Great video! Thanks! Just wish I could see the "rest" of the code lol
@jugibur21178 күн бұрын
Thanks first for your effort, can't wait to follow your tutorial now!
@RecordofRadio15 күн бұрын
so far, and I've been using 6000 builds for the last few months, I would say that there are more random errors popping up than before I switched to 6000 builds. I always got graph wake errors, and I still get those, but now I also get camera frustum errors which seem to be random, and everything I found on those say to just restart the editor. One does not simply JUST restart the editor every ten minutes. So hopefully they'll fix that. now my game is 3D mixed with 2D, and so far I've seen no improvements in speed or anything. In fact I could have just not upgraded, but now I guess I can turn off the splash screen. The big improvements I'm excited for don't come until the next full version of Unity, so in a couple years at least.
@kvlulaas28 күн бұрын
Currently Unity is crashing every time I run a project build that contains a script referencing any method or variable from the TobiiAPI. Have you ever encountered this problem and if so, do you know how I could resolve it? Thank you!
@WarpedImagination27 күн бұрын
I have not .. I haven't really touched it much since the video was made a couple of years back
@boxcat18Ай бұрын
Does this remove scripts from prefabs also because I just recovered a project from one of my hard drives but the prefabs are missing scripts which is causing me problems
@WarpedImaginationАй бұрын
No this only does the scene, but you can adapt it by instead getting all the prefab paths in the asset database, loading the asset at the path and then getting all the components in children and checking if they are null
@madskrusager2708Ай бұрын
When trying to use the unity SDK's prefabs, specifically the one for calibrating i am faced with an exception thrown for "failing to apply license" i am using the tobii 5... Are you aware of how to renew or even review the applied license?
@WarpedImaginationАй бұрын
You'd have to speak to Tobii about that, it's been a couple of years since I got an SDK from them
@fernandorex624114 күн бұрын
Were you able to solve that problem? The same thing happened to me and I don't know how to solve it
@madskrusager270814 күн бұрын
You have to ask them for a commercial license to be able to develop something woth tobii 5 eye tracker, the license you can get on their website is only for developing stuff with very expensive equipment. I tried to grt a commercial lisence from tobii but they afe very hesitent to give it out. No luck with tobii eye tracking support@fernandorex6241
@TheBlackbirdiiАй бұрын
omg everybody is using that asset for their game with zero changes
@WarpedImaginationАй бұрын
Which one?
@TheBlackbirdiiАй бұрын
@@WarpedImagination that subway station
@powercore2000Ай бұрын
This was the little nudge I need to give Unity 6 LTS a whirl. So far, pleasantly surprised. Better edtior playmode performance was a big plus for me and my game scenes over previous versions. Granted, I had some custom urp shaders that broke in the transition. So theres always trade offs. But Im wiling to try out 6 for a bit.
@WarpedImaginationАй бұрын
Long time my friend .. glad to hear it's working out for ya
@NorthstriderGamingАй бұрын
And now imagine this: you got 15% more fps out of the blue without even using anything of the new culling features. You're in for quite the ride here
@WarpedImaginationАй бұрын
I was going to put Occlusion culling in with a lighting video .. but I might just split them to go over all the features
@gamheroesАй бұрын
Sure! It is too early to judge so I will wait for a later 6LTS XX.version to use it as my project does not need these new features...or maybe yes as it has NET tools and perhaps the 6 ones are better... let's see
@WarpedImaginationАй бұрын
That's good judgement .. I always say in these videos if the features are not there in the new version then use the time elsewhere. I am early enough in this game to kick it over into this one.
@roughspongeАй бұрын
it's a shame they broke the wheel colliders...
@WarpedImaginationАй бұрын
Oh they did, that sucks.
@jcd9456Ай бұрын
Best review I have seen in youtube. Others are just echoing or just summarizing Unite Conference. Thanks for this!
