Short from the actual Procedural Labyrinth in MechaNest.
@jamesdoanecompositionsАй бұрын
Looking great so far!
@philberexАй бұрын
Thank you 🙏
@ZantScriptАй бұрын
The walkers look great!. Keep up the good work !
@philberexАй бұрын
Thank you, I will replace the walkers by the ones at the start zone soon. I am looking forward to see them move true the labyrinths.
@philberexАй бұрын
I didn’t mentioned it in my devlog. But this is an uncut video and made in Unity 6.❤🎉
@HoldingThisHandleАй бұрын
This is super true. I'm not much of a developer (Im trying though) but i do write for fun/as a hobby. It's super addicting creating your own worlds and people etc.
@philberexАй бұрын
I am happy that I am not alone with this addiction tbh 😅
@clashface2 ай бұрын
if we use a oculdee and occulder will it work both on a same object ?
@philberex2 ай бұрын
Still need to test it in my projects, but what i have found is. if the object is both blocking the view of something behind it and being blocked by something else in front of it, Unity can efficiently manage what gets rendered based on the camera's perspective. Thank you for the question.
@LanciaSiluriАй бұрын
Should work
@philberexАй бұрын
@LanciaSiluri it works also but has giving me some sort of glitch sometimes
@maxgordon31944 ай бұрын
can you do one with water where you can apply reflection cubemaps in shader graph like old games do please.
@philberex4 ай бұрын
Good idea I need to check how this worked
@maxgordon31944 ай бұрын
@@philberex awesome I really look forward to it but there isn't much as unty ties its reflections and shine to reflection probes whereas unreal engine 4 didnt had this feature and couldnt produce specular lighting directly from a specular map like older games did they had lots of optimized stuff but nowadays games give you full systems that overload the assets more space than needed and memory resources. theres a legacy cubemap reflection feature in unity too but it doesnt works with URP or HDRP. only built in which hasn't been updated in ages and probably dead at this point. I really hope to see a video from you about reflective cubemaps like place a custom cubemap texture on any 3d model to form a reflection on a flat object or the object shape like old unreal 3 games did and many other and how to do it in unity.
@random_precision_software5 ай бұрын
Will it work on 2d platform?
@philberex5 ай бұрын
No, need to check what frustum culling does for this.
@Director4146 ай бұрын
Great tutorial, many thanks! I wish you could go more in depth on how and when to use it. You touched upon it in the end of the video, but I feel this is the main point of assembly definitions - how/when/when not to use it. I don't want to make my project worse instead of better and faster. Cheers!
@philberex6 ай бұрын
Hi Eric, thank you for your reaction. While I am building my own apps I will see how I can optimize the use of the assembly definitions and make a video about it. What I certainly know is that don’t try to implement them deeply in an existing project. You gonna have a hard time. Maybe only on the root of your scripts folder 😉
@Director4146 ай бұрын
@@philberex thanks for your reply. I made one for all asset store downloads and only that sped up my compilation time 5x at least. Totally awesome!!
@Nineoldman16 ай бұрын
After Applying a Light Probe Is it correct to turn off existing lights?
@philberex6 ай бұрын
You mean if the light can be disabled during the game. This is not a problem.
@sammedia3d7 ай бұрын
Hey Phil how are you? Nice to see you even doing vids now¨!!!! Looks great!
@philberex7 ай бұрын
Doing great Sam, sharing what I have learned so far in Unity Engine 😊
@thomasjupsa35627 ай бұрын
Ge ging fucking zeggen eh 😊
@philberex7 ай бұрын
Haha kan zijn 😃
@chexparty30747 ай бұрын
I agree that one of the biggest reason to use assembly definitions at all is to separate your project scripts from external libraries such as editor-only scripts, asset store packs. By default, Unity does this with any scripts you put in ANY folders named "Editor" (assuming that folder is not part of a custom AssemblyDefinition). Unity will separate them in two assemblies: "Assembly-CSharp" and "Assembly-CSharp-Editor". For Asset store packs, Unity does NOT separate them for you, you have to make sure the asset pack developer put their own AssemblyDefinition file structure, OR you must add one to their pack yourself (and then reference it to your own). It's confusing, but complexity just means freedom. (Also note that you can see what script belongs to what assembly by clicking on the script file in unity and looking at the Inspector window)
@playzwithfruity28957 ай бұрын
Your the best can you pin
@philberex7 ай бұрын
Pin what 😅?
@jekyllishyde40658 ай бұрын
Didn't notice there was that drop down tab 😅 Thank you ❤
@philberex8 ай бұрын
Glad I helped finding it 😃
@random_precision_software8 ай бұрын
Finally someone explaining things statics ... I've subbed and looking forward to more videos 😊
@philberex8 ай бұрын
Thank you I will do my best. What would be the next topic you need information on?
@random_precision_software8 ай бұрын
There are 2 things I'm struggling with. First is the new search option (CTR K) I wanted to ask the materials in a Pacific folder, I couldn't do it lol. The other is the debug profiler
@philberex8 ай бұрын
I need to catch up in both myself. But definitely worth making a video about.
@GameDevs_Life11 ай бұрын
I am facing a problem where as soon as I set all the object in my scene ocludder the Global Illumination PreProcess start loading and takes forever to complete even though I have 16 gb ram, should I wait for it ? and also the occlusion computing takes really long too. I have 1.6 million triangles in my scene.
@philberex11 ай бұрын
Probably you have auto update occlusion culling on. See if you can set it to off. In the occlusion menu.
@philberex11 ай бұрын
I am streaming on Twitch, on Wednesday evening and Saturday and Sunday morning. I can show you then live if needed. 👍
@tardis67 Жыл бұрын
Great tutorial. Thanks!!!
@philberex Жыл бұрын
Thank you.
@murabbaa Жыл бұрын
@philberex 2 Years ago. If this isn't working. Verify if "Auto Sync Transforms" is active. See under: Edit/Preferences/Physics/Auto Sync Transforms. Thank me later. I came to say thank you )
@philberex Жыл бұрын
Not mentioned in the tutorial but you can cull also animations. Set the on the animator of the gameobject cull completely.