Questions tagged [first-person-shooter]

A 3D or pseudo-3D action game genre categorized most famously by its first-person perspective and a bias towards ranged projectile combat.

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How to add smoothing to character controller camera

I want my FPS character's camera to rotate smoothly. I've been working on this for weeks but I haven't found any solution.
Dark's user avatar
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Weapon jitter when playing FPS animation

I extracted drg's auto cannon, and the gun and arms are separated models. When I try to get them into unity, something wrong happened, I tried a lot of methods. Like using script to attach, using ...
Wolf Smith's user avatar
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First person jump only works at certain angles

I'm making a basic 3D First Person project using the movement code below, but I can only jump at a certain angle. How can I fix this so that my character can jump anywhere? ...
MarsDarklighter's user avatar
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2 answers
69 views

Networking Fire Rate And Shooting

Context: This is for a multi-player shooting game. It's coded in TypeScript however this question is moreso a netcode/theoretical question rather than a question regarding implementation. My game ...
leozheng's user avatar
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How to mod position of camera when crouching in 7 Days To Die?

I am talking about the first person camera. It is not glued at the player's head position; it moves away a bit. It seems linked to the 3D model and not to the capsule collider that shrinks when we ...
VeganEye's user avatar
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150 views

calculate projectile velocity from moving shooter

I have a task which i have a moving ship that can shoot in any direction i want. i have to shoot to standing or moving nearby objects. the problem is, I can't correctly calculate true shoot direction....
Mamad R's user avatar
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6DoF camera control with a toggleable gimbal/horizon line lock and auto-upright button

I have a smooth 6DoF controller from following a tutorial (this is the tutorial) and tweaked it to be exactly what I want with a few exceptions. I found myself wanting the ability to lock the horizon ...
Mazz1224's user avatar
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63 views

FPS controller capsule snaps back to zero when rotating

I'm trying to make a simple FPS controller, but when I try to rotate my Player Capsule it just snaps back to zero ...
user168461's user avatar
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2 answers
182 views

Rotate FPS Controller without Mouse

I'm trying to set up a game with portals in it. I've been struggling for a while now to rotate the Player. I've tried Quat.Slerp, Quat.AngleAxis, and Quat.Euler. But through rigorous testing I ...
Jason Burley's user avatar
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1 answer
58 views

Storytelling in a DOOM style game

What if you have storytelling elements - nothing too complicated or convoluted, but you have a doom like game? How can you convey the story through the medium? I am saying specifically Doom like game, ...
user1584421's user avatar
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Damage not applied to the player

I created a turret firing missile to player but for some reason the damage is not applied to the player, and the missile is not firing correctly: collision is not triggered. Here's my code. I cannot ...
Chloe Jung's user avatar
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Close door after player has entered a room

I can't figure out how to make the triggered door open and then close again. I managed to open the door, but can't figure how to close it again once the player is inside the room. Here's my code so ...
Chloe Jung's user avatar
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How to rotate door on y-axis, triggered by the player

I am trying to create the door that is triggered by the player in an FPS game. I can't figure out how to make the door rotate only on y-axis. I want the door to be triggered by the player, but still ...
Chloe Jung's user avatar
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1 answer
108 views

Increasing Recoil Over Time With 'Diminishing Returns'

I have a recoil system where per shot, the recoil value increases. I want the recoil to increase more quickly for the first 10 or so shots, then settle to a slower increase rate that then remains ...
Najo's user avatar
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3 votes
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Wall sliding collision resolution with multiple objects

TLDR My collision resolution algorithm with wall sliding works perfect for multiple walls but it fails when the angle of the corner of two walls is less than 90 degrees. (acute angles) and the player ...
Ciberman's user avatar
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Unreal Engine How would I make a one way physics door, that takes both walking into it, and mouse move it

Horror game. In the bathroom stalls I want the doors that opens 45 degrees you can walk into to open it or slowly use the mouse to open it while standing still and "lock" it, once inside ...
Shakaama's user avatar
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First Person shooter look direction abstraction for InputController, AIController and NetworkController

The problem Suppose I have a game where there are multiple Input Controllers: LocalPlayerController: Reads inputs from the keyboard/mouse/gamepad. ...
Ciberman's user avatar
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Bullet Fire stuck on loop

When i shoot my bullet the unity explosion prefab keeps playing I have a gun Script ...
Sam's user avatar
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1 answer
507 views

Displaying FPS arms for the local player, and the full body for remote players

I'm wanting to try my hand at making an FPS multiplayer game. If I use arms as the first person model while playing, how do I set it up so that the other players see a full body model, and not just ...
TheOratog's user avatar
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1 answer
220 views

Why the mouse doesn't move in mouse-look feature of RPG/FPS games?

