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How do i make a Fps game on unity 5
i need Help on make a multiplayer fps game on unity 5 please tell me how to i watched allot of youtbue vids and i dont find any that work all of them are outdated or not multiplayer pls help me
the Vid i watch and dont work https://www.youtube.com/watch?v=U$$anonymous$$57qdq_lak
Answer by kalibcrone · Jul 22, 2017 at 07:15 PM
This is Unity's official tutorial for how to make an FPS with Networking... https://unity3d.com/learn/tutorials/topics/multiplayer-networking
And here is step by step video series following the official unity tutorial... https://www.youtube.com/watch?v=ovUnNJlREIk&list=PLwyZdDTyvucw5JhBMJxFwsYc1EbQYxr0G
NOW, try not to take this offensively, but I'm just being honest here: based on the question you are asking and the way you typed it, I assume you may need to start with something simpler. Networking is extremely complicated and not something you can just pick up easily.
Good luck!
Answer by Getsumi3 · Jul 22, 2017 at 07:07 PM
All what I can suggest is to start with a simple singleplayer FPS, not a multiplayer. Make a base singleplayer. on youtube are a lot of vids. After that you should start learning Photon or uNet to make a multiplayer Here some vids
https://www.youtube.com/watch?v=UK57qdq_lak&list=PLPV2KyIb3jR5PhGqsO7G4PsbEC_Al-kPZ
https://www.youtube.com/watch?v=f8tAI0ITV6s&list=PLZcQtrQ9JcLye36JLtP7GlV6hC_syi4f1
https://www.youtube.com/watch?v=0fGB2H1AGP8&list=PLZ1b66Z1KFKh-auyvzNkOBFLWf6dH6iEH
Answer by DanielEvilCreater · Jul 24, 2017 at 09:36 AM
Here is a code that i made that made coding more easier
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Wepon : MonoBehaviour {
public float range = 100f;
public int bulletsPerMag = 30;
public int bulletsLeft = 200;
public int currentBullets;
public Transform shootPoint;
public float fireRate = 0.1f;
float fireTimer;
// Use this for initialization
void Start () {
currentBullets = bulletsPerMag;
}
// Update is called once per frame
void Update () {
if (Input.GetButton("Fire1"))
{
Fire ();
}
if (fireTimer < fireRate)
fireTimer += Time.deltaTime;
}
private void Fire()
{
if (fireTimer < fireRate) return;
RaycastHit hit;
if (Physics.Raycast (shootPoint.position, shootPoint.transform.forward, out hit, range))
{
Debug.Log(hit.transform.name + " found!");
}
currentBullets--;
fireTimer = 0.0f;
}
}
That is just v1
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