and an extra height of .5 so we can do a small jump if we need. It's important to think about how that character reacts. We may want to have our character really be able to race around if it's a large-scale game, or even if our character is a plane, for example. And that speed may get higher and higher. Conversely, if we're playing snail races, we may want that speed to be very, very low.

So that we ooze along. It's a conscious choice to make; how does that controller react? And always assume you can change it. Just because it's created one way doesn't mean it has to be stuck that way. I'll try this out and just hit play, and see how it looks. What I'm looking for here is the feeling of movement, and I'll really be able to tell relative heights when I'm next to walls and also when I'm. Sliding across the space if I got it right. I'm in my space, looking around is still the same, but pressing W for move is a little bit slower.

And when I come up to the doorway, I don't feel as tall. These are 8-foot doors, and when I pass through them and go out to the railing, it feels, well, person-height. Now, I don't want to go through these railings if they don't have colliders on them yet, and I'd fall right off the edge into the endless sky. But, just looking at the heights of things and how it feels to stand out here, I feel, well, like I fit the space a little better. So, that was a good judgement call on changing that player controller. And looking back at the scene I feel like I'm a reasonable person running around this space.

Well a reasonable person who can walk through walls at the moment and there's that bridge of falling off into the sky again. So far though, humor aside about running off bridges and through walls, it's working. So when you're making a player controller, fit the player controller to the game play and think about how a person or whoever your character is. Would really move around that space. And, what does it feel like to be a person of, varying sizes in there. And does your character, fit the place, the immersion your trying to offer.

Show transcript

This video is part of

Image for Unity 4.3 Essential Training
Unity 4.3 Essential Training

78 video lessons · 9287 viewers

Adam Crespi
Author

 
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  1. 2m 57s
    1. Welcome
      41s
    2. What you should know before watching this course
      52s
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps
      49s

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