One of the best ways that increases player immersion in the game is a Camera Shake.
Camera shakes are especially useful for explosions, when player takes damage, or for collectibles.
If you are not using Cinemachine, here is a simple way to do it.
Start by creating a C# script call it CameraShake (or whatever you want) and attach it to your main camera.
//This script will only hold the function that you are going to call when needed from other scripts// Create an IEnumerator that takes two variables // A variable to control the duration of the shake…
Today’s tip is a quick one. AI sight is most useful in stealth games but it can be implemented in many other areas.
We will create a very simple and effective way of doing so. But if you want a more precise eyesight, then you can use Raytracing (we might see how it is done later)
Objective: Let your AI see
First off let’s create an empty game object on the enemy AI and call it Eye Sight.
Many times in your games you want your enemies to patrol in a certain area between two or more points and maybe have them stop a little bit before moving on to the next waypoint.
Let’s see how we can achieve this!
First off, let’s start by creating a new C# script for Enemy AI that will be responsible for moving your enemies. (This method will depend that your game is using a Nav Mesh in your level and a nav mesh agent on your enemies.)
Now get hold of the NavMeshAgent and create a list that will hold the…
Let’s continue. In the last progression report I finished all the cinematics for the scene.
Now it was time to allow the player to move. The game is an isometric stealth game, so the best fit for it is a point and click system. Following my article about the Point&Click system, I allowed the player to move based on the player’s mouse input depending on unity’ Nav Mesh.
If you have used cutscenes in Unity then you have probably deactivated some playable assets during the cutscenes and activated them again right before ending the cutscene. But skipping it abruptly might not reactivate your playable assets again.
Skipping the cutscene can be done using a gameManager that can hold the playable director of that specific cutscene, which is not very modular and cannot be used with many cutscenes.
How can we solve these two issues?
The simplest way to do this is thru timeline directly. Simply add an activation track, add the playable asset to it, and then adjust…
In many game genres, like strategy games or action games such as Diablo or Desperados, that use an isometric perspective depend on a point-and-click system in order to move the player around.
Firstly in order to create this system, you need to understand that this navigation system depends on a mesh that is called the Navmesh. Basically, the Navmesh allows you the player or the AI to intelligentially navigate through the scene. So the character will automatically calculate the path it needs to take to its destination.
After setting up your scene, open Windows > AI > Navigation. In the…
Picking up were we left off in the previous progression report(read it again here), it is time to add a new cutscene. The intro cutscene that is much more complicated that the previous cutscenes.
First off, let’s see what the director needs.
A very useful feature in Unity3D is Cinemachine which you can install from the package manager. Inside the Cinemachine package, there is a powerful camera which is the Dolly Camera with Track. As in Hollywood, the dolly camera utilizes tracks which you define and the camera will follow.
This is super useful while creating cutscenes using Unity Timeline.
So do you set it up and use the Dolly Camera System?
First off, let us create a dolly camera from Cinemachine > Dolly Camera With Track. This will create a new virtual camera and a second game object called dolly track…
Timeline in window is a very helpful utility that allows you to create beautiful cinematics, gameplay sequences or even complex particle effects.
Timeline works perfectly along with Cinemachine to create cinematics where you can string together different cameras, animate them, play audio and music and many different things.
To use Timeline, first you have to open it: Windows > Sequencing > Timeline.
Following on the first progression report, we are going to build a stealth scene inside a luxury museum. Darren, the main protagonist, needs to infiltrate the museum in order to steal what is inside the vault.
To start off we need to create four main cutscenes: Intro, Sleeping Guard, Captured/Game Over, and finally the level end cutscene. Since all follow the same principle, today we will focus on one, and later we will go into more details regarding the biggest cutscene in this scene: the intro cutscene.
Example Sleeping Guard Cutscene
With any cutscene, it has to be prewritten in…