I'm able to switch once, but then it won't switch back. Any ideas?
@arpaci218224 күн бұрын
man thanks for the video but when I do transition, the rotation of the cameras are changing
@potatogod388225 күн бұрын
there are barely any volume,,, speak louder bro xd
@neisanland2503Ай бұрын
doesn't work.
@luc34122Ай бұрын
If i die how do i make the player or ai tp away pls help
@numerotinkoАй бұрын
No need to do much. When object far enough make it pbr-less so just main jpg map
@avimalviyaАй бұрын
thanks
@cavedweller41112 ай бұрын
for some reason it wouldnt work, turns out the player object wasn't tagged as player lol
@Actionsurj2 ай бұрын
Finally a video that shows player health, enemy damage AND a health bar all in one Thank you so much! This video helped out tremendously
@rileyjason2 ай бұрын
status effects script doesn't work
@Assassinpatrik2 ай бұрын
hi, kannst du mir helfen bei mir wir das ihn der console ausgeführt
@gabrieljerico97492 ай бұрын
I really love you
@harvesterindiegames3 ай бұрын
Thanks for this! Much obliged! ;)
@hamuArt3 ай бұрын
Does it only work under URP?
@codecodile3 ай бұрын
Yes it is only supported by URP, unfortunately
@matt_xD444 ай бұрын
Does it work in 2D?
@codecodile4 ай бұрын
You have to change some small things but all in all it should work in 2d I think :)
@monkeypwners4 ай бұрын
I'm trying to implement this on a melee type enemy, where I have a trigger collider in front of the enemy so I can take damage when I get close to it, but nothing happens when I enter the collider.. Please Help
@codecodile4 ай бұрын
Do you use the correct functions? OnTriggerEnter, OnTriggerStay, OnTriggerExit. And make sure that the object is a trigger. Maybe try to Debug the process to find out where the issue is :)
@monkeypwners4 ай бұрын
@@codecodile Quick reply! I have checked everything and I have no clue, where the problem is... I have the onTriggerEnter function and the TakeDamage function is pulic as well... I have been at it for an hour now with no luck!
@monkeypwners4 ай бұрын
@@codecodile Alright, my console says "Object reference not set to an instance of an object EnemyMelee.OnTriggerEnter"
@codecodile4 ай бұрын
@@monkeypwners hm maybe try replacing some code With debug Statements, maybe you can find the missing reference
@monkeypwners4 ай бұрын
@@codecodile two hours later, still not solved... I can print "Hello world!" in the same if statement as "other.GetComponent<PlayerStats>().TakeDamage(damage);" ... am I doing something wrong here?
@monkeypwners4 ай бұрын
How do you break the pathfinding to chase player when inside its radius?
@codecodile4 ай бұрын
Hi, you could use a state machine, just look it up on KZbin. You can put all of the pathfinding into one state and when the player in in the radius, you could switch the state to a new state.
@gamedevai4 ай бұрын
Thanks for this tutorial, can this method go the opposite way such as apply post affects on object only. Cheers thanks
@pablovillegas28984 ай бұрын
This tutorial works awesome, thanks for the tutorial!!!!
@charmaineborchardt4454 ай бұрын
thanks. how can I create the enemy that shoot
@tahirdevlog20475 ай бұрын
thanks
@frankieplayzz83825 ай бұрын
Hey, I'm wondering how I would make the player take damage if it's not a game object and it's more of an animation playing so when the attack animation plays from the enemy how would I make the player take damage from that.
@viktorvanhulle24765 ай бұрын
Thank You! Very straightforward tutorial :)
@kiwimelown_5 ай бұрын
I know you made this video months ago but I've got a question; Whenever my healthbar slider begins reach the end of my healthbar border (meaning that the player's health gets low) it seems that the slider distorts and doesn't stay completely still when reaching a value closer to zero, is this just a unity thing? or is there a way to make the slider position static so that it wouldn't move when the player gets lower health?
@IGameShit2 күн бұрын
instead of making the red part of the bar smaller, make the black outline bigger.
@spinospine5 ай бұрын
Thanks for the video ❤how do i adjust the scripts so that the waves are infinite and that there's the same wave of enemies each time?
@JayVardaman6 ай бұрын
bro you helped me so so so much you are my hero your the best keep it up 1+ sub
@drip_sand6 ай бұрын
Legend
@IceForgeOfficial6 ай бұрын
Is there a way to ease transitioning between the LOD? Some games have it so one LOD fades out while the other fades in.
@micmalawi6 ай бұрын
I've got this video volume turned up full and can only just hear what you are saying.
@razkajulian65506 ай бұрын
why when i want to heal my player is not getting healed
@ignatiusreilly82806 ай бұрын
Thank you so much. I wish every tutorial on KZbin had such methodical and thorough explanation. To keep track of enemies: I used to call an event which fired when an enemy died, and the counter in another class looked at that event, to keep track. Your way is more elegant and more organized. Thanks a million, for showing us.
