Setting up a testbed

Now, before we get started, let's create an area that we can use to test our new weapons.

  1. Open up the project and a scene for us to work with. We can create a new level but, in this instance, UFPS comes with a nice scene for us to start with. From the Project tab, go to the UFPS/Base/Content/Levels/CleanScene folder and double-click on the CleanScene file.

    This scene (or level) is a simple terrain with a basic first-person camera and controller intended for prototyping, which is perfect for us, except we want our player to be already set up. To do this, we will remove this simple camera and replace it with a built-in one.

  2. From the Hierarchy tab, select the Camera object by clicking on it and delete it by pressing the Delete key.
  3. Next, go to the UFPS/Base/Content/Prefabs/Players folder and drag and drop an AdvancedPlayer prefab into your game world. To see the object, double-click on it in Hierarchy (or press the F hotkey with it selected) and it'll zoom directly to its position.
  4. You may notice that there are quite a few things attached to this player, but the most important thing to notice right now is the light green capsule shape, or half capsule shape, depending on how it's positioned. Move this object up on the Y axis until the entire capsule is above the ground plane by grabbing on to the green arrow and dragging it upward. (If you do not see the arrows, press the W hotkey to select the Translation tool. Alternatively, you can set the Transform component's Position Y property to -7 using Inspector.)
    Setting up a testbed

    Note

    This capsule is where the player will collide with the world, so it's important that we're up, on the top of the ground or else we may fall through the ground into the void below!

  5. Now, click on the Play button. You should note that we can now control a player.
    Setting up a testbed

If you press keys from 1 to 4, you should be able to shoot using various weapons.

Here are the various other controls you can use: