AI Learns to Fight | Unity Devlog
9:45
I Made a Bad Game in Unity
5:20
2 жыл бұрын
I made A Minecraft Clone in ONE HOUR
8:10
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@nibiruimagineering
@nibiruimagineering Күн бұрын
Any good tips on camera placement? FOV? Clipping planes.. that sort of stuff.
@nibiruimagineering
@nibiruimagineering Күн бұрын
man... its just as easy as duplicating the animation to edit it.. LORD I have suffered haha thank you
@aliuzun2220
@aliuzun2220 8 күн бұрын
finally a workflow that can actually work
@Sidiusz_
@Sidiusz_ 11 күн бұрын
This has only two real solutions, don't be dumb 1. two cameras 2. separate animation for hands and weapons when close to a wall Everything else is just stupid solutions
@--l6070
@--l6070 12 күн бұрын
IMPORTANT: I found out why you might get the jittery camera even with everything working well. The issue is when you rotate the body of the player towards the camera/orientation. I don't really know why but removing this body rotation will fix the laggy camera.
@dreamer_0001
@dreamer_0001 10 күн бұрын
thanks
@IspectorNachet
@IspectorNachet 8 күн бұрын
However, If you need to rotate the player, and you are moving it through rigidboy, rotate it with rigidbody too. I was rotating it through transform and had the jitter. Changed to rigidbody.rotation and it worked allright
@JanHMR
@JanHMR 19 күн бұрын
Hey, is there any way to contact you? Wed love to sponsor you! I own 3D AI Studio and i think your channel would be a good fit!!! Viele Grüße ; )
@AnomalousVixel
@AnomalousVixel 20 күн бұрын
Skip to 3:00 for the only correct solution to this ENTIRELY self-imposed problem. Three minutes of wasted breath to describe 1.) a problem that only exists if you MAKE it exist by cutting corners and 2.) a bunch of silly non-solutions that look like shit and make gunplay feel flat and boring as fuck.
@mabciapayne16
@mabciapayne16 21 күн бұрын
2:36 you can make different fov for weapon and environment by just stretching the weapon model like they've done it in Half-Life 1 Colt Python. Other thing is they stretched it too much :)
@LinguisticMirage
@LinguisticMirage 21 күн бұрын
you can also just use a shader to make it always render ontop or use a matrix to make it render in a really weird way that makes it always ontop
@Shack263
@Shack263 21 күн бұрын
Why does the first method affect performance so much? Why does a second render target (is that the right term?) bomb so much, even if it just has a gun model and two arms?
@lalukaka493
@lalukaka493 21 күн бұрын
For Example your scene has a forest with 30million triangles. Now u have 2 cameras. So now the game is rendering that 30mill twice which is 60mill triangles so basically it lowers your fps as you are rendering the world twice.
@Shack263
@Shack263 20 күн бұрын
@@lalukaka493 I understand that much, but in the case where you have a separate weapon/arm viewport, it shouldn't be as bad, right? You have the main camera drawing 30 million triangles as it normally would, for example, and a second camera that's not drawing any of that. The second camera is only drawing a gun and two arms. I know there'd be some overhead in a second camera, and you're wasting the pixels that the arm viewport covers (overdraw), but other than that why did it tank performance? Is the overhead just that high to draw three objects in another render target and overlay it?
@Screwypone
@Screwypone 21 күн бұрын
The issues with all these is that when it comes to some players (me) going up to NPC's face, we'd get hands and guns fitting entirely within the head. It looks really goofy Example: play Borderlands 2
@umapessoa6051
@umapessoa6051 22 күн бұрын
Just use 2x Render Objects (custom passes) and set to "After Rendering Opaques", set depth test in both, one on "always" and another one on "less equal", now your SSAO will mess up the model, just tick another option on it that i dont remember right now and fixed.
@ItsBaffledd
@ItsBaffledd 22 күн бұрын
Tiny method but done from shaders so it only affects the rendering and not real scale, you also get to control FOV separately if you do it via materials
@RealJesus
@RealJesus 22 күн бұрын
what about just changing the sorting layer?
@thehyper4288
@thehyper4288 22 күн бұрын
This video is a hidden gem, thank you
@funkynormalcat988
@funkynormalcat988 22 күн бұрын
Thank you very much!
@OdysseyHome-Gaming
@OdysseyHome-Gaming 23 күн бұрын
Or you could have a anim stat where the character lowers their gun when too close to walls. 🤔
@olehkulys
@olehkulys 22 күн бұрын
03:03
@thisaccountisnotinuse
@thisaccountisnotinuse 21 күн бұрын
that's the only real way it doesn't ruin the sense of scale.
@OdysseyHome-Gaming
@OdysseyHome-Gaming 21 күн бұрын
@@olehkulys Missed that. Thanks. 😅
@OdysseyHome-Gaming
@OdysseyHome-Gaming 21 күн бұрын
​@@atDigso i said lower, he said raise.
@rylyyxy
@rylyyxy 21 күн бұрын
@@OdysseyHome-Gaming thats literally the same thing
@sandman76_
@sandman76_ 24 күн бұрын
ı use the tiny method actaully. another camera is a good way to performance lost
@bertadev
@bertadev 22 күн бұрын
vay karşim sende burdasın bea
@sandman76_
@sandman76_ 22 күн бұрын
@@bertadev what are you saying brother i dont understand your language
@sandman76_
@sandman76_ 22 күн бұрын
@@bertadev he burdayim bea
@Planteron1
@Planteron1 Ай бұрын
why does AI have to do things we find fun like making games or creating art like make this stuff do peoples taxes or something bro like wtf is this
@carson608
@carson608 20 сағат бұрын
bro for some giant business conglomerate yeah sure but c'mon. tiny lil indie devs in college like me have it hard enough being the sound/music design, lead programmer, story/dialogue writer, head of marketing, legal team, etc...I'm no good at art but I'm also struggling to pay bills, much less a professional pixel artist. should I just give up?
@carson608
@carson608 20 сағат бұрын
my point is really just that even in my case I would like to hire an artist down the line to really give the game a vibe and professionally create the art for the game, but, at the moment, that's virtually impossible. for right now I'll take what I can get lmao
@Planteron1
@Planteron1 19 сағат бұрын
@@carson608 work for another game company and do your own project on the side or just present them ur idea
@carson608
@carson608 18 сағат бұрын
@@Planteron1 I am "working on the side" rn tho. how does this solve my inability to make a video game's worth of art problem? similarly suggesting becoming employed somewhere and then becoming well-connected enough at said studio to pitch an idea that then gets accepted is beyond a gigaturbo longshot that, even if it works, takes years that could be spent developing (and u know that)
@Planteron1
@Planteron1 8 сағат бұрын
​@@carson608 look at how developers managed to do it in the past and copy them
@powercellgaming4956
@powercellgaming4956 Ай бұрын
WOW I really needed this before but I think I already fixed the gitter but still I will switch to cinemachine , I had a really complicated problem and it randomly got fixed , I had to make the camera follow the ridgidbody and I had a ridgidbody (GUN) follow a child of the camera so it was really weird got, before that I had an even weirder problem I wanted the gun as a ridgidbody to be a child of a child of the camera that moved with the player ridgidbody obviously didnt work but I made the gun not a child then worked
@mikamuestudios
@mikamuestudios Ай бұрын
This is all well and good. But I'm running into a problem. Now that I'm using Cinemachine 3.0.1, I cannot figure out how to invert the y axis of my camera movement in a way that is configurable in code. Setting an invert vector processor in the InputActions asset does invert the control, but I want something that can be changed in code (so the player can set the option they want). So I tried applying an invert vector processor override in code... But it doesn't seem to do anything (either I'm doing it wrong, or CinemachineInputAxisController is overriding it). There's also the "Gain" field in the CinemachineInputAxisController. And setting the Look Y (Tilt) Gain to 1 (rather than its default -1) DOES invert the y axis. But in the actual script, there's only one Gain float that applies to both the X and Y axis.. It's public, but I can't seem to access it anyway.. and the obvious: it's ONE value that's showing up as two values in the Inspector... So obviously there's stuff going on under the hood that's way beyond my understanding here (I've been back and forth with ChatGPT, which is not being super helpful cause it keeps giving me info that is depreciated/not applicable to Cinemachine 3.0.1 and can't seem to find the answer either).. I've also dug through the Cinemachine 3.0.1. API and there's nothing helpful there.. This is absolutely INSANE to me that this is so complicated, and now I've spent HOURS trying to figure this out when it should be simple... A public, code-accessible bool for invertYAxis (and I guess one invertXAxis for the weirdos). WHAT. The. HECK!? Someone help PLEASE!
@programmierenneu2241
@programmierenneu2241 Ай бұрын
Short and informative video. No long beating around the bush. Thank you!
@just-jiu
@just-jiu Ай бұрын
I'm using local instance of Flux with custom trained LorA and ControlNet to control the results. It's impossible to stay consistent using text prompts only. Always do photo bashing of the initial design first and use it as a canny or depth for the ControlNet. You can event do a basic 3D model in Blender and export depth map of it.
@lucabbbbbb
@lucabbbbbb Ай бұрын
Make more videos ur underrated af
@kukukachu
@kukukachu Ай бұрын
Only Up dev could have used this for assets...seriously, screw all those people that ruined that devs game.
@jemericoharrico9246
@jemericoharrico9246 Ай бұрын
I think AI is pretty good tool for blocking or experimenting new concept. It can gives us a better feel
@AergiaPho
@AergiaPho Ай бұрын
Is it even legal to sell AI generated content? I don't think you can publish it on steam. Would be pretty cool for indie devs though.
@shujin6600
@shujin6600 Ай бұрын
@@AergiaPho you are stuck on one news about how steam didn't allow singular game on their platform but now they totally allow that
@AergiaPho
@AergiaPho Ай бұрын
@@shujin6600 Well, even if they allow AI content in games. Can we use images from chatgpt for an example? What about the copyright issues. Maybe I want AI to voice over my characters. These are important aspects for an indie developer. By any means, I'm not against AI.
@shujin6600
@shujin6600 Ай бұрын
@@AergiaPho they totally do, copyright has nothing against AI. The only thing is that you can't own it. And nothing other than that. "The finals" a very famous game used AI as their announcer
@AergiaPho
@AergiaPho Ай бұрын
@@shujin6600 you can't own it means someone else can take what's in your game and use it in theirs. You can't sue them in any way. Worst, if your game does actually well but there was too much AI, everyone would pump out the same game. The one who markets it well wins in the end.
@RonaldMCDonaldinKayipCocugu
@RonaldMCDonaldinKayipCocugu Ай бұрын
My stable diffusion is horribly slow even though I have good hardware. It takes at least an hour to generate one single prompt and I tried everything. I put necessary commandlines to start, I did what people say on the internet. It doesn't work for some reason
@f0kes32
@f0kes32 6 күн бұрын
check if you use gpu. 1 hour sounds like youre generating with cpu
@shujin6600
@shujin6600 Ай бұрын
its funny how artists get so angry everytime they see anything related to AI. They just think they rule the world. thats why I think the best way to use AI is to not let anyone know that you did
@stremstrem3632
@stremstrem3632 Ай бұрын
that is a very childish rhetoric lol
@Ghenjiro
@Ghenjiro Ай бұрын
​@stremstrem3632 It isn't, though. No one complains about AI generated code or even boilerplate code, but everyone cares about AI art. I get it. It takes away the hand craftedness to a game. But for me, as an aspiring game dev whose skills are heavier on the coding side, rather than artistic. You can't help but to rely on tools like this or constantly outsource talent which gets pricy when you need environment, character, combat, and Miscellaneous art. Why should my vision suffer just because I can't drawn my own character when I have the other skills to make it mechanically sound. I totally agree with OP, no one has to know.
@stremstrem3632
@stremstrem3632 Ай бұрын
@@Ghenjiro yes the "they think they rule the world" is a very childfish rhetoric, like you said people don't like ai art because it takes away hand craftedness, that's it, i have no problem with you wanting to use ai for your game as long as you don't call yourself an artist lol
@Cola-42
@Cola-42 Ай бұрын
If you look at his old videos, you'll see that he is a game developer or what you call an artist. His dreams got crushed and started making this, which everyone can do and get to where he is. He gave up making games and started a new career of an AI influencer like many others. So, you can see the good and the bad of what he went through. As someone who doesn't major in anything related, I only received the good parts of it. Although, I fully understand what people who major in those professions and need to feed their families go through.
@shujin6600
@shujin6600 Ай бұрын
@@Cola-42 change will occus in every occupation it's up to you whether you can keep up or not. Either you walk with trend or you get crushed by it
@Kraykan-kx2pk
@Kraykan-kx2pk Ай бұрын
can you suggest something for icons
@anldmhocm9967
@anldmhocm9967 Ай бұрын
Quality content brother keep going
@semikoder
@semikoder Ай бұрын
I think I should’ve been pretty clear with this. While I did showcase ways to get pretty much all the game assets, I obviously don’t want you guys to fully rely just on AI generated assets. I’d primarily suggest you to use them for prototypes and inspirations.
@fjohnson-o4t
@fjohnson-o4t Ай бұрын
Postmortem at r/gamedev "Why my AI game did not sell".
