Pretty sure the 'Legacy Particle Pack' has this asset now. (Still from unity)
@SuperWarZoidАй бұрын
wait once u return the jump state, where do you actually call the jump() method?
@T4pStandoff彡Ай бұрын
i set the speed at x1.25
@fieldtrip2178Ай бұрын
So... You just did a FiniteStateMachine.
@crossing_learsАй бұрын
"One point zero" = 0.1 ✅
@gmangman1232 ай бұрын
Thx master
@DrClementShimizu2 ай бұрын
interesting to see state implemented as a class... i can see the benefit
@ShiroAisan2 ай бұрын
No longer available :(
@gorkemvids48393 ай бұрын
Btw, you shouldn't handle inputs in the character's update. but good advice. use state machines
@gorkemvids48393 ай бұрын
playspeed 1.25x
@gorkemvids48393 ай бұрын
1.5
@attkme80613 ай бұрын
i have the 3rd person flying correct but how would i add more animations to it such as fighting and crouching and shooting ?
@RawDawginRoLo3 ай бұрын
I like the speed of the voice. I can always adjust it but for a beginner like myself it allows me to keep up
@MortonMcCastle3 ай бұрын
"There are... much more advanced solutions for this, which I will explore in future videos..." - 3 years ago Anyway, when you were talking about grouping people by country and the guy in Germany near the French border, I started thinking about grouping by cells instead. A grid of hexagonal (or square) cells, and matches can be made in the same cell, or adjacent cells (6 for hexagonal, 8 for square). What would be wrong with that?
@tayyabali63 ай бұрын
enum state ?
@ekzac3 ай бұрын
The Avatar mask only work if you already have nice working animations. But then it is really useful? If you grab something from Asset Store (which is very common in Unity), chances are it is useless.
@christopherstroup89063 ай бұрын
So that’s what people say by different language syntax 😶🌫️I think
@teamofwinter81283 ай бұрын
something i dont hear people talk about for some reason is that you can just say if (something && something && notsomething || other thing) its personally what ive been using for a long time because my dumbass thought you couldnt nest if statements before due to one time it failing to work therfor i thought it wasnt even possible to nest if statments lol but generally speaking there is less nesting
@ScooterCat644 ай бұрын
As long as the code does what it's supposed to without performance issues and is easy to read and understand by the programmer, the code is fine.
@RealWubboy4 ай бұрын
for some reason "UI" doesnt appear when im creating a new object
@Cryosimorgh4 ай бұрын
this feels like needlessly complicating a rather easy thing to handle. you don't build the 16th chapel to house an ant.
@watercat12485 ай бұрын
I don't really understand how this state's work's 😅. Also you example it's to extrim wean you make game it may have some stuff that works in more in the one State, For example in my game the player moved and the camera movement work the same in both air and the ground, It's not like because the are some differences everything is different.
@VectorTwelve5 ай бұрын
Uhh. I see this a lot, and im not sure why. Perhaps because unity documentation is horrible. You shouldn't be running update functions that only do something if they meet a condition. Its a huge waste of resources. While this example is more in the domain of an event based system, if you actually need an update that only runs when condition is met, either enable a behavior and the disable it, or preferably, use an update manager and attach it. These types of videos remind me how much time I wasted in my early years watching youtube tutorials on game dev. Hell, even 'courses' from 'experts' honestly. If we really valued educators and made it worth their time, we would have quality resources. No one that can actually teach you is going to take the time to do so because building pays better than teaching. Im actually going to try to get some talented people together and figure a way to get this done after i finish my current project as well as put forth production quality resources. Since unity asset store is essentially unity aiding people in scamming others for a 30% cut. Like convincing people they can build an mmo, like the person who released an mmo asset would spend the time doing so if they actually could. Not sure the revenue model, maybe like revenue based. Say like 1% of profit (revenue - costs) if you use the resources in production. Idk, if this sounds interesting to anyone, feel free to hit me up. We could probaly just start with a discord and a github, until we can find an asp developer. You can catch me on discord (@) mansreign but im usually not on when Im working.
@scarcheek71375 ай бұрын
Guy spends 15 minutes explaining how to do inheritance in a use case that doesn't need it
@niknikagain5 ай бұрын
line 42 contains an error
@user-uk9er5vw4c5 ай бұрын
"spaghetti code anxiety" you people are putting anxiety everywhere
@yoyoydede5 ай бұрын
Sad and no balls :(
@OmG210976 ай бұрын
Wow this is great, thanks for this tutorial.
