Unity3D – How to make a simple first person walkthrough


The objective of this project was to create the most bare bones playable first person walkthrough.

Reference : http://docs.unity3d.com/Documentation/Manual/HOWTO-FirstPersonWalkthrough.html

I created my new Unity project folder on the desktop for ease of access. I find digging through My_Documents cumbersome.

1. Import your level. See here on how to import geometry from your art package into Unity.

This was simple as saving my .blend file in the Unity project asset folder. According to the unity manual, this works under the hood by using Blender’s FBX exporter. My geometry was a simple plane mesh object. The texture was a generic brick texture. Textures require UV coordinate to appear in Unity.

2.  Select the imported model file and enable Generate Colliders in the Import Settings in the Inspector.


3. Locate the Standard Assets->Prefabs->First Person Controller in the Project View and drag it into the Scene View.

Unity4 required the character controller package be imported first, from the menu select  Assets ->  Import Package -> Character Controller. The Importing Package dialog box will appear, select all and click import. The 1st person character controller then becomes available in the standard assets folder, and can be drag and dropped right into the scene.

4. Make sure that the scale of your level is correct. The First Person Controller is exactly 2 meters high, so if your level doesn’t fit the size of the controller, you should adjust the scale of the level size within your modeling application. Getting scale right is critical for physical simulation, and other reasons documented at the bottom of this page. Using the wrong scale can make objects feel like they are floating or too heavy. If you can’t change the scale in your modeling app, you can change the scale in the Import Settings… of the model file.

This made no different in this project considering the only object was a mesh plane.

5. Move the First Person Controller to be at the start location using the Transform handles. It is critical that the first person controller does not intersect any level geometry, when starting the game (otherwise it will be stuck!).

6. Remove the default camera “Main Camera” in the hierarchy view. The First person controller already has its own camera.

7. Hit Play to walk around in your own level.


Package your game into an executable;  File -> Build Settings. Add your current scene to scenes in build list, choose your platform and click build, choose your location to save the Executable file.

This simple walk through is best thought of as a blank canvas to build off of and begin creating worlds.


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