
If you take your time you can create a decent looking level very easily. Simply start with a plane (as ground), add some cubes (as walls) and put textures on them. While we provide the level as download for Premium members, we still encourage you to create one on your own with Unity's primitives (see the top menu: GameObject-> Create Other-> Cube/ Sphere/ Capsule/ Cylinder/ Plane). We decided to create a nice looking 3D model for our level: The LevelĪ good FPS game needs a good looking level. Note: a saved scene simply contains everything that is in the Hierarchy. Note: the Character Controller package will be used for movement and mouse looking, the Particles package will be used for explosions.Īfterwards we save it once via File-> Save Scene with the name "scene_main" (without the ""). We will also import the Character Controller and Particles packages as shown below: We will begin by creating a new Unity project via File-> New Project. We will use a lot of transparency to get the futuristic effect that we can see in the preview picture at the top of this tutorial. Our Art Style should be easy to create and yet give some nice looking effects. We will design our game with something like Quake in mind. We won't make use of any advanced features so Unity's free version is all that's needed.

We created this game with Unity 4.5.1f3, but any newer version should do just fine too. If you already know the Unity basics then it's time for us to get started. Take a look at our easier Unity Tutorials like Unity 2D Pong Game in case you never used Unity before. This tutorial requires some understanding of the Unity basics. We will end up with only 50 lines of code for the game (which is. But as usual Unity takes care of this for us. Now the 'movement' and 'looking around with the Mouse' parts sound like a lot of crazy math.

We will focus on the following First Person Shooter elements: As usual, everything will be as simple as possible.

In this Tutorial we will learn how to make a First Person Shooter (FPS) game in Unity.