@WarpedImaginationАй бұрын
I am glad you like it .. I try to give real world examples where I can
@raymkАй бұрын
LET'S GOOOO !!!🎉 We're gonna need those black magic custom editor hacks for Unity 6, dear master
@WarpedImaginationАй бұрын
Oh I am looking forward to it .. a whole new Pandora's box of secrets to crack open .. or at least a few changes to be able to drag content out of
@twinjukeАй бұрын
Is it only me duplicating a script and renaming it I constantly have an unrefreshed project panel having the previous name of the file. Even a refresh does not help. I need to modify it to make Unity recognize I renamed that duplicate. Quite frustrating issue.
@WarpedImaginationАй бұрын
I haven't duplicated a script in ages so haven't seen it in 6. I use a tool that creates scripts (monobehaviour, editor, interface, class, static class, property drawer etc etc) based on templates and contextual operations.
@WarpedImaginationАй бұрын
Get more advanced tips & tricks for Unity by subscribing kzbin.info
@darkezowskyАй бұрын
It's impressive how well Unity handle project update from older engine version.
@WarpedImaginationАй бұрын
I have had issues in the past in the early days but this one from 2022 went well for me. It sounds like some of those that had moved to 2023 had some issues moving across to 6 though.
@KaanGulUnityАй бұрын
I'm not sure if this is the right place to say or not, but I'm sorry to say that as an junior indie developer, I can say that even the most basic components of Unity, like ScrollView, don't work properly (especially on Android and WebGL platforms). Why am i saying that, because everyone knows that this version (6000 or 6 whatever) is working hard on lights, but light performance is a very specific request. Unity is a commercial game engine and it's too bad that they only care about one feature in particular. People run into so many stupid problems in Unity that you all know about. If you are a commercial game engine company and your goal is to make money, I think you should go back and make sure that the most basic components like ScrollView (representative) work properly. Unity 6 or 7 or 8 didn't excite me at all.
@LurkingNinjaАй бұрын
I guess the extra 6-8 months of QA at Unity helped somewhat.
@WarpedImaginationАй бұрын
lol yeah thats some turnaround time
@jaxowaraxaАй бұрын
Unfortunetally I must update my project from 2023 to 6000 because they just abandon 2023 and doesn't support it for release and it doesn't look that great it only take 2 weeks for two people to only get project running. So nice cooperation with Unity but please don't be so one sided...
@WarpedImaginationАй бұрын
I can only speak from my own experiences in these videos .. I am sorry to hear you got caught in the release cycle issues.
@АндрейАнлавовичАй бұрын
Unity 2023 is just an older version of unity 6
@jaxowaraxaАй бұрын
@@АндрейАнлавович Yes and no :). If you use to just make some steam games then yes. But if we have 2023 then we would have had lts by now. Also try to use something more with Unity like for example HDRP then you project will explode with every version. Try to publish you game for consoles then you will be forced to upadating your Unity and then you will encounter why that last number is so important because for example in the .23 version it works but that one stops looking and in the .24 version it didn't work but that one looks good. In version .25 everything works great but now you are forced to update some plugin and now it's broken because Unity doesn't test it well because they need to catch up with release dates...
@MrAndyPuppyАй бұрын
We did not "abandon" Unity 2023. Unity 6 is the roll up of Unity 2023.1 and Unity 2023.2, along with additional updates that were included in Unity 6 Preview.
@ProkerKusakaАй бұрын
I upgraded my HDRP project from 2023.1 to U6 LTS and lost around 10% of fps in editor (dont know about build right now) It is sad that it is still every new version has less and less fps. Even with all those new fancy gpu features which dont fit to my project
@tonytran07Ай бұрын
Any improvement for 2d games? OR is it mainly 3d for the moment?
@WarpedImaginationАй бұрын
I haven't personally touched 2D on Unity 6 .. it's been a while since I had a 2D project in front of me which should be a crime. I know there was a talk on 2D workflows at Unite you may want to check out on the Unity KZbin channel
@rikuleinonen4 күн бұрын
@@WarpedImagination all the options for 2D composite colliders and tilemap shadows were completely different when I switched. The latter wasn't even an option before. Now there's an integrated tilemap shadow caster. And one for composites or any other collider type. Going to recreate my project from scratch though, went from 2023 to 6 and it broke a bunch of things including those shadows.
@EquisdeificationАй бұрын
Can't wait for the core clr updates, but that looks like Unity 7 and that's probably few years into the future :( My biggest problems with Unity are all related with load speed, after you try a framework or another engine, Unity feels really slow
@WarpedImaginationАй бұрын
Agreed .. the roadmap looks so shiny, but I wanted it years ago
@JamesWilkinson-b2dАй бұрын
im keen for this too, but as an enterprise dev moving from .net 4 to core/.net5+ was a painful process. it will take years for the ecosystem to catch up to the latest versions of .net
@twistedliverstudioАй бұрын
I may look to convert my current project over as it's relatively simple project since I'm still building. PS the death dissolve particles look pretty cool.
@WarpedImaginationАй бұрын
Glad you like them, still a lot of work on the whole death sequence is needed
@Tymon0000Ай бұрын
Do you know if 6 has support for ShaderGraph on WebGPU?
@WarpedImaginationАй бұрын
I think it was still in preview, but I haven't dug into WebGPU enough .. if I hear anything I will update this comment
@GGGamesXDlolАй бұрын
The only one, the only one who makes a 2 minute tutorial for something simple instead of a 30 minute one just adding filler
@WarpedImaginationАй бұрын
filler is my worst enemy and has caused me to redo many a video
@GGGamesXDlolАй бұрын
Interesting...
@WarpedImaginationАй бұрын
Glad you think so!
@mandisawАй бұрын
Neat! I avoid internal API reflection as a rule - enterprise dev habits - but menus & custom editors are my go-tos. Just did a Cinemachine dashboard incorporating TV multicamera movements & terms, incl custom spline paths and action-safe & rule-of-thirds composition guides. Then updated to CM3.1, which made their GameView GUI handler inaccessible 😅 Far as I'm concerned, being able to break, remold, and extend the Editor as you need is Unity's 2nd-best strength as an engine. It's top strength would be "port to anything" 😂
@WarpedImaginationАй бұрын
Glad you liked it I heard from a fellow dev that Cinemachine changed a fair amount for the better as far as usability, but I could guess that came with a lot of back end breaking changes
@mandisawАй бұрын
@WarpedImagination They had a video a year or so back about it. Since it was external software that they bought, it did a lot of stuff that wasn't inline with how Unity normally works. Like using hidden objects and using 1 inspector for 3+ components. The main change for CM3 was unpacking all the "hidden" stuff so those components each sit on the associated virtual camera object. They also cleaned up the 3-axis orbital follow cam to be a little less insane 😅 Everything else was renaming - mostly going from film & TV terms to game-dev terms. (I edit cameras better in the former, hence my dashboard.) They included a wizard & contextual menus (with utility commands) to auto-update existing objects & scenes, but custom scripts have to be updated by hand. They actually recommended folks with a lot of custom tools just park on CM2 😮
@GiftedMambaАй бұрын
Insane stuff, thank you for sharing!
@WarpedImaginationАй бұрын
You're welcome, glad you liked it
@카레인도-n6jАй бұрын
I appreciate to your very helpful video. Could I ask you what SDK did you employed..? I tried to apply research version, but It didn't work because I used Tobii Eye Tracker 5 which is same model with yours. There are stream engine, Tobii Pro SDK, Tobii Game SDK, ETC. Could you let me know which SDK can I apply for my private project on Unity...?
@WarpedImaginationАй бұрын
At the time when I made the video I don't remember being offered other versions of the SDK I just looked up the email from a couple of years back for you and the name of the SDK they sent me was TobiiUnitySDK_5.0.0.3.