@serveladik6 ай бұрын
What if am walking? So i should add also wasd ifs into idle state to check Also what if im in midair?... Lalala
@Gummypuss6 ай бұрын
I know I want large diverse move system this may help me in the future when I actually begin coding that nightmare.
@shouryapratapbhadauriya18216 ай бұрын
Extesnion not available on store. If possible can you share the code repo for reference, so that we can run it locally, or at least learn from it.
@GamingTherapy88907 ай бұрын
intro is cool
@TidaliCreative7 ай бұрын
0:18 literally how I sat there hahaha
@HoratioNegersky7 ай бұрын
This is not clean code, it creates a snafu of networked reftables and also makes it annoying to go to the root implementation of any given class because of incestuous multi inheritance hierarchies. This is enterprise gobbledegook and doesn't belong in unity gaming paradigms. Invariably developers on teams end up with massive repository comprehension problems and bugs end up on Jira instead of fixed outright or prevented from the jump. Use an enum and inherit from byte instead to determine state and quit being pretentious. I hope Devin puts y'all in the dustbin.
@daslolo8 ай бұрын
new problem: TMOS (too much occlusion syndrome)
@elian_geser8 ай бұрын
Hey Man! Super nice! I def learned smth from this video, smth great! U being a chill talker made it relaxing to learn. Some parts i felt like u took some time to get to the point but otherwise it is a super well explained tutorial👍 Thank you a lot!
@cocomonkilla8 ай бұрын
All the same issues but now with a shit-load more memory wasted! OOP-everything programmers hate optimization like it's their job
@GiPa988 ай бұрын
interesting! Thanks!
@AlexPBenton8 ай бұрын
This only removes one set of if/elses, and you could use an enum rather than a series of booleans. I wouldn’t use this method unless it’s for something more large scale and persistent like switching behaviors based on the currently equipped weapon, because creating all these classes constantly is going to put a load on the garbage collector
@AlexPBenton8 ай бұрын
This only removes one set of if/elses, and you could use an enum rather than a series of booleans. I wouldn’t use this method unless it’s for something more large scale and persistent like switching behaviors based on the currently equipped weapon, because creating all these classes constantly is going to put a load on the garbage collector
@Gomace9 ай бұрын
The only thing that I personally did not quite understand, and had to look up, was what virtual and override did. Although I understood that it did the job you wanted it to do, I did not know why these two new things were necessary. According to what I found while watching this video: Virtual and Override actually come in the same category as another word called Abstract. These three words are all related to inheritance. (There are a few more like Interface and internal that are relevant to this conversation, but for this example using these aforementioned 3 should be enough.) Virtual and Abstract are both keywords to be used almost in the same way by the class you want other classes to inherit from, as shown in the video. The difference being that Abstract forces the child class to Override it with a new method/function, while Virtual says you can if you want to; but calls itself instead if the child class does not Override it. This is useful to know because Abstract classes can just be empty, with only the name and passing argument requirements being created, while Virtual presumes that you've created a usable method/function in the parent class. I hope this was clear, and I hope it was correct. I only read one forum post for this, but it seemed logical.
@bunggo99149 ай бұрын
the approach shown here isn't really good. I would instead recommend the state machine vidoes from iheartgamedev, they are generally a lot better and go more in depth on the topic with real implementation examples.
@bunggo99149 ай бұрын
3:49 you can do it like this if you don't want nested ifs hehe if(Input.GetMouseButton(0) && !isDead && isGrounded && !isRunning) { attack(); }
@Slendergo9 ай бұрын
The sheer number of Heap Allocations you could be creating every frame hurts to see
@RaidenHeaven9 ай бұрын
12:30 ... all you needed to say is "Transition" . Nice try to explain it... but, don't add stuff and explain them later, it's really confusing. State machines is a way to reduces logic complexity not fixing your spaghetti code. You should redo the video since people do watch it and make it about State Machine
@FortbloxNET9 ай бұрын
very nice! i did that for my 2D top down game! and......i changed on top "Simulation Space" to WORLD and then attached the particle system to the CAMERA, so the dusts are spawning wherever i walk!
@TheNator10 ай бұрын
&&?
@digvijayyamagekar430010 ай бұрын
how to use that prefab into other projects ? do we have to export it ? please tell me i am new to this
@martinmica426010 ай бұрын
I love how slowly you explain stuff. It easy to understand the point :))