hi sir, kindly help me i need to submit my game project in college in 2 days. the assests are not working properly, the player is not moving, the ball is also not moving, also when i imported the assests the assessts is in pink colour completely. i have followed your steps completely but the game is not going well, also there show some code issue when i apply the scrpit to player then player is not moving and when i try to run the game to check whether the script is applied correctly then it shows compiler error, and aslo show error that update function is already called, sir kindly help me.
@this-is-gamedev11 сағат бұрын
Read the errors and it will tell you which line makes the compilation error. Handle one error at a time :D
@DYK_9911 сағат бұрын
@@this-is-gamedev sir i couldn't understand how to resolve this errors.
@RsouthR2 күн бұрын
Pas oublier Brackeys
@this-is-gamedevКүн бұрын
Tout le monde connaît Brackeys déjà
@RsouthRКүн бұрын
@@this-is-gamedev tout le monde connait un peu aussi ceux dont tu parles en fait ;-) par contre tu devrais faire une video pour présenter des forums/serveurs discord d'entraide de game dev car c'est moins facile de trouver des bons. Le forum unity is useless... souvent j'ai plus de réponses sur StackOverflow
@ShyVortexYT4 күн бұрын
I've followed through everything but I run into an issue at the very end, it works but the target's position isn't updated every tick like one would expect. If I move around the agent keeps shooting at my initial position
@allocator75205 күн бұрын
So just make your own UI system or install a plugin 💀what garbage engineers they have at unity god
@halivudestevez28 күн бұрын
finally! this is for me! thank you for showing the another way!
@xoquachie128610 күн бұрын
within cell interlink.
@darkman23715 күн бұрын
public static readonly PlayerEvents Player = new PlayerEvents(); PlayerEvents cannot be found... Should it be PlayerEvent?
@fred154116 күн бұрын
thanks, I am a student for leaning Unity. Through your video, I really learn a lot, and finish my project for school final.
@this-is-gamedev15 күн бұрын
Great to hear that! Hope you got a good mark! :D
@godofredoelorco18 күн бұрын
its time for a great 2d tutorial!!! grande amigo!
@this-is-gamedev18 күн бұрын
Happy you like it :D
@etistyle9624 күн бұрын
youtubeChannel(this) += me.<3
@nantas26 күн бұрын
I really appreciate the simplicity of this UI framework approach!
@this-is-gamedev24 күн бұрын
Thanks a lot!
@MeloDev-ll9yiАй бұрын
You miss the timigs of urls in end of video🙄 But that was really funny:')
@goldone01Ай бұрын
Other people have already said this; but I'd strongly advocate that Time.timeScale = 0 is the right way to pausing Unity in most situations. This is because it will pause all things related to time, e.g. particle systems, physics as well as your mono behaviour code if it uses Time.deltaTime; and coroutine work as well. For example, in the video, you can see the smoke still flying because the time scale is unchanged; but it would pause if using the time scale method. Unity has lots of ways to have things not be impacted by time, e.g. you can change a flag in the particle systems to use unscaled time (same for the animator); and if you want a specific game object not to be paused, just use Time.unscaledDeltaTime instead of Time.deltaTime, and it will still work. Equally, Coroutines have a WaitForSecondsRealtime option if you don't want to have it paused. Where pausing via time scale becomes messy is when you also want to have the ability to do slow motion; or have multiple objects that can pause/unpause the game. In that case, having a single TimeManager class that handles time can make this cleaner.
@LagowiecDevАй бұрын
I love your videos ❤
@this-is-gamedevАй бұрын
Thanks !
@opxvАй бұрын
Is this the start of a new challenge? Creating a challenging experience every time? 😆
@__Rizzler__Ай бұрын
bravo! bravoooooooooooooooo!
@MajencioyFulgenciaАй бұрын
Interesante
@PsigenVisionАй бұрын
As someone who is just starting to be neck-deep in the gamedev learning process that comes AFTER the wonder we all feel in the beginning (tears)... it was so so good to have a laugh. Thanks for bringing humor to a very informative video.
@this-is-gamedevАй бұрын
Thanks! Happy you enjoyed it :D
@etistyle96Ай бұрын
me "that kind of nice but can we add parameter ?" 5:22 "Chill, we need to modify the code to add parameters" YwY
@pedroflsbelchiorАй бұрын
The most important take-away from the video, if you take nothing else, is at 3:25 :)
@ashmitgupta1209Ай бұрын
is your scrift incomplete ???
