FPS_Tutorial_1.pdf
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FPSTutorialPart1
Creating a First Person Shooter (FPS)
Part 1
Author: Graham McAllister
Revised by: Jeff Aydelotte &
Amir Ebrahimi
Time to complete: 34 hours
Last Revision: 10July2009
Contents
1.
Part
1:
Introduction
Prerequisites
3
Starting a new project
3
Setting up the game environment
4
Adding the Main Character
4
Adding a weapon
5
Create the Missile object
6
Missile explosions
10
Sound effects
13
Adding a GUI
13
Physics
15
Acknowledgments
19
Part 1: Introduction
This tutorial will detail how
to make a simple First
Person Shooter (FPS). It will
introduce fundamental 3D
game programming
concepts and give tips on
how to think like a game
programmer.
Prerequisites
This tutorial assumes that you are familiar with the Unity interface and basic scripting
concepts.
Starting a new project
Download
FPS_Tutorial.zip,
unzip, and open the
project folder in
Unity.
Import the Standard
Assets Unity Pack
age from your
Standard Packages
folder where Unity
is installed.
After importing, you will
see Unity’s built in "Stan
dard Assets" in the Project
Panel. When we create new assets, it’s best to put them in folders that group them
according to their function, e.g. Rocket, Explosion, Audio , etc.
Setting up the game environment
Once the assets have been imported, you’ll notice there are many folders in the Pro
ject panel.
In the Projects panel, Select the mainLevelMesh from
Objects/mainLevelMesh/
mainLevelMesh
.
In the Inspector panel, inside of the FBXImporter options you’ll find the "Gener
ate Colliders" option. Toggle that option on. If we don’t do this, the player will
simply fall through the level (no collision).
Drag the mainLevelMesh into the scene.
There is no need to add a light to the scene, the level is already fully lightmapped. The
imported level uses lightmaps for all lighting which allows us to use prebaked shad
ows. Lightmaps are very good for performance, especially if you want to create a
complex lighting setup.
You’re now ready to add a character into the environment.
Adding the Main Character
We’re now going to add in a character for the player to control. Unity has a built in
prefab specifically for a firstperson controller. This can be found in the Project panel
under Standard Assets>Prefabs.
To add the First Person Controller, click on the arrow beside Standard Assets in
the Project panel, as list of assets will appear. Find the folder called Prefabs and
click on the arrow in the left hand side. You should now see the First person
controller asset. Drag this into the Scene view.
4
You should see a cylinder object representing the player, 3 large arrows for al
tering the location in 3D space for the object (if you do not see 3 arrows then
press the ‘W’ key), and a white mesh which shows the object’s viewport (where
it is currently looking). The FPS Controller is now the default camera, by moving
this object, you change the current view in the Game View. You’ll also notice
that the FPS Controller has a camera icon on top of it. Move the character so
that it is above ground level in the environment.
As we no longer have any need for the Main Camera, you can delete it.
Press Play, you should now be able to move around the level by using the mouse
and keyboard (cursor keys to move or W,A,S,D).
You’ve now created a very simple FPS, let’s give the player a weapon.
Adding a weapon
We’re now going to give the player a grenade type object to throw in the environ
ment. To do this, you’ll need to create some Javascript to tell Unity about the behavior
of the weapon.
So what do we want to do? We want to allow the player to shoot wherever the cam
era is pointing. However, let’s first think about our game character and their weapons.
Our game character is seen through the first person view, with the camera positioned
at eye level. If the player fires a weapons, the weapon should be launched from wher
ever their hands are, not from eye level. This means we have to add in a game object
to represent the grenade launcher, and place it where the player’s hand would be
when they hold this weapons. This ensures that the object fires from the correct
location.
5
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Bulet86
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Networking.zip
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AssetBundles.zip
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FPS_Tutorial_3.pdf
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