@sketchturner82296 ай бұрын
Hello! Thanks for the tutorial. I Cant understand whats wrong, all made like you. (Im new in scripting :)) UnassignedReferenceException: The variable spawnPoint of WaveSpawner has not been assigned. You probably need to assign the spawnPoint variable of the WaveSpawner script in the inspector. WaveSpawner+<SpawnWave>d__6.MoveNext () (at Assets/Scripts/Enemy/WaveSpawner.cs:41) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <4014a86cbefb4944b2b6c9211c8fd2fc>:0) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) WaveSpawner:Update() (at Assets/Scripts/Enemy/WaveSpawner.cs:33)
@chellminn6 ай бұрын
I had the same problem. In order to fix it, click your Wavespawner in the Hierarchy. If you then look in the Inspector you'll see beneath Countdown a line with Spawn Point and None (Game Object). From the Hierarchy drag your Spawnpoint in here. If I'm not mistaken that should fix the problem.
@sketchturner82296 ай бұрын
@@chellminn Hey! ) Ye, forgot to say, i fix the problem, wasn't referenced ))) Thanks for the comment, it can help others))
@destijl13376 ай бұрын
Hi, thanks very much for this. I used the array code you provided but my enemies vanish quickly after appearing each wave. Can you point me in the vague direction of what would be causing enemies to be destroyed quickly after they're first instantiated? I have a feeling it's to do with the values I'm inputting into the inspector but I'm not entirely sure - it seems that the waves are ending suddenly then moving onto the next
@Sinbad19996 ай бұрын
i followed the tutorial but when i press play and the countdown goes down to 0, an infinite amount of enemies spawn in and lags the entire project. Any way i can fix this?
@nuclear2706 ай бұрын
me too
@aynsjc6 ай бұрын
Wonderful tutorial brother loved it!!!
@itsdonix6 ай бұрын
Heres how u can make diffrent/random spawn points using UnityEngine; using System.Collections; using System.Collections.Generic; public class WaveSpawner : MonoBehaviour { [SerializeField] private float countdown; [SerializeField] private List<GameObject> spawnPoints; // Changed spawnPoint to List<GameObject> public Wave[] waves; public int currentWaveIndex = 0; private bool readyToCountDown; private void Start() { readyToCountDown = true; foreach (Wave wave in waves) { wave.enemiesLeft = wave.enemies.Length; } } private void Update() { if (currentWaveIndex >= waves.Length) { Debug.Log("You survived every wave!"); return; } if (readyToCountDown == true) { countdown -= Time.deltaTime; } if (countdown <= 0) { readyToCountDown = false; countdown = waves[currentWaveIndex].timeToNextWave; StartCoroutine(SpawnWave()); } if (waves[currentWaveIndex].enemiesLeft == 0) { readyToCountDown = true; currentWaveIndex++; } } private IEnumerator SpawnWave() { if (currentWaveIndex < waves.Length) { foreach (EnemyAiZombie enemyPrefab in waves[currentWaveIndex].enemies) { int randomSpawnIndex = Random.Range(0, spawnPoints.Count); EnemyAiZombie enemy = Instantiate(enemyPrefab, spawnPoints[randomSpawnIndex].transform); enemy.transform.SetParent(spawnPoints[randomSpawnIndex].transform); yield return new WaitForSeconds(waves[currentWaveIndex].timeToNextEnemy); } } } } [System.Serializable] public class Wave { public EnemyAiZombie[] enemies; public float timeToNextEnemy; public float timeToNextWave; [HideInInspector] public int enemiesLeft; }
@kwombat53067 ай бұрын
OH GOD THANK YOU MY G
@LauriKrollpfeifer7 ай бұрын
hey. Can you show me how you made the enemys shooting at the player please? I really like your tutorials, but ca you show me how you made the enemys?
@gamerchild47 ай бұрын
there is an error when i put SetSliderMax. please help
@giOTTO4347 ай бұрын
Does this work for 2d? I tried it but the the cameras get layered behind each other and mess up the layering on a 2d plane. Any help?
@ivancarranza24737 ай бұрын
Thanks for the video, It's a very useful tool. Is there a way to have 2 objects with each object only be affected by whichever post processing volume you choose. For example have one object Bloom, another object with no Saturation. I tried based on your tutorial but I was not able to figure it out. I would appreciate any tips on achieving that. Thanks again!
@drake_eric97997 ай бұрын
i try it but it said null reference on this line healthBar.SetSliderMax(maxHealth); i try agian you have to put the healhtbar script to the spector of healthslider it's working
@rafaelhernandezchavez478 ай бұрын
Exactly what i was looking for. Thanks.
@Putin-Lox8 ай бұрын
Не работает твой протососсинк
@tufanaydin63409 ай бұрын
Okay it's useful thank you so much.
@TheDemoncrater9 ай бұрын
¨Sorry but which script do you want the start function? at 5:14?
@madscientist069 ай бұрын
Great video. Once you do this, how do you remove it?
@chrisandrews79459 ай бұрын
everytime i put the duplicated image in the fill rect , it distorsts and goes to a different spot on the screen? help
@radivarig9 ай бұрын
Shadows from main camera aren't cast on the objects from second.