@카레인도-n6jАй бұрын
@@WarpedImagination I am really grateful for your reply. I have looked into the matter and it seems that the download page for the Tobii Unity SDK has disappeared from Tobii's website. If it is not an inconvenience for you, would you possibly be able to send me the file you were using for the Unity SDK? Despite knowing it might seem a bit impolite, I am genuinely struggling and would be really grateful for any assistance.
@WarpedImaginationАй бұрын
I would love to but unfortunately under the terms of this license agreement I signed I cannot share the SDK. You'll have to contact Tobii to get a license for the SDK and then they will send you one.
@fleityАй бұрын
Very useful, did this a long time ago for the mesh renderer, priceless addition.
@WarpedImaginationАй бұрын
Glad you liked it .. What functionality did you add to the mesh renderer?
@hakerlodАй бұрын
Great video as always. I would love to see a context menu action that duplicates tabs, such as inspector, project, hierarchy, etc.
@WarpedImaginationАй бұрын
I haven't done that before. The tab menu is hidden behind the DockArea class which again is internal and would be a pain to override. If you have your own window overriding GetExtraPaneTypes() will enable you to add your window type to the add list. As for the process of duplicating a window thats simple enough by getting EditorWindow.focusedWindow then using EditorWindow.CreateInstance
@hakerlodАй бұрын
Thanks for advice.
@NathanSL11Ай бұрын
Unity has sooo much internal garbage. Half of the useful extensibility in UI toolkit is stuck behind internal fields. I don't even get it because if they're using internal functionality on extended components why is there no code review saying hey we use this all the time maybe our users would want to use it too...
@WarpedImaginationАй бұрын
I have had that conversation a lot with other developers
@mandisawАй бұрын
Have you read their internal code? Most of it is good, but some of it is clearly MacGyver'd and can be a bit frail. I suspect that when they write stuff that "works", but is obviously not ready for primetime, and is not part of the required API, they just drop its access level and quietly close the ticket 😅
@ed_halleyАй бұрын
I still want to see your Overlay code that implements a joystick for X/Z tilting objects.
@WarpedImaginationАй бұрын
Ok I bumped it up the list
@AlirezaTabasi7Ай бұрын
Why do you think adding side components to extend its behavior is a bad idea?
@WarpedImaginationАй бұрын
Good question, I should have stated its because for tools such as those shown in the video it's unnecessary. It makes things a little untidy to have editor only components for this sort of functionality and of course you don't want them in the build so you'll want a build processor to remove or play with the hide flags.
@gamheroesАй бұрын
Editor API is the big unknown as there are not many tutorials, and honestly, it is not very friendly I created utilities like creating materials from textures or customizing scriptable objects to expose their members in Inspector...A little work that can save hours in every project
@WarpedImaginationАй бұрын
Absolutely spot on .. it's one of the reasons I do these videos .. showing people how to save effort
@mandisawАй бұрын
Editor API used to get more love, back when they did developer livestreams & workshops more often. When I started in Unity, Mike Geig & Adam Buckner (later Matt?) were doing dev streams at least monthly, covering all kinds of deep-nerd stuff, incl hacking the editor.
@musap_Ай бұрын
I turned scene view's move, rotate, and scale tools into 2D versions of them on XZ plane for a plugin I've been working on. It's a shame they cannot be customized without using reflection.
@WarpedImaginationАй бұрын
I have a dev friend and we vent whenever we go down a rabbit hole that ends with 'internal'.
@regys9521Ай бұрын
Would you please teach how to use DOTS for beginners, like how to spawn prefabs?
