Creators – Week 5

This week we turned our original scene, a truck driving down a straight road. into a two-player racing game around a curved track.

We deleted the road and crates from the old scene, imported a track asset from our Sharepoint site and moved our truck to be on it.

Fixing The Camera

The truck still drives, just as before, as it has the PlayerController component attached, but the camera, while it follows the truck, doesn’t behave as we’d like. It’s always looking in the same direction. We’d like it to point in the same direction as the truck itself.

The easiest way to achieve this is to remove the FollowPlayer script from the camera, and make it a child of the truck directly. We do this by dragging it onto the truck in the hierarchy:

We then select the camera, reset it’s transform component and tweak the Y (height), Z (distance back-and-forward along the truck) and X-rotation (tilt of the camera up and down) while keeping an eye on the camera preview (bottom right-hand corner of the game view) until we’re happy with the alignment.

Fixing the Controls

The controls on PlayerController are set to always use the input axes called “Horizontal” and “Vertical”. If we put two trucks in our scene now, they’d move together, even if one player was using the WASD keys and the other was using the arrow keys.

To fix this, we first update PlayerController.cs. We add two new public variables at the top:

    public string HorizontalAxis = "Horizontal";
    public string VerticalAxis = "Vertical";

And then down in the code where the “Horizontal” and “Vertical” were used explicitly, we replace them with the names of these two variables:

        // Get the player input
        horizontalInput = Input.GetAxis(HorizontalAxis);
        forwardInput = Input.GetAxis(VerticalAxis);

Everything behaves the same as before, but now, looking at the inspector, we can see that we can easily tell PlayerController to use other axes instead of these ones.

The Input Manager can be found under the Edit | Project Settings menu. In there are all the axes currently defined. Note that it’s not usual to see a few duplicates in this list; Unity will always pick up the first one matching the name it’s looking for and ignore the others. The number of axes defined is at the top. We increase the number by four (4) to allow us to make four new axes. In my case this meant changing the number from 18 to 22. Note that the four new axes created start out as copies of the last one in the list.

Open each of these last four axes in turn and name them “Horizontal P1”, “Horizontal P2”, “Vertical P1” and “Vertical P2”. We then need to set the negative button and positive button values on each of them like this:

Axis NameNegative ButtonPositive Button
Horizontal P1ad
Horizontal P2leftright
Vertical P1sw
Vertical P2downup

Close the Project Settings and select the truck. In the Inspector for PlayerController, change Horizontal Axis to “Horizontal P1” and change Vertical Axis to “Vertical P1”. Test the game, note that the truck now only moves in response to the WASD keys.

Fixing the Camera

The camera on the truck fills the screen when it draws, we want it to only draw to the left-hand side of the screen. To to this, select the camera and in the inspector change the Viewport Rect settings like this:

Look at the Game view, the camera’s only drawing to the left hand side of the screen, this is because we’ve set W (meaning width) to a half.

Adding the Second Player

Select the truck in the hierarchy, right-click and chose “Duplicate”. This makes a copy of the truck, including all its components and children. It doesn’t look like that though because they’re right on top of each other. Separate them by moving the copy a bit. I suggest using the overhead view for this.

Rename the trucks “Player 1” and “Player 2”.

We just need to tweak “Player 2” a little bit. Select it and change the PlayerController to use the axes “Horizontal P1” and “Horizontal P2”. Then select it’s camera and change the Viewport Rect making X = 0.5. This means that not only is it half width, but it also starts drawing at half way across the screen,

Play the game. Player 1 should draw on the left side of the screen and be controlled by the WASD keys. Player 2 draws on the right and is controlled by the arrow keys.

Code for This Week

Updated code is on our GitHub repo: It also includes some camera switching code that I briefly demonstrated, but was too complex to finish in time.

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