@this-is-gamedevАй бұрын
Which part are you referring to?
@KinemotikStudiosАй бұрын
Such a great pace and setup. Thanks so much for the simple and inspiring tutorial!
@raindiamond345Ай бұрын
Great concept, It just very hard to understand in your video :( I'll go watch the original
@berserker7091Ай бұрын
Question. is this the same as using System; public Action OnAction; are they same? I get confused with event sytem may i need more practice.
@backflowbuddyАй бұрын
what happens if you increase the spawn rate from the video by x10, then stopped shooting them? would you not have thousands of these enemies in the scene?
@this-is-gamedevАй бұрын
Yes, but if you are spawning them it means you want them. You could cap the spawn by first checking the number of existing enemies
@CSurf3rАй бұрын
First of all, thank you for this video. I've implemented this solution months ago and after figuring out some best practices it's been going great. I just want to report what I've learned. One thing I've learned quite early on, was using as little different GameEvents as possible. It just makes it easier to maintain and debug. I'm following this principle at least as long as I'm making big changes to the core systems of my game. Reducing the listener count to each event would be something for performance optimization - in my mind. Using as little different GameEvents as possible lead me to a point though, where every button used the same 'ButtonClicked'-event. So, I had a button that disables/enables a menu window, which contains other buttons. That made Unity throw me an error. You know, the one basically saying "you are changing the size of a list, while iterating through it." So, while iterating through the listeners-list in Raise() for some listeners UnregisterListener() is called, which removes entries from the list. I guess this is quite obvious when it happens to you, but it's just something to be mindful of.
@this-is-gamedevАй бұрын
Thanks for sharing! Those are all good points!
@devangganbote4334Ай бұрын
Nice Thanks!
@daniel3dartАй бұрын
Great vid, more of all
@sakugacodeworksАй бұрын
"Why they don't just call it water?" LMAO
@SllendarАй бұрын
Wouldn't it be problematic if: imagine we have 50 enemies, each one of them have basic events (walk, attack, die animations, sounds to play at each anim, health bars etc.), if one of the enemies attacks and sends event via manager, all of them, so 50 enemies have to check if the event is from them, anims, sounds, UI checks it (with channel approach too, cuz 50 prefabs listens the same channel). Within a fight that would escalate very quickly 5 enemies attacks, 5 dies, and other 40 is walking, that is horrendous amount
@this-is-gamedevАй бұрын
With lots of enemies you might have other issues first, like playing 50 sound effects at once will already create a huge mess, you might need to have a dedicated sound manager that prioritises what sound to play. Enemies are also a good candidate to go to unity DOTS + ECS :D
@gilbertreinhardt10022 ай бұрын
The Vivaldi pattern
@Luai_Salah2 ай бұрын
🙏
@Rismose2 ай бұрын
Nice video, the background music is a little distracting though
@this-is-gamedev2 ай бұрын
Thanks. Yes :/ will dial it down in the future
@gmochi562 ай бұрын
Nice video!! Your explanation is easy and fun to follow!!
@this-is-gamedev2 ай бұрын
Thanks. 🙏
@tugdu_2 ай бұрын
Use maps and arrays with ptr to functions :eyes:
@this-is-gamedev2 ай бұрын
I like this as well :D
@BlakeGoGameDev2 ай бұрын
Good edit lol
@enchantgames_2 ай бұрын
Hi! Thanks for the amazing video! I have a question, sorry, I'm noob but I can't understand why to put sender and data being mandatory add flexibilty? My Invokes always ask me about the parameters: "There is no argument given that corresponds to the required formal parameter 'arg0' of 'UnityEvent<Component, object>.Invoke(Component, object)'" Do I have to put Invoke(null, null) everytime?
@this-is-gamedev2 ай бұрын
The method Raise() has 3 different signatures to handle exactly that. And the Raise() with no parameters is actually doing Invoke(null, null).
@antoinegleisberg34382 ай бұрын
Hi, I don’t comment often but this time I feel it may actually be worth it, because there’s an easy fix for future videos. I think the music is way too loud, and I have a hard time understanding and even hearing you because of the music. Other than that, great videos !!
@this-is-gamedev2 ай бұрын
Thanks for telling me! It is already reduced by -20db :o I will reduce it further!
@LagowiecDev2 ай бұрын
hi, i love this video
@_Romulodovale2 ай бұрын
Can you switch to a camera from another scene?
