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Among Us in Unity – Roles, Kills, Ghosts (Lesson 5)

For this lesson on how to create Among Us in Unity, we will show you how to create the kill mechanic. We will begin by creating the ghost animation and setting up the Animator controller. We will then need to add the imposter role and kill mechanic to our player controller script. Once we have updated our script we will then need to make a few changes to our player prefab including adding a sphere collider as a trigger. There is more to the kill mechanic than what we cover in this lesson and we will continue that in the next lesson.

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AU_PlayerController.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class AU_PlayerController : MonoBehaviour
{
    [SerializeField] bool hasControl;
    public static AU_PlayerController localPlayer;
    

    //Components
    Rigidbody myRB;
    Animator myAnim;
    Transform myAvatar;
    //Player movement
    [SerializeField] InputAction WASD;
    Vector2 movementInput;
    [SerializeField] float movementSpeed;
    //Player Color
    static Color myColor;
    SpriteRenderer myAvatarSprite;

    //Role
    [SerializeField] bool isImposter;
    [SerializeField] InputAction KILL;
    

    AU_PlayerController target;
    [SerializeField] Collider myCollider;

    bool isDead;


    private void Awake()
    {
        KILL.performed += KillTarget;
    }

    private void OnEnable()
    {
        WASD.Enable();
        KILL.Enable();
    }

    private void OnDisable()
    {
        WASD.Disable();
        KILL.Disable();
    }


    // Start is called before the first frame update
    void Start()
    {
        if(hasControl)
        {
            localPlayer = this;
        }

        myRB = GetComponent<Rigidbody>();
        myAnim = GetComponent<Animator>();
        myAvatar = transform.GetChild(0);
        myAvatarSprite = myAvatar.GetComponent<SpriteRenderer>();
        if (myColor == Color.clear)
            myColor = Color.white;
        if (!hasControl)
            return;
        myAvatarSprite.color = myColor;
    }

    // Update is called once per frame
    void Update()
    {
        if (!hasControl)
            return;

        movementInput = WASD.ReadValue<Vector2>();
        myAnim.SetFloat("Speed", movementInput.magnitude);
        if (movementInput.x != 0)
        {
            myAvatar.localScale = new Vector2(Mathf.Sign(movementInput.x), 1);
        }

        

    }

    private void FixedUpdate()
    {
        myRB.velocity = movementInput * movementSpeed;
    }

    public void SetColor(Color newColor)
    {
        myColor = newColor;
        if (myAvatarSprite != null)
        {
            myAvatarSprite.color = myColor;
        }
    }

    public void SetRole(bool newRole)
    {
        isImposter = newRole;
    }

    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player")
        {
            AU_PlayerController tempTarget = other.GetComponent<AU_PlayerController>();
            if (isImposter)
            {
                if (tempTarget.isImposter)
                    return;
                else
                {
                    target = tempTarget;
                    //Debug.Log(target.name);
                }
            }
        }
    }

    void KillTarget(InputAction.CallbackContext context)
    {

        if (context.phase == InputActionPhase.Performed) 
        {
            if (target == null)
                return;
            else
            {
                if (target.isDead)
                    return;
                transform.position = target.transform.position;
                target.Die();
                target = null;
            }
        }
    }

    public void Die()
    {
        
        isDead = true;

        myAnim.SetBool("IsDead", isDead);
        myCollider.enabled = false;
    }

}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}
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Among Us in Unity – Character Customization (Lesson 4)

In this lesson on how to make Among Us in Unity, we will show you how to create a simple character customization menu for changing the player’s color. We will begin by creating the menu and the menu is made up of a few panels and a button for each color.

We will then create a the character customizer script. This script will just have one function that is used for each button in our menu. This function will take a color and send it to the player so the player can use that color to set its sprite color.

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AU_CharacterCustomizer.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class AU_CharacterCustomizer : MonoBehaviour
{
    [SerializeField] Color[] allColors;

    public void SetColor(int colorIndex)
    {
        AU_PlayerController.localPlayer.SetColor(allColors[colorIndex]);
    }

    public void NextScene(int sceneIndex)
    {
        SceneManager.LoadScene(sceneIndex);
    }
}

AU_PlayerController.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;


public class AU_PlayerController : MonoBehaviour
{
    [SerializeField] bool hasControl;
    public static AU_PlayerController localPlayer;

    //Components
    Rigidbody myRB;
    Animator myAnim;
    Transform myAvatar;
    //Player movement
    [SerializeField] InputAction WASD;
    Vector2 movementInput;
    [SerializeField] float movementSpeed;
    //Player Color
    static Color myColor;
    SpriteRenderer myAvatarSprite;



    private void OnEnable()
    {
        WASD.Enable();

    }

    private void OnDisable()
    {
        WASD.Disable();

    }


    // Start is called before the first frame update
    void Start()
    {
        if(hasControl)
        {
            localPlayer = this;
        }

        myRB = GetComponent<Rigidbody>();
        myAnim = GetComponent<Animator>();
        myAvatar = transform.GetChild(0);
        myAvatarSprite = myAvatar.GetComponent<SpriteRenderer>();
        if (myColor == Color.clear)
            myColor = Color.white;
        myAvatarSprite.color = myColor;
    }

    // Update is called once per frame
    void Update()
    {
        movementInput = WASD.ReadValue<Vector2>();
        myAnim.SetFloat("Speed", movementInput.magnitude);
        if (movementInput.x != 0)
        {
            myAvatar.localScale = new Vector2(Mathf.Sign(movementInput.x), 1);
        }

    }

    private void FixedUpdate()
    {
        myRB.velocity = movementInput * movementSpeed;
    }

    public void SetColor(Color newColor)
    {
        myColor = newColor;
        if (myAvatarSprite != null)
        {
            myAvatarSprite.color = myColor;
        }
    }




}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}
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Among Us in Unity – Coding Player Movement (Lesson 2)

For this lesson on how to create Among Us in Unity, we will be programming the player’s movement with the new input system of Unity. To get started we will need to add the new input system to our project. To do this go to your project manager window, find the input system, and click install. Once the input system is installed we will open up our player controller script.

Inside this script, we will need to add some new variables including a new Input Action. We will then need to initialize these variables. After which we will read in the player’s input as a vector2. We will then be able to move the player based on the player’s input.

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AU_PlayerController.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class AU_PlayerController : MonoBehaviour
{
    //Components
    Rigidbody myRB;
    Transform myAvatar;
    //Player movement
    [SerializeField] InputAction WASD;
    Vector2 movementInput;
    [SerializeField] float movementSpeed;


    private void OnEnable()
    {
        WASD.Enable();

    }

    private void OnDisable()
    {
        WASD.Disable();

    }


    // Start is called before the first frame update
    void Start()
    {
        myRB = GetComponent<Rigidbody>();
        
        myAvatar = transform.GetChild(0);

    }

    // Update is called once per frame
    void Update()
    {
        movementInput = WASD.ReadValue<Vector2>();
        
        if (movementInput.x != 0)
        {
            myAvatar.localScale = new Vector2(Mathf.Sign(movementInput.x), 1);
        }
    }

    private void FixedUpdate()
    {
        myRB.velocity = movementInput * movementSpeed;
    }

}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}