@bilocarrega
@bilocarrega Ай бұрын
Place in the credits of ur game: Developer - A.I. Assistant - semikoder
@user-cw7yi1ew1z
@user-cw7yi1ew1z Ай бұрын
There is no way A.I take over the development part in near future. Coding is a profession which needs tons of small and specific changes through the project and all of them are subjective matters.
@lucabbbbbb
@lucabbbbbb Ай бұрын
Does he reply
@semikoder
@semikoder Ай бұрын
Yes
@Goldenmonke3
@Goldenmonke3 Ай бұрын
I will switch to unreal engine
@sandman76_
@sandman76_ Ай бұрын
i agree
@semikoder
@semikoder Ай бұрын
Checkout my updated video that showcases how to generate spritesheets, 3D models and more! kzbin.info/www/bejne/sHbJc4OjhamIjMU
@ariatari2137
@ariatari2137 Ай бұрын
the short answer how to remove jittering is to replace Update() with LateUpdate() method
@tPlayerioT
@tPlayerioT Ай бұрын
i dont have these issues but cinemachine having explosion and some other stuff built in is one less work i will have to do so its great anyways
@m-is8mm
@m-is8mm Ай бұрын
@5:22 the "step x" bit made it genuinely hard to follow. Please don't do it in future videos; every youtuber does self-deprecating humor in coding tutorials and it has never been funny and it always makes the concepts harder to follow. Make professional, to-the-point, videos; that's what we are here for. thanks. Otherwise great video.
@novs735
@novs735 Ай бұрын
Cool video but not recommend to use motion blur in it. I want to watch those things clearly without pausing
@SirMust108
@SirMust108 2 ай бұрын
hi i use your solution and my rotation problem was solved but now i cant control my character because when i want to go forward when i looking right, my character wants to go left :/ the inputs arent change here is my code public class PlayerController : MonoBehaviour { [SerializeField] float moveSpeed; [SerializeField] float sensitivity = 0.1f; [SerializeField] int jumpPower; [SerializeField] Transform camTransform; Transform groundCheck; Rigidbody rb; Vector3 moveDirection; Vector2 currentRotation; private void Awake() { rb = GetComponent<Rigidbody>(); groundCheck = transform.GetChild(1); camTransform = transform.GetChild(0); } private void Start() { Cursor.lockState = CursorLockMode.Locked; } private void FixedUpdate() { rb.AddForce(new Vector2(moveDirection.x * moveSpeed, moveDirection.y * moveSpeed)); } public void OnMove(InputAction.CallbackContext context) { Vector2 inputDirection = context.ReadValue<Vector2>(); moveDirection = new Vector2(inputDirection.x, inputDirection.y); } public void OnJump(InputAction.CallbackContext context) { if (IsGrounded() && context.performed) { rb.AddForce(Vector3.up * jumpPower, ForceMode.Impulse); } } public void OnRotate(InputAction.CallbackContext context) { Vector2 mouseDelta = context.ReadValue<Vector2>(); currentRotation.x += mouseDelta.x * sensitivity; currentRotation.y -= mouseDelta.y * sensitivity; currentRotation.y = Mathf.Clamp(currentRotation.y, -90f, 90f); } private bool IsGrounded() { return Physics.CheckSphere(groundCheck.position, 0.2f); } }
@xboxone08
@xboxone08 Ай бұрын
get a reference to the FP Camera's Transform, say cmTransform, and multiply your inputs by cmTransform.forward or cmTransform.right depending on which input axis controls which movement axis.
@vinhnguyen-o5z
@vinhnguyen-o5z 2 ай бұрын
rotating camera and other stuff is always ass for me. The inspector display one number, eulerAngle display another, which makes clamping kind of a pain
@qroundhawk7149
@qroundhawk7149 2 ай бұрын
Still have jittering, followed all steps.
@jasonl9266
@jasonl9266 2 ай бұрын
Twice as much work is required to edit Ai generated images. Lol
@SnakeEngine
@SnakeEngine 2 ай бұрын
My boy, just put the camera movement in FixedUpdate, just like any other physical object, and interpolate the camera. Problem solved.
@beneditomak1294
@beneditomak1294 2 ай бұрын
this graphics are crazy, love it its awsome.
@FloppaTheCatVR
@FloppaTheCatVR 2 ай бұрын
this actually help when u said go to unity website thing
@bigboy4432
@bigboy4432 2 ай бұрын
nice vid