@this-is-gamedev2 ай бұрын
Yes, any camera that’s loaded can be switched to. So you scenes needs to just be loaded (additively)
@SaadAli-pu1xm2 ай бұрын
Is this Project is Feasible on android Platform.
@this-is-gamedev2 ай бұрын
Yes, just make sure you don’t use HDRP.
@SaadAli-pu1xm2 ай бұрын
@@this-is-gamedev it controls work on Android with accuracy or we need some change in it.
@this-is-gamedev2 ай бұрын
The controls need to be adapted for mobile of course. Either by adding a virtual joystick and buttons or by implementing touch gestures. The virtual joystick is easy to setup using the nee input system, it has some examples.
@SaadAli-pu1xm2 ай бұрын
@@this-is-gamedev sir can you kindly mention or refer me some tutorials about how to make it touch. Screen
@this-is-gamedev2 ай бұрын
@SaadAli-pu1xm check samyam, she has good tutorials on that
@Jamsaladd2 ай бұрын
for some reason my assets arent looking as cool as yours
@this-is-gamedev2 ай бұрын
This could be that you use URP instead of HDRP and/or post processing is missing.
@umapessoa60512 ай бұрын
Please do not use this way of handling events on any big project, this will make your life a hell. This becomes really hard to debug, extend and manage on real games.
@enchantgames_2 ай бұрын
"real games" hahahah
@umapessoa60512 ай бұрын
@@enchantgames_ exactly, real games, unlike 90% of the indie devs out there starting 10 new projects each day and never finishing anyone or cloning a flappy bird/vampire survivors :)
@enchantgames_2 ай бұрын
@@umapessoa6051 good to know. Gonna send this post to Valve and Nintendo. They'll redefine the concept of what is a video game. Thx random guy!
@umapessoa60512 ай бұрын
@@enchantgames_ Well, I may just be a "random guy", but it's worth noting that one of my Steam games alone sold twice as much as all of your four crappy games combined. Considering your games are just point-and-click with static images where players find hidden objects, it's not surprising. My comment was aimed at helping those who want to develop "real games" by addressing a bad programming pattern, unlike the simplistic approach seen in your games with probably no more than 100 lines of code. It's clear that you've made a bad design decision even in something as simple as a point-and-click game to find hidden objects. So go ahead and express your anger over a comment on a video about a bad programming tip while being an unsuccessful game developer. Also, good luck with selling your upcoming Vampire Survivors clone; I've wishlisted it to show my support.
@enchantgames_2 ай бұрын
@@umapessoa6051TL DR. But woww a game dev stalked me trying to compete with me in comment sections in a tuto video. I truly recommend you to find a pysichologist. Get a life
@buckyBitBoy2 ай бұрын
By far the best event system that I found (I was a using the old one from your channel and works really well) I'll give a try for this one too
@this-is-gamedev2 ай бұрын
Thanks! Both have pros and cons! This one might be better for a solo dev :D
@zainulabideen6192 ай бұрын
You just earned a new subscriber....♥ Awesome content
@this-is-gamedev2 ай бұрын
Thanks! 🙏
@darkman2372 ай бұрын
I've used managers for a long time, but for my epic sized game I need to decouple things. This might just be the ticket. Thanks!
@TidaliCreative2 ай бұрын
Lmao actually banger video, funny and informative!!
@simoncodrington2 ай бұрын
Great one mate
@this-is-gamedev2 ай бұрын
Thanks! Glad you like it
@BlakeGoGameDev2 ай бұрын
We've all been there boss 😂
@AlesterReads2 ай бұрын
So I tried this today. Unfortunately I ran into some problems. When I change the padding data on my ViewSO and hit save this works well. For all other fields in ViewSO (colors in the ThemeSO and spacing) the values are only applied if my code reloads or if I trigger 'Init()' manually. Anyone got an idea what I'm doing wrong here or has a suggestion how to fix it? One thing I'm doing differently than in the video is that I use private fields with [SerializeField] and properties to acces them, but I don't think that is the cause of the error as I changed it to use public fields and the behaviour did not change at all.
@AlesterReads2 ай бұрын
One thing I also noticed: It seems that changes to the padding are only registered, when I actually trigger a save of the scene or when the code reloads, but not when I manually trigger 'Init()'. I'm kinda confused ^^"
@this-is-gamedev2 ай бұрын
I think I mentioned once that the refresh is tricky. I didn’t yet find a great solution to make it properly refresh automatically without too much custom code that literally monitors your SO changes and go trigger some update by itself 🥲