Description The mouse look (or free look, i.e., move the mouse to change the view/camera) is common in RPG and FPS games. In my cloud game project, I tried to achieve this feature. Before programming, ...
DerekLu's user avatar
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0 answers
107 views

Clipping walls in Doom-style FPS view

I have two points representing a line, and a player position. I translated and rotated the points around the player, and this works just fine. Next I want to clip the resulting line like Bisqwit did ...
LogicTheorist's user avatar
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2 answers
2k views

How do i easily clamp my cameras rotation when using transform.rotate()

I'm making a fps controller, and I'm trying to clamp my cameras x rotation. Here's my code so far: ...
Millard's user avatar
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How do I adjust my rigidbody velocity on a local axes?

I have an fps rigid body script, code listed here: ...
Millard's user avatar
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How can i do a "Crouch" with only a Character Controller with no rigidbody? [duplicate]

I was following Bracky's fps tutorial but he didn't add crouching as an option. I took a stab at it but came up empty handed. Here is my script for player movement. public class PlayerMovment : ...
IantheRatKing's user avatar
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1 answer
1k views

Rotating fps rigid body on the Y axis

I'm currently attempting to make a first person character using a rigid body. I am aware that the character controller exists, but I believe my game will be very physics based so it's better if my ...
Millard's user avatar
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1 vote
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149 views

How to give node sillouhette when behind wall in Godot

I am working on a boss-rush fps game. I want it to be like the eye of cthulu fight from terraria, with the enemy flying towards you and then turning around to try again if it misses. However, in order ...
TheWorldSpins's user avatar
1 vote
0 answers
165 views

Large values for Rigidbody Velocity (UNITY3D)

I'm making a simple FPS game. I've come across this problem that I am unable to solve for quite some time. If this is question has already been asked before then do let me know. The problem at hand is ...
TA_800's user avatar
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318 views

Why is my FPS Camera in the Wrong Position by Default?

I'm using Unreal 4.2, and somewhere a long time ago I must have messed up settings. I'm trying to mess with a first person shooter, so I create a new project, using the first person template. When ...
Millard's user avatar
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0 votes
1 answer
53 views

How can I transfer this code (originally for FPS template) for use in a Third Person Template?

I learned how to create a blueprint for making a character be able to pick up and drop objects: It did not work, and I believe the reason is because it was originally made to work for the FPS ...
RBlong2us's user avatar
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116 views

First-person camera script for space game jitters when rotating diagonally

I am working on a first-person shooter that is set in space. Since its set in space, the characters must be able to rotate in 2 directions at once. Currently, I am using 2 transform.rotates which ...
Sublime_Lime's user avatar
1 vote
2 answers
6k views

Render hands and gun in front of everything

I'm currently learning about Unreal Engine 4 by making an FPS game. How can I render the player character's hands and gun on top of everything? Currently when I walk up to a wall, the hands and gun ...
Elu Thingol's user avatar
1 vote
2 answers
75 views

Improving FPS by disabling unity events

I am trying to improve the fps and in my scene there are 4322 scripts attached to 4322 objects. When I activate those objects the fps go down. Right now it's around 100fps when i active those objects ...
Muhammad Faizan Khan's user avatar
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1 answer
452 views

RigidBody or Character Controller for Zero Gravity first person shooter

I am developing a single person, first-person shooter that takes place in space. I want to be able to simulate zero gravity. Should I use a Rigid-Body or a Character Controller?
Sublime_Lime's user avatar
1 vote
0 answers
49 views

How to build bullet (hit) damage detection in Augmented Reality to a real life person acting as an opponent?

