Completing the Game Loop - Devlog
7:41
Stats in Unity - How I do it!
8:49
2 жыл бұрын
What about UI Toolkit? - UI in Unity
11:02
Unity Raycasting - 4 Examples
12:08
2 жыл бұрын
Should YOU use visual scripting?
12:29
Пікірлер
@fakeusertas721
@fakeusertas721 5 күн бұрын
NovaUI , using for Mobile Game for player "joystick" example
@thepolyglotprogrammer
@thepolyglotprogrammer 8 күн бұрын
Very cool!
@JessicaSunlight
@JessicaSunlight 13 күн бұрын
Thank you for taking your time to make these tutorials ♥
@Eeevonn
@Eeevonn 20 күн бұрын
what if the model has an armature and bones
@OneWheelStudio
@OneWheelStudio 20 күн бұрын
That can be more difficult. I’ve done it partially, but I wouldn’t be expect to work perfectly. But! Sites like mixamo can create a rig. So import to blender, remove any bits of armature, edit and such, then use mixamo. 🙂 Could be worth a try.
@Kvemon
@Kvemon 20 күн бұрын
Argh why does Unity force us to use input systems to spawn characters? I think it really limits me in implementing my ideas in my way.
@OneWheelStudio
@OneWheelStudio 20 күн бұрын
You should be able to edit the code and spawn players with any method (triggers, events, whatever). I think the example is using player input just because that's common.
@Darkvictorious
@Darkvictorious 24 күн бұрын
Where are the files for the course?
@OneWheelStudio
@OneWheelStudio 23 күн бұрын
I believe they are linked at the start of each unit. There is a "Materials" link for unit one on this page: learn.unity.com/tutorial/set-up-your-first-project-in-unity?uv=2022.3&courseId=5cf96c41edbc2a2ca6e8810f&projectId=5caccdfbedbc2a3cef0efe63#
@deadheadstd
@deadheadstd 24 күн бұрын
2 minutes, no water or useless stuff, quick search in google, quick search in video, thanks.
@OneWheelStudio
@OneWheelStudio 24 күн бұрын
That’s the way we like them! Glad it was helpful.
@vampires4life
@vampires4life Ай бұрын
i was WONDERIN wut 5 did, tysm!!
@B4NTO
@B4NTO Ай бұрын
Is scriptable objects the way to go for creating skill modifiers that changes the behavior of other things like projectiles and between eachothers modifiers? With Unreal Engine its really easy, to access classes directly without adding them as components, but I cant do the same in Unity with [SerializeField] to reference a class in the inspector. So in Unreal Engine it was as simple as adding a reference to for example a class SkillModifier and just add all SkillModifiers in a list and also the UI button itself could have reference directly to the class itself before it sent that class to my SkillManager to unlock or upgrade depending on the SkillLevel. In the Unreal Engine case i created a struct that held the class + level of the skill. This seems to me with Unity to be a bit more difficult so far, but I keep researching for a good solution and so far the SO might be the best option.
@OneWheelStudio
@OneWheelStudio Ай бұрын
I think SOs are great for what you’re describing. I use them along with my stats system for upgrades and such. There’s a few gotchas like even private fields get serialized by default, but overall works really well. Over all I view SOs as little data prefabs.
@B4NTO
@B4NTO Ай бұрын
@@OneWheelStudio Thank you for reaching back to me, I'll look into more of the SO solution for this. The way i seen SO before has been that they are purely data but it seems they can be more than that. My biggest thing is that i wanted everything to be designer friendly with being possible to drag and drop different modifiers like a reference to one of the classes in the inspector then communicate that back to a modifier manager of sort to "unlock" them. Kinda how i did in Unreal Engine via blueprints atm for a degree project. Button reference different modifiers class and communicate back to manager to unlock, lock and increase level if they already exist in an array of a custom struct that holds a class and a level of the modifier. Time to experiment and learn :D
@OneWheelStudio
@OneWheelStudio 29 күн бұрын
@@B4NTO they definitely can be more than just data! Play around. There are so many uses for them. Also, check out Odin Inspector (I make their videos) super useful for inspector customization and Odin plays really nicely with SOs.
@angiemon897
@angiemon897 Ай бұрын
Great Video!! Any idea how to do this with a grid layout for the "inner" content (and another outside Vertical group)? :3
@OneWheelStudio
@OneWheelStudio 29 күн бұрын
Oh man! Wish I could help. I’ve actually run away from UGUI and have been using Nova UI for the last year or two. I’m sure it’s doable but I’ll take some experimenting.
@h2w..
@h2w.. Ай бұрын
No source code access make it dangerous to use. Not worh
@OneWheelStudio
@OneWheelStudio Ай бұрын
The paid version has full human readable code. I’ve made all kinds of modifications 🙂
@corneliajedrzejewska6909
@corneliajedrzejewska6909 Ай бұрын
I just finished making a fence like this one without knowing this trick, then my bf sent me this video ._________. Thank you tho, very informative vid <3
@Patricebrouh
@Patricebrouh Ай бұрын
Thanks
@GameDevGokul
@GameDevGokul Ай бұрын
Thank you so much, You explained in very well.
