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@iomatthew
@iomatthew 32 минут бұрын
Very helpful and straight to the point! Is there some kind of settings to set the "static to dynamic" (or viceversa) threshold or is automatically handled by the engine? I feel like that the static friction value is still used when the object is moving veeeeeeeery slowly.
@iomatthew
@iomatthew 26 минут бұрын
Maybe in "Project Settings > Physics > Sleep Threshold"
@BurtBot
@BurtBot 11 сағат бұрын
Everything seems to be working-thank you! I have one question: When I test my In-App Purchase (IAP) in the Xcode build, I’m prompted to buy the "Sandbox" version of the product for testing purposes. How do I switch this to the live version for real purchases once the app goes live? Thank you again!
@tufisaydin
@tufisaydin Күн бұрын
Ray fire is the best
@kuromajin7087
@kuromajin7087 Күн бұрын
I've watched a lot of tutorials and talk about batching, but you're the only one who explained it well and properly. Thanks for creating these types of videos.
@niallmccaffrey791
@niallmccaffrey791 2 күн бұрын
as soon as I add an assembly definition, my scripts in that assembly no longer can find namespaces...
@LlamAcademy
@LlamAcademy 2 күн бұрын
You have to define the dependences / references 4:02
@MagnusRazer
@MagnusRazer 2 күн бұрын
Tengo el problema de que, con el Alpha de la camara, el fondo negro siempre se ve, si lo quito, el objeto desaparece tambien.
@LlamAcademy
@LlamAcademy 2 күн бұрын
you probably have post processing turned on?
@MagnusRazer
@MagnusRazer 2 күн бұрын
@@LlamAcademy Es indistinto, probe muchas combinaciones y nada. ¿Sabes que hice?, le saque foto con Impimir pantalla, pegue en un Paint y a la concha de la lora. Solo necesitaba la imagen
@jigneshghelani3559
@jigneshghelani3559 3 күн бұрын
please make a whole course on this game or maybe in the end 1 big video with all these small videos it's handy for people.
@LlamAcademy
@LlamAcademy Күн бұрын
I do have a Playlist with all of the videos about making this game here: kzbin.info/aero/PLllNmP7eq6TTXSowLN4hZRMmM2yKOiBEL Still a few more to make, but I'd love to hear about anything you're curious about that I haven't covered yet
@codehubhq
@codehubhq 4 күн бұрын
can we do the same with terrain, the river won't be a straight line also the water is under terrain to cover the low Heightmap
@LlamAcademy
@LlamAcademy 4 күн бұрын
Yup, you’ll just need to add multiple links to match the topography of your river instead of the 1 I did here
@CB66941
@CB66941 4 күн бұрын
If anyone's Unity Chan started gliding before going into the animation proper, it's because you forgot to untick "Has Exit Time". You can see him do it at around the 4:00 mark.
@davidpaulinus8166
@davidpaulinus8166 4 күн бұрын
I'm always coming back to this video Man, what a useful video
@LlamAcademy
@LlamAcademy 4 күн бұрын
Me too 😆
@nicejke9630
@nicejke9630 5 күн бұрын
Hi, cool video, thanks! I am trying to recreate the behavior of the minions from League of Legends in my training project and want to use this technique for it. Will this work correctly in realtime for moving minions? Maybe you can give a couple of tips for my implementation or recommend other videos from your channel?
@LlamAcademy
@LlamAcademy 4 күн бұрын
Yes, it should work no problem if the target is moving as well. Some of the earlier videos in the AI Series playlist cover pretty much all you need from the minion AI, attacking nearby targets, etc..
@ananthukrishna5259
@ananthukrishna5259 5 күн бұрын
Having 'LastShootTime' in the SO itself, won't that cause problems when there are multiple instances of 'PlayerGunSelector'? For eg:- Let's say we use this system to equip enemies with weapons and there are multiple enemies with M4, but there is only on 'GunScriptableObject' of M4. Won't changing the 'LastShootTime' for one enemy change it for all enemies? or even in a multiplayer scenario, won't it cause a problem?
@LlamAcademy
@LlamAcademy 5 күн бұрын
Good question. In this video we didn't get into solving that problem, but you are right you will need to clone the SO or create instances to be used at runtime. Later on in the series we tackle that.
