In this lesson on how to make Among Us in Unity, I will show you how to use a UI Joystick and Buttons with the new input system to move the player, kill, and report bodies. This lesson is quite simple, we will be using the on-screen controls sample package of the new Input system. This package includes a Joystick and button prefab which register input values used by the input actions of the new input system.
Tag: Among Us
Among Us in Unity – Interactable Objects (Lesson 10)
For this lesson on how to create the basics of Among Us, I will show you how to create an interactable object that can be used to open up the different mini-games. This will allow the player to complete the mini-games which are their tasks.
To create these objects we will need to start with a 2D sprite object. This object will need to have a rigidbody and collider component. The collider object will need to set to is trigger and then this object will need to have a new C# script. This prefab will also need a child sprite object that will be used to highlight this object.
Use this sprite sheet to set the sprite renderers of this object to create the different interactable objects.
The C# script on this object will enable and disable the highlight object when the player enters and exits the trigger zone on this interactable object. This script will also have a public function that will enable a game object which will be the mini-game.
We then need to continue the interaction between the player and the interactable object by adding some code to our player controller script. We will first need to read in the mouse’s position and with the mouse position, we will do a raycast when the player clicks the left mouse button. If the raycast hits the interactable object we will call the public function that enables the mini-game task.
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AU_Interactable.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public class AU_Interactable : MonoBehaviour { [SerializeField] GameObject miniGame; GameObject highlight; private void OnEnable() { highlight = transform.GetChild(0).gameObject; } private void OnTriggerEnter(Collider other) { if(other.tag == "Player") { highlight.SetActive(true); } } private void OnTriggerExit(Collider other) { if(other.tag == "Player") { highlight.SetActive(false); } } public void PlayMiniGame() { miniGame.SetActive(true); } }
AU_PlayerController.cs
using System; 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 [SerializeField] Color myColor; SpriteRenderer myAvatarSprite; //Role [SerializeField] bool isImposter; [SerializeField] InputAction KILL; float killInput; List<AU_PlayerController> targets; [SerializeField] Collider myCollider; bool isDead; [SerializeField] GameObject bodyPrefab; public static List<Transform> allBodies; List<Transform> bodiesFound; [SerializeField] InputAction REPORT; [SerializeField] LayerMask ignoreForBody; //Interaction [SerializeField] InputAction MOUSE; Vector2 mousePositionInput; Camera myCamera; [SerializeField] InputAction INTERACTION; [SerializeField] LayerMask interactLayer; private void Awake() { KILL.performed += KillTarget; REPORT.performed += ReportBody; INTERACTION.performed += Interact; } private void OnEnable() { WASD.Enable(); KILL.Enable(); REPORT.Enable(); MOUSE.Enable(); INTERACTION.Enable(); } private void OnDisable() { WASD.Disable(); KILL.Disable(); REPORT.Disable(); MOUSE.Disable(); INTERACTION.Disable(); } // Start is called before the first frame update void Start() { if(hasControl) { localPlayer = this; } myCamera = transform.GetChild(1).GetComponent<Camera>(); targets = new List<AU_PlayerController>(); myRB = GetComponent<Rigidbody>(); myAnim = GetComponent<Animator>(); myAvatar = transform.GetChild(0); myAvatarSprite = myAvatar.GetComponent<SpriteRenderer>(); if (!hasControl) return; if (myColor == Color.clear) myColor = Color.white; myAvatarSprite.color = myColor; allBodies = new List<Transform>(); bodiesFound = new List<Transform>(); } // 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); } if(allBodies.Count > 0) { BodySearch(); } mousePositionInput = MOUSE.ReadValue<Vector2>(); } 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 { targets.Add(tempTarget); } } } } private void OnTriggerExit(Collider other) { if (other.tag == "Player") { AU_PlayerController tempTarget = other.GetComponent<AU_PlayerController>(); if (targets.Contains(tempTarget)) { targets.Remove(tempTarget); } } } private void KillTarget(InputAction.CallbackContext context) { if (context.phase == InputActionPhase.Performed) { //Debug.Log(targets.Count); if (targets.Count == 0) return; else { if (targets[targets.Count - 1].isDead) return; transform.position = targets[targets.Count - 1].transform.position; targets[targets.Count - 1].Die(); targets.RemoveAt(targets.Count - 1); } } } public void Die() { AU_Body tempBody = Instantiate(bodyPrefab, transform.position, transform.rotation).GetComponent<AU_Body>(); tempBody.SetColor(myAvatarSprite.color); isDead = true; myAnim.SetBool("IsDead", isDead); gameObject.layer = 9; myCollider.enabled = false; } void BodySearch() { foreach(Transform body in allBodies) { RaycastHit hit; Ray ray = new Ray(transform.position, body.position - transform.position); Debug.DrawRay(transform.position, body.position - transform.position, Color.cyan); if(Physics.Raycast(ray, out hit, 1000f, ~ignoreForBody)) { if (hit.transform == body) { //Debug.Log(hit.transform.name); //Debug.Log(bodiesFound.Count); if (bodiesFound.Contains(body.transform)) return; bodiesFound.Add(body.transform); } else { bodiesFound.Remove(body.transform); } } } } private void ReportBody(InputAction.CallbackContext obj) { if (bodiesFound == null) return; if (bodiesFound.Count == 0) return; Transform tempBody = bodiesFound[bodiesFound.Count - 1]; allBodies.Remove(tempBody); bodiesFound.Remove(tempBody); tempBody.GetComponent<AU_Body>().Report(); } void Interact(InputAction.CallbackContext context) { if (context.phase == InputActionPhase.Performed) { //Debug.Log("Here"); RaycastHit hit; Ray ray = myCamera.ScreenPointToRay(mousePositionInput); if (Physics.Raycast(ray, out hit,interactLayer)) { if (hit.transform.tag == "Interactable") { if (!hit.transform.GetChild(0).gameObject.activeInHierarchy) return; AU_Interactable temp = hit.transform.GetComponent<AU_Interactable>(); temp.PlayMiniGame(); } } } } }
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 != "" && 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 < 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 }
Among Us Multiplayer – Photon Rigidbody View (PUN 2 in Unity)
For this lesson on how to make Among Us Multiplayer, I will show you how to Sync the player’s movement across the network using the Photon Rigidbody View. You will first need to add a Photon Rigidbody View component to your avatar prefab. This will sync your player’s movement across the network. Now you need to open the player controller script. In this script, you need to make sure that only the owner of the object before reading in any input or moving the player object.
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AU_PlayerController.cs
using Photon.Pun; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; public class : 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; //Player Hat static Sprite myHatSprite; SpriteRenderer myHatHolder; //Role [SerializeField] bool isImposter; [SerializeField] InputAction KILL; float killInput; List<AU_PlayerController> targets; [SerializeField] Collider myCollider; bool isDead; [SerializeField] GameObject bodyPrefab; public static List<Transform> allBodies; List<Transform> bodiesFound; [SerializeField] InputAction REPORT; [SerializeField] LayerMask ignoreForBody; //Interaction [SerializeField] InputAction MOUSE; Vector2 mousePositionInput; Camera myCamera; [SerializeField] InputAction INTERACTION; [SerializeField] LayerMask interactLayer; //Networking PhotonView myPV; [SerializeField] GameObject lightMask; [SerializeField] lightcaster myLightCaster; private void Awake() { KILL.performed += KillTarget; INTERACTION.performed += Interact; } private void OnEnable() { WASD.Enable(); KILL.Enable(); REPORT.Enable(); MOUSE.Enable(); INTERACTION.Enable(); } private void OnDisable() { WASD.Disable(); KILL.Disable(); REPORT.Disable(); MOUSE.Disable(); INTERACTION.Disable(); } // Start is called before the first frame update void Start() { myPV = GetComponent<PhotonView>(); if(myPV.IsMine) { localPlayer = this; } myCamera = transform.GetChild(1).GetComponent<Camera>(); targets = new List<AU_PlayerController>(); myRB = GetComponent<Rigidbody>(); myAnim = GetComponent<Animator>(); myAvatar = transform.GetChild(0); myAvatarSprite = myAvatar.GetComponent<SpriteRenderer>(); myHatHolder = transform.GetChild(0).GetChild(1).GetComponent<SpriteRenderer>(); if (!myPV.IsMine) { myCamera.gameObject.SetActive(false); lightMask.SetActive(false); myLightCaster.enabled = false; return; } if (myColor == Color.clear) myColor = Color.white; myAvatarSprite.color = myColor; if(allBodies == null) { allBodies = new List<Transform>(); } bodiesFound = new List<Transform>(); if (myHatSprite != null) myHatHolder.sprite = myHatSprite; } // Update is called once per frame void Update() { if (!myPV.IsMine) return; movementInput = WASD.ReadValue<Vector2>(); myAnim.SetFloat("Speed", movementInput.magnitude); if (movementInput.x != 0) { myAvatar.localScale = new Vector2(Mathf.Sign(movementInput.x), 1); } if(allBodies.Count > 0) { BodySearch(); } if(REPORT.triggered) { if (bodiesFound.Count == 0) return; Transform tempBody = bodiesFound[bodiesFound.Count - 1]; allBodies.Remove(tempBody); bodiesFound.Remove(tempBody); tempBody.GetComponent<AU_Body>().Report(); } mousePositionInput = MOUSE.ReadValue<Vector2>(); } private void FixedUpdate() { if (!myPV.IsMine) return; myRB.velocity = movementInput * movementSpeed; } public void SetColor(Color newColor) { myColor = newColor; if (myAvatarSprite != null) { myAvatarSprite.color = myColor; } } public void SetHat(Sprite newHat) { myHatSprite = newHat; myHatHolder.sprite = myHatSprite; } 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 { targets.Add(tempTarget); } } } } private void OnTriggerExit(Collider other) { if (other.tag == "Player") { AU_PlayerController tempTarget = other.GetComponent<AU_PlayerController>(); if (targets.Contains(tempTarget)) { targets.Remove(tempTarget); } } } void KillTarget(InputAction.CallbackContext context) { if (context.phase == InputActionPhase.Performed) { if (targets.Count == 0) return; else { if (targets[targets.Count - 1].isDead) return; transform.position = targets[targets.Count - 1].transform.position; targets[targets.Count - 1].Die(); targets.RemoveAt(targets.Count - 1); } } } public void Die() { AU_Body tempBody = Instantiate(bodyPrefab, transform.position, transform.rotation).GetComponent<AU_Body>(); tempBody.SetColor(myAvatarSprite.color); isDead = true; myAnim.SetBool("IsDead", isDead); gameObject.layer = 9; myCollider.enabled = false; } void BodySearch() { foreach(Transform body in allBodies) { RaycastHit hit; Ray ray = new Ray(transform.position, body.position - transform.position); Debug.DrawRay(transform.position, body.position - transform.position, Color.cyan); if(Physics.Raycast(ray, out hit, 1000f, ~ignoreForBody)) { if (hit.transform == body) { Debug.Log(hit.transform.name); Debug.Log(bodiesFound.Count); if (bodiesFound.Contains(body.transform)) return; bodiesFound.Add(body.transform); } else { bodiesFound.Remove(body.transform); } } } } void Interact(InputAction.CallbackContext context) { if (context.phase == InputActionPhase.Performed) { Debug.Log("Here"); RaycastHit hit; Ray ray = myCamera.ScreenPointToRay(mousePositionInput); if (Physics.Raycast(ray, out hit,interactLayer)) { if (hit.transform.tag == "Interactable") { AU_Interactable temp = hit.transform.GetComponent<AU_Interactable>(); temp.PlayMiniGame(); } } } } }
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 != "" && 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 < 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 }