@WarpedImaginationАй бұрын
Looking at the changes coming down the line I think I will have to have DOTS enter into some of the videos
@regys9521Ай бұрын
Simply hilarious
@WarpedImaginationАй бұрын
I try
@MrOmega-cz9yoАй бұрын
"I never forced you to become a human light bulb!" 🤣
@WarpedImaginationАй бұрын
Glad you liked it
@jameslafritz2867Ай бұрын
Does this work with public override VisualElement CreateInspectorGUI() method as well? root = _internalEditor.CreateInspectorGUI(). I guess I might have to try. I know that Unity version 6 defaults to using visual elements for the default inspector, I think 2022 does as well. If you do not set the Use IMGUI Default Inspector property in the Editor Setting then OnGUI may not work properly, Unity might say oh look there's a Visual Element script for this element so we are going to use that instead of your custom script. Ran into this issue in the past when creating custom inspectors for my components, I get a message in the Inspector saying something along the lines that this component does not have a visual element, I do not remember exactly what the message said. This would be a great usage to add custom attributes like a Button attribute that you can add to methods and then get the original inspector for it and then add the custom code for the buttons. I have had Issues with this using [CustomEditor(typeof(MonoBehaviour), true, isFallback = true)] The custom OnInspectorGUI was ignored unless I change the Editor Setting first. I also know that I have tried the var baseVE = base.CreateInspectorGUI(); which use to return a null element, so I had to brute force this and do it manually by getting the serialized property and looping through all of the properties, manually add that property to the root container. Then I add buttons for every method that has a Button Attribute. I am going to have to try using this method of doing it instead.
@raymkАй бұрын
Sometimes I can't find a good use case for some of your videos, but now, THIS IS WHAT I NEED. The box collider is not automatically aligning itself with the transform is driving me nuts
@WarpedImaginationАй бұрын
Keeping things neat and tidy is a good thing! Glad you liked the video.
@TREXYTАй бұрын
Hey thats awesome, can we edit particle system and add multiple spawn points to 1 particle system ? Creating multiple particile system kill a lot of performances on mobile devices, thats why i ask
@WarpedImaginationАй бұрын
Not really the intended for this functionality .. you might want to dive in deeper to the visual effect graph and see if you can customize enough to get the performance without killing the look
@ShennzoАй бұрын
Great video! This tip will definitely come in handy. One thing is that I wanted to add an easy access button to round the position values in the transform to ints. But I'm not sure if this technique will work on the transform component since it's the base block of any game object and maybe behaves differently to the other added components?
@WarpedImaginationАй бұрын
In the case you mention I would go with contextual property menus. I describe how to do those in this video kzbin.info/www/bejne/nnPVfaavgayUeJY
@ShennzoАй бұрын
@@WarpedImagination thanks again for the referral! I've watched it and it's also a wonderful tip to keep in mind. I really appreciate all these Unity efficiency tips.
@WarpedImaginationАй бұрын
@@Shennzo glad you're enjoying them
@DaydreamStudios_OfficialАй бұрын
I will definitley be making the SpriteRenderer component have an option for making drop shadows 😮
@WarpedImaginationАй бұрын
Oh interesting, nice one!
@danielmolineromuller166Ай бұрын
Good stuff! Would love to see some custom runtime-supporting editors using the UI toolkit, hardly ever seen content about it.
@WarpedImaginationАй бұрын
Glad you liked it I have some UI Toolkit content lined up
@LurkingNinjaАй бұрын
For custom inspectors (and similar extensions) instead of reflection I recommend to inject your own editor extension into the original assembly through asmref definition. It compiles into it so there are no runtime-shenanigans.
@WarpedImaginationАй бұрын
I have been asked to do an assembly definitions video quite a few times, but needed an angle that hasn't really been touched on .. assembly references might be the twist to add
@mandisawАй бұрын
How do you inject your new class or extension into their assembly? Without creating a new assembly?
@valhallagalexАй бұрын
Hey. Have you looked at all into customizing the asset browser? I found that it's the window that's hardest to customize (requires a lot of reflection).
@WarpedImaginationАй бұрын
I haven't .. yet!
@karole5646Ай бұрын
Thank you so much
@WarpedImaginationАй бұрын
You're most welcome
@WarpedImaginationАй бұрын
Protofactor's nightmare fuel is on sale for a limited time here assetstore.unity.com/packages/3d/characters/creatures/sci-fi-karciniactus-296777?aid=1101liVpX