Thursday, 21 December 2017
Unity 3d First Person Shooter (FPS) - Hindi/Urdu [02]
Unity 3d First Person Shooter FPS - Hindi Urdu for beginners.
https://www.unity3d.com
https://www.udemy.com
Do you want to know how to make an FPS in Unity? Making a shooter in Unity is easy for beginners. Using Unity.
everything will be as simple as possible.
First Person Shooter elements: WSAD-Movement Looking around with the Mouse; A decent looking weapon further we will create enemy AI and weapon switching if possible stay tuned .
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Script download
-- http://urdutechtutorials.blogspot.com/2017/12/unity3d-fps- shooter-script-c.html
Unity3d FPS Shooter Script c#
WATCH COMPLETE VIDEO TUTORIAL ON YOUTUBE CHANNEL HERE
using UnityEngine;
using System.Collections;
public class RaycastShootComplete : MonoBehaviour {
public int gunDamage = 1; // Set the number of hitpoints that this gun will take away from shot objects with a health script
public float fireRate = 0.25f; // Number in seconds which controls how often the player can fire
public float weaponRange = 50f; // Distance in Unity units over which the player can fire
public float hitForce = 100f; // Amount of force which will be added to objects with a rigidbody shot by the player
public Transform gunEnd; // Holds a reference to the gun end object, marking the muzzle location of the gun
public GameObject Particle;
private Camera fpsCam; // Holds a reference to the first person camera
private WaitForSeconds shotDuration = new WaitForSeconds(0.07f); // WaitForSeconds object used by our ShotEffect coroutine, determines time laser line will remain visible
private AudioSource gunAudio; // Reference to the audio source which will play our shooting sound effect
private LineRenderer laserLine; // Reference to the LineRenderer component which will display our laserline
private float nextFire; // Float to store the time the player will be allowed to fire again, after firing
void Start ()
{
// Get and store a reference to our LineRenderer component
laserLine = GetComponent<LineRenderer>();
// Get and store a reference to our AudioSource component
gunAudio = GetComponent<AudioSource>();
// Get and store a reference to our Camera by searching this GameObject and its parents
fpsCam = GetComponentInParent<Camera>();
}
void Update ()
{
//Input.GetKey("Fire1")
// Check if the player has pressed the fire button and if enough time has elapsed since they last fired
if ( Input.GetButtonDown("Fire1")&& Time.time > nextFire)
{//Input.GetButtonDown("Fire1")&& Time.time > nextFire
// Update the time when our player can fire next
nextFire = Time.time + fireRate;
// Start our ShotEffect coroutine to turn our laser line on and off
StartCoroutine (ShotEffect());
// Create a vector at the center of our camera's viewport
Vector3 rayOrigin = fpsCam.ViewportToWorldPoint (new Vector3(0.5f, 0.5f, 0.0f));
// Declare a raycast hit to store information about what our raycast has hit
RaycastHit hit;
// Set the start position for our visual effect for our laser to the position of gunEnd
laserLine.SetPosition (0, gunEnd.position);
// Check if our raycast has hit anything
if (Physics.Raycast (rayOrigin, fpsCam.transform.forward, out hit, weaponRange))
{
// Set the end position for our laser line
laserLine.SetPosition (1, hit.point);
// Check if the object we hit has a rigidbody attached
if (hit.rigidbody != null)
{
// Add force to the rigidbody we hit, in the direction from which it was hit
hit.rigidbody.AddForce (-hit.normal * hitForce);
}
}
else
{
// If we did not hit anything, set the end of the line to a position directly in front of the camera at the distance of weaponRange
laserLine.SetPosition (1, rayOrigin + (fpsCam.transform.forward * weaponRange));
}
}
}
private IEnumerator ShotEffect()
{
// Gun.getInstance.PlayAnim ();
this.gameObject.GetComponentInParent<Rigidbody>() .AddForce (new Vector3 (-50f, 0, 0), ForceMode.Impulse);
GameObject particle = Instantiate (Particle, gunEnd.transform.position, Particle.transform.rotation);
Destroy (particle, 0.5f);
// Play the shooting sound effect
gunAudio.Play ();
// Turn on our line renderer
laserLine.enabled = true;
//Wait for .07 seconds
yield return shotDuration;
// Deactivate our line renderer after waiting
laserLine.enabled = false;
}
}
using UnityEngine;
using System.Collections;
public class RaycastShootComplete : MonoBehaviour {
public int gunDamage = 1; // Set the number of hitpoints that this gun will take away from shot objects with a health script
public float fireRate = 0.25f; // Number in seconds which controls how often the player can fire
public float weaponRange = 50f; // Distance in Unity units over which the player can fire
public float hitForce = 100f; // Amount of force which will be added to objects with a rigidbody shot by the player
public Transform gunEnd; // Holds a reference to the gun end object, marking the muzzle location of the gun
public GameObject Particle;
private Camera fpsCam; // Holds a reference to the first person camera
private WaitForSeconds shotDuration = new WaitForSeconds(0.07f); // WaitForSeconds object used by our ShotEffect coroutine, determines time laser line will remain visible
private AudioSource gunAudio; // Reference to the audio source which will play our shooting sound effect
private LineRenderer laserLine; // Reference to the LineRenderer component which will display our laserline
private float nextFire; // Float to store the time the player will be allowed to fire again, after firing
void Start ()
{
// Get and store a reference to our LineRenderer component
laserLine = GetComponent<LineRenderer>();
// Get and store a reference to our AudioSource component
gunAudio = GetComponent<AudioSource>();
// Get and store a reference to our Camera by searching this GameObject and its parents
fpsCam = GetComponentInParent<Camera>();
}
void Update ()
{
//Input.GetKey("Fire1")
// Check if the player has pressed the fire button and if enough time has elapsed since they last fired
if ( Input.GetButtonDown("Fire1")&& Time.time > nextFire)
{//Input.GetButtonDown("Fire1")&& Time.time > nextFire
// Update the time when our player can fire next
nextFire = Time.time + fireRate;
// Start our ShotEffect coroutine to turn our laser line on and off
StartCoroutine (ShotEffect());
// Create a vector at the center of our camera's viewport
Vector3 rayOrigin = fpsCam.ViewportToWorldPoint (new Vector3(0.5f, 0.5f, 0.0f));
// Declare a raycast hit to store information about what our raycast has hit
RaycastHit hit;
// Set the start position for our visual effect for our laser to the position of gunEnd
laserLine.SetPosition (0, gunEnd.position);
// Check if our raycast has hit anything
if (Physics.Raycast (rayOrigin, fpsCam.transform.forward, out hit, weaponRange))
{
// Set the end position for our laser line
laserLine.SetPosition (1, hit.point);
// Check if the object we hit has a rigidbody attached
if (hit.rigidbody != null)
{
// Add force to the rigidbody we hit, in the direction from which it was hit
hit.rigidbody.AddForce (-hit.normal * hitForce);
}
}
else
{
// If we did not hit anything, set the end of the line to a position directly in front of the camera at the distance of weaponRange
laserLine.SetPosition (1, rayOrigin + (fpsCam.transform.forward * weaponRange));
}
}
}
private IEnumerator ShotEffect()
{
// Gun.getInstance.PlayAnim ();
this.gameObject.GetComponentInParent<Rigidbody>() .AddForce (new Vector3 (-50f, 0, 0), ForceMode.Impulse);
GameObject particle = Instantiate (Particle, gunEnd.transform.position, Particle.transform.rotation);
Destroy (particle, 0.5f);
// Play the shooting sound effect
gunAudio.Play ();
// Turn on our line renderer
laserLine.enabled = true;
//Wait for .07 seconds
yield return shotDuration;
// Deactivate our line renderer after waiting
laserLine.enabled = false;
}
}
Tuesday, 19 December 2017
Unity3d First Person Shooter Tutorial ( Hindi / Urdu) [01]
Complete tutorial on how to create or make a fps (first person shooter) game in unity in hindi urdu.
In this Tutorial we will learn how to make a First Person Shooter (FPS) game in Unity. As usual, everything will be as simple as possible. We will focus on the following First Person Shooter elements: W SAD-Movement & Jumping; Looking around with the Mouse; A decent looking weapon further we will create enemy AI and weapon switching f possible stay tuned .
https://www.unity3d.com
https:www.turbosquid.com
Monday, 18 December 2017
Sunday, 10 December 2017
Sunday, 3 December 2017
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