I am building an Android AR game using ARcore 1.18 in Unity 2019.4.5f1 (LTS). Now I want to create something like bullet damage detection just like it is built in a normal Unity 3D game. Of course, ...
aymusbond's user avatar
-1 votes
1 answer
821 views

How to make camera move with the player in 3D Libgdx

Iam trying to create a 3D game in Libgdx, so I created a 3d World with physics, and added just a small terrain and capulse (the Player) . I want to make the game first person, so I created a player ...
Osama Gamal's user avatar
0 votes
1 answer
228 views

Camera stacking for first-person view weapon in Universal Render Pipeline

I just added URP to my project then upgraded the materials to URP and now it's not rendering the environment anymore I found the problem is that I have 2 cameras which are stacking on each other: ...
Armin Malek's user avatar
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21 views

How do I stop my first person character going through walls? [duplicate]

As per my code: ...
SomeT's user avatar
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0 answers
58 views

How do I smooth janky movement over ground as rope length is reduced?

Here is a video showing the type of movement I am talking about: video I have a configurable joint attached to the player which reduces in length every frame the player touches the ground. I do this ...
Jacob Edie's user avatar
1 vote
0 answers
143 views

Client-side Prediction Divergence with Input Packets and Time Differences | Multiplayer FPS

I am running into a problem while implementing client-side prediction in my multiplayer FPS. I'm not entirely sure if I've completely and correctly understood the concepts. I have read the articles ...
volairs22's user avatar
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0 answers
216 views

Rigidbody appears to jitter when placed as a sibling to a First Person camera

In my game, the Player can pick up an object (which gets parented to the first-person camera), or the player can push an object (which is parented to the player, but not their first-person camera). ...
Visulth's user avatar
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3 answers
4k views

Move with velocity based on rotation

So I have a simple script to move a character. The problem is that no matter where i'm looking at (my y rotation) it always makes me go the direction if I try to go forward, but I want it to go toward ...
Samuel Fyckes's user avatar
1 vote
0 answers
25 views

Client projectile ignores camera Y-axis in multiplayer shooter

I'm able to spawn the bullet and make it move. But the problem is, only the host can shoot the bullet in the way the camera is facing(takes both X-axis and Y-axis correctly). The client takes only the ...
Omar Jafran's user avatar
0 votes
2 answers
764 views

FPS-like mouse-look camera WinAPI problem

I have a problem with implementing mouse-look camera movement, like in FPS games. For me common solution is: Process WM_MOUSEMOVE event in ...
Bohdan Bessonov's user avatar
0 votes
1 answer
512 views

How do I use raycast to put a bullet hole on a curved surface?

EDIT: As of yet I have not been able to find a way to make the bullet hole wrap around the corner of a gameobject. I am working on a fps game that uses raycast for shooting and so ...
Ethan K-B's user avatar
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2 answers
711 views

How to split 2 teams for a FPS death match game in Unity?

I'm making a playable one level only FPS death match game in Unity. I'm in the part where the AIs now can find and shoot their own target and keep looping to find targets until nothing left. Every AIs ...
Bezari0us's user avatar
2 votes
1 answer
1k views

How to develop a bot for a(n) (arbitrary) FPS game without a game API?

I've been interested in artificial intelligence in computer games for a long time. The question that I have been asking for a long time and to which I have not yet found an answer is the following: ...
Lukas Nothhelfer's user avatar
2 votes
2 answers
858 views

FPS Character Controller movement - Any value in reverse engineering movement formulas?

From what I know character movement in popular FPS games tend to be non-linear, but the easing curves change between games as each has its own signature formula. Typically I imagine the physics ...
RadiantHex's user avatar
0 votes
1 answer
900 views

3D player movement with Unity's new input system

So, I trying to get used to the new Unity input system. "Back in the days" I just got the Vertical/Horizontal axis, put them into a Vector3, multiplied them by a certain value and then moves the ...
Mirco's user avatar
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0 votes
0 answers
99 views

Character Controller + Lag = Massive Teleportation Through Walls

I'm working on a fairly robust game with another developer and we've been having a really serious issue with (I believe) the character controller. Specifically, if there's ever a large lag spike (as ...
Muhammad usman's user avatar
1 vote
1 answer
132 views

Testing a Client's Camera in a Multiplayer FPS

I'm attempting to do a logic test regarding a client's camera in a multiplayer FPS in Unity and I'm a little uncertain of which way to implement the functionality. The scenario: - I have a host and ...
Visulth's user avatar
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