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Question by studibaker · Dec 04, 2010 at 10:18 PM · movementfirst-personfighting

First person capabilities

What are the control and movement capabilities? Obviously you have forwards/backwards/left/right/jump/crouch and look around.

But can you also have things like punch/kick/spin/slide/grab/sprint etc. and be able to see the characters appendages or weapon animated movement in the first person viewpoint?

I guess the last part would be like having the camera POV of a third-person model.

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avatar image BerggreenDK · Dec 04, 2010 at 10:36 PM 0
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I dont get the question? are you asking for Unity standards or for FPS games? You can build whatever you need. Just check for the key/control/input and then make a response on the screen.

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Answer by Kona · Dec 04, 2010 at 10:37 PM

I'm not really sure what you mean by your question, and can't see how it can be fit as a question about anything unity-engine related but anyways, as for the "movement capabilities" it's pretty much up to you and your team as developers to decide on what actions will be possible to be performed by the player, since this has to do with the gameplay element of the game. But yes, kicking, punshing, sliding and grabbing etc are fully possible.

Usually in FPS games the players weapon is a model of only the gun and arms of a character, in some cases a full character game model are used but usually if the player is supposed to be able to see his/her own shoulders, legs and whatever when looking down.

And again, I don't really understood your question so I apologise if I misunderstood it.

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avatar image studibaker · Dec 04, 2010 at 11:27 PM 0
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You pretty much answered my question. Just wanted to know if there were any limitations on capabilities.

avatar image studibaker · Dec 09, 2010 at 02:14 AM 0
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Wait a $$anonymous$$ute... so in most FPS games they are a pair of disembodied arms stuck on to a camera? That must look freaky.

avatar image Kona · Dec 12, 2010 at 09:55 AM 0
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kinda freaky yes hehe, but well usually that's how it works. When you create graphics for a game you usually wanna remove any faces and vertices that are never seen by the player so a full model is kinda unnecessary and only makes the engine have to render thousands of tris that are never seen.

It's not uncommon either that the side of the weapon that's facing away from the player has no faces, only one side to save faces, this way you can focus on one side and have alot of more details for the surface visible for us. (sry for my english, not my native lingo and haven't slept for 2 days :P)

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