Stream Slugger v1.1.2
0:27
11 ай бұрын
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@philberex
@philberex Ай бұрын
Short from the actual Procedural Labyrinth in MechaNest.
@jamesdoanecompositions
@jamesdoanecompositions Ай бұрын
Looking great so far!
@philberex
@philberex Ай бұрын
Thank you 🙏
@ZantScript
@ZantScript Ай бұрын
The walkers look great!. Keep up the good work !
@philberex
@philberex Ай 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.
@philberex
@philberex Ай бұрын
I didn’t mentioned it in my devlog. But this is an uncut video and made in Unity 6.❤🎉
@HoldingThisHandle
@HoldingThisHandle Ай 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.
@philberex
@philberex Ай бұрын
I am happy that I am not alone with this addiction tbh 😅
@clashface
@clashface 2 ай бұрын
if we use a oculdee and occulder will it work both on a same object ?
@philberex
@philberex 2 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.
@LanciaSiluri
@LanciaSiluri Ай бұрын
Should work
@philberex
@philberex Ай бұрын
@LanciaSiluri it works also but has giving me some sort of glitch sometimes
@maxgordon3194
@maxgordon3194 4 ай бұрын
can you do one with water where you can apply reflection cubemaps in shader graph like old games do please.
@philberex
@philberex 4 ай бұрын
Good idea I need to check how this worked
@maxgordon3194
@maxgordon3194 4 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_software
@random_precision_software 5 ай бұрын
Will it work on 2d platform?
@philberex
@philberex 5 ай бұрын
No, need to check what frustum culling does for this.
@Director414
@Director414 6 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!
@philberex
@philberex 6 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 😉
@Director414
@Director414 6 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!!
@Nineoldman1
@Nineoldman1 6 ай бұрын
After Applying a Light Probe Is it correct to turn off existing lights?
@philberex
@philberex 6 ай бұрын
You mean if the light can be disabled during the game. This is not a problem.
@sammedia3d
@sammedia3d 7 ай бұрын
Hey Phil how are you? Nice to see you even doing vids now¨!!!! Looks great!
@philberex
@philberex 7 ай бұрын
Doing great Sam, sharing what I have learned so far in Unity Engine 😊
@thomasjupsa3562
@thomasjupsa3562 7 ай бұрын
Ge ging fucking zeggen eh 😊
@philberex
@philberex 7 ай бұрын
Haha kan zijn 😃
@chexparty3074
@chexparty3074 7 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)
@playzwithfruity2895
@playzwithfruity2895 7 ай бұрын
Your the best can you pin
@philberex
@philberex 7 ай бұрын
Pin what 😅?
@jekyllishyde4065
@jekyllishyde4065 8 ай бұрын
Didn't notice there was that drop down tab 😅 Thank you ❤
@philberex
@philberex 8 ай бұрын
Glad I helped finding it 😃
@random_precision_software
@random_precision_software 8 ай бұрын
Finally someone explaining things statics ... I've subbed and looking forward to more videos 😊
@philberex
@philberex 8 ай бұрын
Thank you I will do my best. What would be the next topic you need information on?
@random_precision_software
@random_precision_software 8 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
@philberex
@philberex 8 ай бұрын
I need to catch up in both myself. But definitely worth making a video about.
@GameDevs_Life
@GameDevs_Life 11 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.
@philberex
@philberex 11 ай бұрын
Probably you have auto update occlusion culling on. See if you can set it to off. In the occlusion menu.
@philberex
@philberex 11 ай бұрын
I am streaming on Twitch, on Wednesday evening and Saturday and Sunday morning. I can show you then live if needed. 👍
@tardis67
@tardis67 Жыл бұрын
Great tutorial. Thanks!!!
@philberex
@philberex Жыл бұрын
Thank you.
@murabbaa
@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
@philberex Жыл бұрын
Not mentioned in the tutorial but you can cull also animations. Set the on the animator of the gameobject cull completely.