Making a Multiplayer FPS in Unity (E07. Damage) - uNet Tutorial

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In this video we set up a system for applying damage to our players when they get shot.

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Learn how to make a multiplayer first-person shooter in Unity. This series teaches the very cool Unity Networking system (uNet). All code is written entirely in C#.

Difficulty: Intermediate.

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► All content by Brackeys is 100% free. I believe that education should be freely available to everyone. Want to support me in my mission?

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I never knew about that Debug mode in the inspector to view private variables. It's little tidbits like this that make me enjoy Brackeys tutorials that much more.

AlexanderPatrick
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Thanks for helping us BRACKEYS. in the tune of thanks for tuning us at Brackeys!

changedev.
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Unregister is what english speakers would call it. Keep up the great work!

Hardycore
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Amazing dude your tutorials as allways are amazing.

You have helped me expand as a dev and i am forever greatful so THANKYOU

Keep the tutorials coming there great!

declanodriscoll
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Actually, just in case you weren't sure, the reason the Player script wasn't linked is because at one point you right clicked in the Assests window of Unity (not while under the Player category) and added the script instead of using the add component button inside the player asset. I have yet to use Unity (I'm going to download the source code and mess around on my own after I finish the tutorial) but I wanted to state that because I wanted to show to you how much I've learned just by watching these first couple tutorials. I mean, my background in programming definitely helps, but I really appreciate these tutorials Mr. Brackeys.

vinceguy
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lol every time i watch your videos my game gets way better . i havnt had 1 error not 1 crappy ending and just at end of video 7 im excited everything is working so well . Thanks

descendantsonline
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Now that I've reached the end of the Damage tutorial I had an interesting interaction with Damage from my Host player to any other player.

What it boiled down to was I had a Sphere collider on my PlayerModel (located in my Player). This meant when my Host shot a Client it would register the hit as a hit on the Player Model which has the incorrect tagging in collider.tag


All I had to do was remove the Shpere Collider form my PlayerModel (I already had one on my Player) and every now works :)

TweAKGaming
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I have been anticipating for this so much \o/

AnimatedDisc
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Thanks, these tutorials are also helping me learn C#, as i was an avid Java/UnityScripter, and its time for me to move on.

StephenAllenGames
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Thanks again for the tutorials. Much appreciated.

braden_wall
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Thank you Brackeys, this video has helped me make my LAN multiplayer Fps game.

mr.endery
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Brackeys, Great video. I look forward to the next one :D

sarulaplays
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Very good series, I would of liked a small example of jump but I am sure I could find that, hopefully you do one of firing a bullet to

burf
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Nicely done mister! Enjoyed the episode ☺

Dan-Levi
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Very detailed and comprehensive! Thank you!!

PDLL
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Waiting for your next video man... Thank you so much you are the best bro

khanali
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Thanks a lot! You're the best on youtube.

artofcode
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Awesome! Thanks for making another video!

willrosu
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I really like your videos, simple and useful.
But it would be great if you could in your next video show how effects (like shooting) are transferred (represented) from one player to another, or maybe explanation how other (non-FPS) games could differ from this.
I'm currently just testing UNET on airplanes game, for now only difference was that I had a lot of tweaking with network transform, and it still isn't perfect, but bearable.
Thanks again for a nice set of tutorials.

markoalhr
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Great video! Very interesting talk about the anti-cheat hack!

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