@waffle9718
@waffle9718 Ай бұрын
THANK YOU
@aliiftikharbutt
@aliiftikharbutt Ай бұрын
i seldom write comments but you deserve one :)
@JohnWLivingston
@JohnWLivingston Ай бұрын
Any idea how I could cancel out of rebind with both Keyboard & Gamepad input? Unity only takes a single rebind.WithCancelingThrough call
@jameshunt4603
@jameshunt4603 Ай бұрын
this Bolt stuff translate simply into Unity 6's Script Machine?
@OneWheelStudio
@OneWheelStudio Ай бұрын
This particular video was about "Bolt 2" which was killed by Unity - a real shame as it was potentially awesome. Any of my regular just "Bolt" videos will look a bit different but should generally be applicable.
@jameshunt4603
@jameshunt4603 Ай бұрын
@ thank you very much. There’s not a lot of visual scripting or script machine stuff around but there appears to be a good amount of Bolt stuff. I’m struggling a lot to get my head around VS at all but ppl like are helping, thanks!
@l_Shaii_l
@l_Shaii_l Ай бұрын
I think I might need this in my life
@yesitwastaken
@yesitwastaken Ай бұрын
Useful video, so fulfilling thank you !
@AlirezaTabasi7
@AlirezaTabasi7 2 ай бұрын
Still waiting for full video!
@zerorockman8604
@zerorockman8604 2 ай бұрын
I have a problem about the move object by using input system, I think the problem is what you said in 5:19, but you did not tell us how to solve the problem.
@mohammed-24946
@mohammed-24946 2 ай бұрын
How do I change the selection of the suggested word from the tab or shift button in Visual Studio Community?
@kafach3898
@kafach3898 2 ай бұрын
thankyou
@nizd3128
@nizd3128 2 ай бұрын
Very Kool thank you 👍
@SomeKrnDude
@SomeKrnDude 3 ай бұрын
I see why this is useful, but I am still struggling to learn how to use it. In the example given with different types of fire damage, why not just make a ScriptableObject with damageValue, weaponType and List<elementType> ? If you make ANOTHER change that impacts all weapons (such as weaponRange), you will have to go to each class and write a value for it anyway, which is essentially the same as going to each scriptableObject and changing the value of the new variable made. I have tried to force myself to use this pattern for the past two weeks, and every attempt I made I just returned to ScriptableObjects after wasting hours and hours of work...
@SomeKrnDude
@SomeKrnDude 3 ай бұрын
And on top of that, it is way more difficult to inject functions that require Update() or FixedUpdate(). If you have multiple types of knockback, and each knockback class has ApplyKnockback() that must apply the knockback in a different way every frame, why bother separating it with different classes when you can just shove all of that in the class that actually does the Update()? It feels like this pattern can only be flexible for simple data, but once you get into things that are a bit more complex, it immediately becomes obsolete. Someone please correct me, I want to learn.
@JimmMmmMmmMmmMmmMmmmmmmmmmm
@JimmMmmMmmMmmMmmMmmmmmmmmmm 3 ай бұрын
song name at the last clip
@yuunaito2120
@yuunaito2120 3 ай бұрын
Thanks for your video. Love your explanation. But i wanna ask, what about selecting multiple object ? I've tried using for loop, but it didn't works. Silly me, im a beginner at programming field
@OneWheelStudio
@OneWheelStudio 3 ай бұрын
Multiple objects at once? Like dragging a selection box? Look up “rts selection” there’s some decent stuff out there 🙂 If you mean using raycast and selecting one after another then you could add the objects to a list as you select them? Maybe use a hot key like shift to could single or multiple selection.
@yuunaito2120
@yuunaito2120 3 ай бұрын
@@OneWheelStudio umm, i guess what i am looking for is like a game where we need to find all hidden objects in one room And when we select all of them, the scene changed (to next stage). I know how to change the scene, but to make player select multiple objects one-by-one is my obstacle right now Oh list class ? Never thought of it.. I think i should try it
@mikebeats3281
@mikebeats3281 3 ай бұрын
THANK YOU!!! finally found some empathy on this whimsical journey 😂🎉
@HellfireRampage
@HellfireRampage 3 ай бұрын
Thank you for the tutorial ! It is very useful for collecting feedback from game demo experience. Sure it is the diamond information for all developers !
@Glitx.h
@Glitx.h 3 ай бұрын
as someome with no coding experience im very confused 😫 where am i supposed to paste the script? what is the path supposed to be? is it just a path to where i want the SS to be saved? i think i followed the steps correctly but when i press K nothing happens
@shadesbelow
@shadesbelow 3 ай бұрын
ABANDONED! So sad...
@saisushant623
@saisushant623 3 ай бұрын
Hey I have Downloaded The Toony Tiny People package But all the materials appear pink, how can I fix it.\
@OneWheelStudio
@OneWheelStudio 3 ай бұрын
This happens because something is wrong with the shader. Are you using URP? If so there is an option, I believe, it’s at the bottom of the edit menu to convert materials. My guess is the materials are using an older “built-in” shader and you need to switch to a URP or HDRP shader.
