Universal Render Pipeline (URP) 3D sample for Unity3D released

Discover how to create, customize, and scale beautiful graphics with flexibility and performance. Download now on free 2 play on windows 64: https://geffrotin.com/yann/games/unity3dsampleurpwin64build/

Tutorial Unity3D Third-person shooter (TPS) with Emerald AI 3.0 Melee AI Game Design Document (GDD) Compliance with 2022.3.5f1

Updating manually from the deprecated version generate errors (that I want to avoid).

Solution : beginning from nothing but the GDD.

import

  • Import ai (Emerald ai 3)
  • Import model (woman 01 with helmet – anaconda)
  • Import camera and controler (invector)

Configuration

  • Import project settings

Creation :

  • Folder “my project” on root
  • My melee combat (copy past from emerald ai)

Deletion

  • Main camera (Fly) (Position -3, 4, -20)

Creation again :

  • Invector > shooter > create shooter controller (select anaconda)

Configuration again :

  • Position (-3, 4, -20)

Insert :

  • Weapon from (not from prefab) : Hive > Shooter_Hive > ShooterFeatures > Inventory_Collectables (vCollectibleAssaultRifle with position z=-18)

The following : https://github.com/Black-Horizon-Studios/Emerald-AI/wiki/Invector-Integration-Tutorial

Configure : Tag and layer

  • In Inspector : tag “grenadier” must be defined as “enemy”
  • The hero: he should be a “Player” layer and a tag “player”. (vShooterController_Woman_01_With_Helmet_04)
  • In “detection and tags” > in tag faction options > in tag options > emerald unity tag: “Enemy” and “detection layers” select “player” and “enemy”. -> Now the grenadier can detect and try to attack the player.

Now the grenadier must be aggressive toward the player.

Setting up the player ‘s Shooter Manager

In “damage layers” > “damage layer” > select enemy

How to configure the name of grenadier ?

In ui setting , display ai name choose “yes”.

In ai setting stats : ai name: “Grenadier”.

Adding Player’s Bullet Collision Detection :

  • Script in asset/ invector 3D / shooter / prefab / weapon / bullet / vDefaultBullet prefab.
  • Go to Vprojectilecontrol
  • Go to Damage Options
  • Set damage value to any Number(like 10) (Previously it was 0).

How to configure vMeleeManager Code Snippet ?

In Assets/Invector-3rdPersonController/Melee Combat/script/melee weapon/vMeleeManager.cs.

Add script

Source : https://github.com/Black-Horizon-Studios/Emerald-AI/wiki/Invector-Integration-Tutorial

How to configure vProjectileControl Code Snippet ?

In asset > invector > script > weapon > vProjectileControl.cs

Add script

How to configure vExplosive Code Snippet ?

In vExplosive script , after colliders[i].gameObject.ApplyDamage(_damage, null);

Add script

How to configure EmeraldAIPlayerDamage Code Snippet ?

Add script

How to make a First Person Shooter (FPS) Game in Unity3d for Free – Tutorial

Create a new project in unity3d.

How to have free Assets :

  1. To have Assets : https://assetstore.unity.com/
  2. Where is the « package manager » in unity ?
  3. Unity’s main menu and go to Window > Package Manager.

How to Import assets into Project:

How to configure properly:

  • In Geopipe > “pack01Demo” import All necessary objects from the FPS microgame (player and the others)
  • Select the scene. After, In Unity > file > BuildSettings > uncheck all the scene you don’t want” and check the correct one with “Add Open Scene” (interfaces linking to other scenes mainly)

How to position the Player in the environment :

  • In hierarchy > Click player.
  • In inspector > transform > Change position (50, 20, 8)
  • In inspector > transform > Change Rotation (0,0,0)

How to add an enemy:

  1. In hierarchy select create empty, rename “===== ENEMY =====”
  2. In project > FPS > Prefabs > Enemies
  3. “Drag and drop” one on the map
  4. Repeat “Drag and drop”  until satisfy of the number of enemies. (“All objectives completed” when all enemies dealt with)

Project : https://store.steampowered.com/app/1972230/Alcyone/

Tutorial – How to import assets into Unity3d Game Engine

– create an new 3D empty project

– go to the Unity Asset Store, choose a free asset, and select an asset

– go to project windows > import new asset

– this will overwrite the current empty project with the new asset datas

source : https://learn.unity.com/tutorial/importing-assets#

How to build and Export a Unity3d project into macOS

Requirements: you need unity3d hub, Xcode, a project already done (a tutorial can do)

  • Check your project match the version number of unity
  • In unity hub: in install , add module : iOS support and macOS built support (IL2CCP)
  • open your project (can be long)
  • go in “file “ top left corner of screen and select “build settings”
  • choose “PC, Mac and linux standalone” »
  • click build & run

My Tutorial CRYENGINE 5.6.7 Game Development Platform

== find help ==

https://docs.cryengine.com/

== create a account ==

https://www.cryengine.com

== download the launcher ==

- 8 GB available space

- in the launcher: he is he is in library, my engine. and install
- in C:\Program Files (x86)\Crytek\CRYENGINE Launcher\
- and download the engine inside.

