• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by blindman457 · Apr 21, 2012 at 11:12 AM · multiplayerfpscharactermodeling

FPS Character Modelling help, (ie, hands, arms, vs full body, etc)

Hey everyone, was just wondering if I could get some help! I'm really new to unity but feel I'm coming along pretty well. I'm making a small fps and hoping to intergrate multiplayer (lan parties with friends type thing) nothing major.

1. I was wondering, using the standard fps prefab you get how would I change the capsule into a player model.

2. What's the best way to do it so that when an enemy player looks at you they can see your full body with whichever gun you have out and your animations. (like cod and bf) I know the best thing to do is to just use hand models and a gun. but I was wondering is it easier to create a character with attached guns and animations (that would mean I would have to reload the character with a different gun each time they switched weapons?)and just attach a camera to his eyes. or (I'm not sure it's even possible) to create a model just for the player graphics (what he looks like when someone looks at him) then add separate arms and gun models

I hope you guys have understood me and that I'm making sense. hope you can help :)

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by unfoundfate · Apr 21, 2012 at 01:28 PM

1) I assume your talking about the capsule collider that is on the stock character controller? I personally would use multiple box colliders for the various parts for a FPS.

2) I assume you are using the networking that ships with Unity? If so look at their multiplayer tutorials. If not the way I did it with my mmo is the server sends the clients values for model type, item types, etc along with their rotation and position on their first sighting. Then any changes get updated back to the player like say their weapon changed. Then its really just sending the coordinates from there on and using techniques to correct and make movements look fluid. Check out this example of the built in networking of Unity: http://unity3d.com/support/resources/example-projects/networking-example

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image blindman457 · Apr 22, 2012 at 06:57 AM 0
Share

thanks for the input, not entirely what I was after but thanks for the network stuff. Just as an esanjoke I'm going to use cod. When playing cod it just looks life they've attached hands and a fun to a camera but if you look at a $$anonymous$$m mate or enemy you see their full character model. I was wondering if you can do the same thing with unity, only render arms and gun for your first person view but if you were to be looked at by someone else they would see your full character. If that makes any sense.

avatar image unfoundfate · Apr 23, 2012 at 06:34 PM 0
Share

O you are talking about world models and view models? For that all you have to do is use just what you want to see. For that you have no need to render the entire model for the player. Just have a view model that has hands and a weapon. And for other players you just use the full model.

avatar image majordillow · May 23, 2013 at 08:58 PM -1
Share

how does one do that though?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

6 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Setting up a Character Question. 1 Answer

non-authorative fps, client controlled character 0 Answers

Multiplayer FPS movement and animations character 1 Answer

Multiplayer FPS Character Model Question 3 Answers

Whats wrong with this mutiplayer script 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges