In this video, I will be working on a new Unity Project. This project is going to be an Among Us type game. I am going to document the process of development for this project and you will be able to see it become a finished game. This game will have multiplayer where one player will be picked to be the monster like the imposter. The main difference between my game and Among Us is that Among us plays like a game of murderer in the dark my game will play more like hide and seek or tag.
Tag: Photon
Among Us Multiplayer – Vents (PUN 2 in Unity)
In this tutorial on how to make Among Us in Unity, I will show you how to make the Vents and Vent mechanic. The vents allow the imposter to hide and move around the map faster than the rest of the regular crewmates. To create the vents we will be using the interactable prefab that we have already created. We will also need to create an animation for the players to hide. Clicking on the vent will then enable a UI system from switching between vents.
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AU_PlayerController.cs
using Photon.Pun; using System.Collections; using System.Collections.Generic; using System.IO; using UnityEngine; using UnityEngine.InputSystem; public class AU_PlayerController : MonoBehaviour, IPunObservable { [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; float direction = 1; //Player Color static Color myColor; SpriteRenderer myAvatarSprite; //Player Hat static Sprite myHatSprite; SpriteRenderer myHatHolder; //Role [SerializeField] bool isImposter; [SerializeField] InputAction KILL; 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; 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() { 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() { myAvatar.localScale = new Vector2(direction, 1); if (!myPV.IsMine || !hasControl) return; movementInput = WASD.ReadValue<Vector2>(); myAnim.SetFloat("Speed", movementInput.magnitude); if (movementInput.x != 0) { direction = Mathf.Sign(movementInput.x); } 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 || !hasControl) 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 (!myPV.IsMine || !hasControl) return; if (!isImposter) return; 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[targets.Count - 1].myPV.RPC("RPC_Kill", RpcTarget.All); targets.RemoveAt(targets.Count - 1); } } } [PunRPC] void RPC_Kill() { Die(); } public void Die() { if (!myPV.IsMine) return; //AU_Body tempBody = Instantiate(bodyPrefab, transform.position, transform.rotation).GetComponent<AU_Body>(); AU_Body tempBody = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "AU_Body"), 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") { AU_Interactable temp = hit.transform.GetComponent<AU_Interactable>(); temp.PlayMiniGame(); } if(hit.transform.tag == "Vent") { myAnim.SetBool("Vented", true); AU_Interactable temp = hit.transform.GetComponent<AU_Interactable>(); temp.PlayMiniGame(); } } } } public void ExitVent() { myAnim.SetBool("Vented", false); } public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { stream.SendNext(direction); stream.SendNext(isImposter); } else { this.direction = (float)stream.ReceiveNext(); this.isImposter = (bool)stream.ReceiveNext(); } } public void BecomeImposter(int ImposterNumber) { if(PhotonNetwork.LocalPlayer == PhotonNetwork.PlayerList[ImposterNumber]) { isImposter = true; } } }
AU_Vent.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public class AU_Vent : MonoBehaviour { [SerializeField] GameObject currentPanel; [SerializeField] GameObject nextPanel; [SerializeField] Transform NewPosition; public void ChangeVent() { currentPanel.SetActive(false); nextPanel.SetActive(true); AU_PlayerController.localPlayer.transform.position = NewPosition.position; } public void ExitVent() { currentPanel.SetActive(false); AU_PlayerController.localPlayer.ExitVent(); } }
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 – Picking Imposters (PUN 2 in Unity)
For this lesson on how to create a multiplayer Among Us game in Unity, we will show you how to pick and sync an imposter across the network. Having a random imposter is vital for our among us game as the imposter is what makes the game challenging and gives the game an opposition.
First, we will pick a random number between zero and the number of players in our room. We will then send that number to all the clients and whichever client is that number in the room will become the imposter. That player will then be able to kill the other players.
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AU_SpawnPoints.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public class AU_SpawnPoints : MonoBehaviour { public static AU_SpawnPoints instance; public Transform[] spawnPoints; // Start is called before the first frame update void Start() { instance = this; } }
MyPhotonPlayer.cs
using Photon.Pun; using Photon.Realtime; using System.Collections; using System.Collections.Generic; using System.IO; using UnityEngine; public class MyPhotonPlayer : MonoBehaviour { PhotonView myPV; GameObject myPlayerAvatar; Player[] allPlayers; int myNumberInRoom; // Start is called before the first frame update void Start() { myPV = GetComponent<PhotonView>(); allPlayers = PhotonNetwork.PlayerList; foreach(Player p in allPlayers) { if(p!= PhotonNetwork.LocalPlayer) { myNumberInRoom++; } } if (myPV.IsMine) { myPlayerAvatar = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "AU_Player"), AU_SpawnPoints.instance.spawnPoints[myNumberInRoom].position, Quaternion.identity); } } }
AU_GameController.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Pun; public class AU_GameController : MonoBehaviour { PhotonView myPV; int whichPlayerIsImposter; // Start is called before the first frame update void Start() { myPV = GetComponent<PhotonView>(); if(PhotonNetwork.IsMasterClient) { PickImposter(); } } void PickImposter() { whichPlayerIsImposter = Random.Range(0, PhotonNetwork.CurrentRoom.PlayerCount); myPV.RPC("RPC_SyncImposter", RpcTarget.All, whichPlayerIsImposter); Debug.Log("Imposter " + whichPlayerIsImposter); } [PunRPC] void RPC_SyncImposter(int playerNumber) { whichPlayerIsImposter = playerNumber; AU_PlayerController.localPlayer.BecomeImposter(whichPlayerIsImposter); } }
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 }