source : https://docs.cryengine.com/display/CEMANUAL/Installing+CRYENGINE

== Tutorial Series – Flappy Boid Beginner’s Course ==

https://docs.cryengine.com/display/CEMANUAL/Tutorial+Series+-+Flappy+Boid+Beginner%27s+Course

== prerequisite : How to import the files from the marketplace into your project ==

- go to the marketplace : https://www.cryengine.com/marketplace#
- download gamesdk (lot of examples and assets)
- right click and "reveal in explorer"
- copy past all the assets from differents folders into the one you want (your project)
- pak files are compressed assets (like a zip file)
- How to extract files from unencrypted PAK files : use 7zip to extract what you want
- extract into your project same folder / or drag and drop (C:\Users\YOURNAMEHERE\Documents\CRYENGINE Projects\My Project)
- import GameSDK (the second folder, not the first, not the third) ( with new files )

== to import a project ==

- go the "app", into library and click "import"
- select the project in the Crytech folder : D:\Program Files (x86)\Crytek\CRYENGINE Launcher\Crytek\
- ex : D:\Program Files (x86)\Crytek\CRYENGINE Launcher\Crytek\gamesdk_5.6

== Opening the GameSDK with imported files ==

- in the asset browser (if it isn’t visible, enable it from the Tools > Asset

Browser menu) > edit > Generate / Repair metadata
– restart CRYENGINE

== create project ==

- select "first person shooter".

- use underscore and low caps, the same inside for entity

- launch CRYENGINE Launcher, click new

- C/ by default to change in D if you have two hard drive:
 - from C:/Users/YOURNAMEHERE/Documents/CRYENGINE Projects
- to D:\Users\YOURNAMEHERE\Documents\CRYENGINE Projects

=== CRYENGINE Plugins and Tools ===

You need visual Studio IDE to compile the engine, Editor and Game code.

- you can install modules in "IDE and compiler"

- like visual Studio Community 2019 with compiling (restart needed)

source : https://docs.cryengine.com/display/CEMANUAL/CRYENGINE+Plugins+and+Tools

== reset layout if needed ==

to have the defaut view, click : reset layout.

== console ==

if you need the console, it s in tools > advanced > console

== flow graph ==

its a view of a scripting language

it in tools > flow graph

== Starting CRYENGINE Sandbox ==

source : https://docs.cryengine.com/display/SDKDOC2/Starting+CRYENGINE+Sandbox

== the level system ==

GameSDK\levels folder contains the finished games.

=== load a level ===

if you see only the dark in the view "perspective", it's because there is no level selected.
open project > open level

=== create a new level ===

Launch the CRYENGINE Editor and create a new level folder using the File -> New option. (p31 Getting Started With CRYENGINE Guide)

select 1024*1024 if you don't need high quality textures

source : https://docs.cryengine.com/display/SDKDOC2/Creating+a+New+Level

== how to launch your game ==

- save your game before launching (because it can crash)
- ctrl + G to play inside the perspective mode
- use the scroll mouse bouton to change weapons (4 total)
- Esc key to exit back to the editor

== how to add an entity ==

- example : Gamesdk > object > characters > human > sdk player

- select and drag and drop

== how to copy entity (brushes) ==

-brushes are inanimated object (structures, bridges, stones etc)
-you can try ctrl C + ctrl V (to copy)
and click and the move icon + directions (x,y,z)

- the entities added to the game are in the level explorer.

== flow graph ==

- use tools > "flow graph" to add game mechanics to an entity (ex physics)

== AI and NPC ==

https://docs.cryengine.com/display/CEMANUAL/Tutorial+-+Getting+Started+With+The+Behavior+Tree+Editor

=== LUA scripting ===

- https://docs.cryengine.com/display/SDKDOC4/Lua+Scripting

== Packaging and Deployment ==

- in File menu, click "Export to engine" (F7).

- "Exporting a Level for Playing"

source : https://docs.cryengine.com/display/CEMANUAL/Exporting+a+Level+for+Playing

if correct, message : "Export to engine finished"

- in library > project > the joystick icon > Launch game 

- or export the game in "Pure Game Mode" 

https://docs.cryengine.com/display/CEMANUAL/Game+Executable+Launcher
https://docs.cryengine.com/display/CEPROG/Build+Automation
https://docs.cryengine.com/display/CEPROG/Guide+to+releasing+CRYENGINE+V+projects
https://docs.cryengine.com/display/CEPROG/Releasing+a+Project


Tutorial Skyrim Creation Kit : Getting Started

1. save all your savegame before doing anything

2. install the elder scroll 5

3. in tools > install Skyrim CreationKit

4. in the box, Double-click the Skyrim.esm master file for loading, then double click the Update.esm master file.

5. Then click ok.
6. if warning, select yes to all.
7. Create a new plugin with File > save
8. save file « testquest.esp »

9. load plugin in the game. From the main game launcher, select « Data » and double-click your plugin.

10. use the launcher and select the plugin. use « ~ » to open the console.

TGM
TWF
COC RiverwoodSleepingGiantInn

results : (TGM: ToggleGodMode), turned on a wireframe view (TWF: ToggleWireframe), and teleported into the Inn at Riverwood (COC: CenterOnCell)
Sources :
https://www.creationkit.com/index.php?title=Category:Getting_Started