@hakanklc4327
@hakanklc4327 3 ай бұрын
Thank you so much for the explanation. It was the most clear and concice explanation I've ever seen on this topic.
@minxs33
@minxs33 3 ай бұрын
Thank you so much for explaining this, I've been using Events for so long but never really understand what it does. After watching this video, all my codes are now very visible
@InfinityInteractive
@InfinityInteractive 3 ай бұрын
This is just pointless.. You might as well use the old input manager if this is how you're going to do it.
@pureatheistic
@pureatheistic 3 ай бұрын
When using inheritance as a form of strongly typed "tags", would it not be better to use an empty interface so as to be able to have more than one "tag" if needed?
@t33h33studio
@t33h33studio 4 ай бұрын
What a GOLDMINE of a video!!
@Slimbo
@Slimbo 4 ай бұрын
This works amazing in the editor but whenever I build the game this doesn't work. I can rebind but when I load a new scene or reload the game nothing saves. Any help appreciated
@OneWheelStudio
@OneWheelStudio 4 ай бұрын
I dealt with this in my latest project. You’ll have to save the data to player prefs or some other file - then reload it when needed. Feel free to jump on the OWS discord and I can share some of my code. It may not perfectly fit your needs but might get you started.
@Slimbo
@Slimbo 4 ай бұрын
@@OneWheelStudio Thanks for the reply, I actually fixed the issue. It was basically the input manager was reading its own input actions and my existing UserInput script which dealt with all the player inputs was reading a different one so I tied my exiting script into the InputManager and it saved all good!
@JackFoz454
@JackFoz454 4 ай бұрын
This looks awesome! Just booted up the computer to grab the demo. Looking forward to trying it in the next few days!
@HomeMech
@HomeMech 4 ай бұрын
Wow, so great to see the results of all your work!! As a huge fan of Sid Meier's Alpha Centauri, I'm loving how big that tech tree looks. 🤩
@OneWheelStudio
@OneWheelStudio 4 ай бұрын
🙏You're too kind! The project has come a long way and still has a good distance to go. The tech tree is pretty decent sized and should grow some more as the rest of the content gets developed :)
@OneWheelStudio
@OneWheelStudio 4 ай бұрын
🆓Free Demo: store.steampowered.com/app/2630960/Deep_Space_Directive_Demo 🕹Steam Wishlist: store.steampowered.com/app/2510180/Deep_Space_Directive/
@bluzenkk
@bluzenkk 4 ай бұрын
the grraphic looks kinda grey out. you might want to try adding some post processing like bloom, and make the bright brighter and dark darker. also you might want to try add a shader to those empty grid to add a sutle dark moving grow so the view wont look so dull, and the green tile really need a different color of green. since this is a sci - fi theme game, maybe you can take a look at those sci fi ui template for inspiration. Other than that, the gameplay looks good~ great job!
@Archangelm127
@Archangelm127 4 ай бұрын
Agreed.
@OneWheelStudio
@OneWheelStudio 4 ай бұрын
I’d be curious if you had the same thoughts based on the images on the Steam page? I’ve noticed sometimes video or live streams looks more greyed out than I expected it to be. So not sure if it’s my poor ability to choose colors, my monitors, or something else. I appreciate the feedback either way 🙏
@Archangelm127
@Archangelm127 4 ай бұрын
@@OneWheelStudio I just checked, and I see the same issue in the screenshots. I also downloaded the demo, and curiously it's *not* so apparent when actually playing the game. Still, many of the colors in the game are muted compared to certain bright spots of color (red dots on iron ore, those yellow trees, your advisor's hair, etc). Whether this is a bad thing and how you should change it (if at all) I'm not really qualified to say. I think the OP might have better ideas. Looking forward to digging into the demo over the weekend! ❤
@OneWheelStudio
@OneWheelStudio 4 ай бұрын
Thanks for that. Very helpful. I certainly won't defend my ability to choose colors. Not a strong suit by any means ;) I dream of working with a proper artist some day instead of relying on my "skills." Enjoy the demo! Do check for the latest version. I'll be pushing fixes and improvements based on feedback.
@Archangelm127
@Archangelm127 4 ай бұрын
@@OneWheelStudio FWIW, if the OP hadn't mentioned it I doubt I'd have noticed anything. :P
@deano42
@deano42 4 ай бұрын
It's been a long time coming, my friend. So happy to see it coming into its own. Congratulations! And, it's looking quite dapper as well! Cheers!
@-Kadir_Demirci-
@-Kadir_Demirci- 4 ай бұрын
Masterpiece. Thanks. 👍🏻👍🏻👍🏻
@phearedphantom
@phearedphantom 4 ай бұрын
The visual scipting in gamemaker 2 has the power to make a game as if it were in the code language, albeit less efficient
@borise4104
@borise4104 4 ай бұрын
Allocations? GC stalls? No! Never heared. References to the old List? Never happened!
@Morituri96
@Morituri96 4 ай бұрын
thx bud very helpfull
@DeNeGaDa
@DeNeGaDa 4 ай бұрын
Dude who uses mouse anymore ???? I don’t have a mouse how I’m I supposed To do this???