@ananthukrishna5259
@ananthukrishna5259 5 күн бұрын
@@LlamAcademy oh that's nice. I didn't check the whole series as I just wanted to check the design pattern (even tho I have watched this video several times, i keep coming back. lol). Seems like I should put in proper time to watch the whole series.
@m96k3y7
@m96k3y7 5 күн бұрын
wait you dont even get these things by default in Unity? 😂
@MXMLLN
@MXMLLN 5 күн бұрын
Did you invent this technique? I have been implementing it for my next generation Brick Breaker mobile game and haven't been able to find a single other example like this. What can I search for to find other examples? I would have assumed that many 2d puzzle games would use this paradigm, especially Match 3.
@LlamAcademy
@LlamAcademy 5 күн бұрын
"Invent"... I don't think so 😅. It's basically a trimmed down version of what Unity does already with the scenes. We're only storing the relevant information that we need to rebuild the level at runtime. I don't have other resources handy for similar implementation :(
@MXMLLN
@MXMLLN 6 күн бұрын
So all the Levels in the Holes Menu had their respective SO manually dragged into the main Level Data SO? They're not dynamically populated?
@LlamAcademy
@LlamAcademy 5 күн бұрын
Yes I dragged them all. You can do a Resources.Load or do asset bundles if you’d like.
@MXMLLN
@MXMLLN 5 күн бұрын
Thanks for the prompt reply! I've never had a famous KZbinr be so generous 🙂
@MXMLLN
@MXMLLN 5 күн бұрын
I currently use Resources.Load, but it doesn't work in the Builds. Is it only a prototyping feature?
@LlamAcademy
@LlamAcademy 3 күн бұрын
Resources.Load should work if you have all of your levels in a "Resources" folder. It's a little bit finnicky to make it work properly sometimes. I always have to try it with and without the file extension because I forget the way it wants it to work.
@LlamAcademy
@LlamAcademy 3 күн бұрын
I'm sorry, I accidentally lied to you earlier. I am using Resources.LoadAll(). You can see that here: github.com/llamacademy/minigolf/blob/main/Assets/LlamAcademy/Minigolf/UI/MainMenu.cs
@Chris-yq1fw
@Chris-yq1fw 6 күн бұрын
Hi, I think the system is not that extensible, the gunSO would not work as expected because only one of its kind is allowed to spawned in the scene, what if your enemies also have that same gunSO ?
@LlamAcademy
@LlamAcademy 6 күн бұрын
We are cloning the SO so each individual user of a gun has their own instance of a gunSO that can be configured as needed
@Chris-yq1fw
@Chris-yq1fw 5 күн бұрын
​@@LlamAcademy Hi Chris, thanks for your answer, just to clarify, to clone the SO we have to change from this - gunSO = guns.find(...); - gunSO.Spawn(...) to this ? - gunSO = guns.find(...); - newGunSO = Instantitate(gunSO) - newGunSO.Spawn(....)
@LlamAcademy
@LlamAcademy 5 күн бұрын
Sorry. I don't think in this video we got into cloning the SOs in this video. Yes, you will need to do something like that. I don't remember the exact video but later on in this series we get into that, probably when we get into modifiers/attachments.
@Chris-yq1fw
@Chris-yq1fw 5 күн бұрын
@@LlamAcademy Many thanks, good day!
@JustFor-dq5wc
@JustFor-dq5wc 6 күн бұрын
Doesn't seem to work with sprites or I messed something up :)
@LlamAcademy
@LlamAcademy 6 күн бұрын
I think sprites work a bit differently than the standard 3D objects. Don’t think it works with them out of the box
@CB66941
@CB66941 7 күн бұрын
The animation curve works, but it feels difficult to get right. My player and enemy seem to teleport to the ground during the end of the curve. I downloaded your project and it doesn't have that problem. Is it the way the navmeshlink is setup? EDIT: Ok, I think I figured out why, though who knows if that may change in the next tutorial. The scale of your player or enemy game object will affect how the jump looks, so make sure to set the scale correctly. It worked fine when I set the Y scale to 1.
@LlamAcademy
@LlamAcademy 4 күн бұрын
I'm glad you figured it out. Great job!
@RonTzudik
@RonTzudik 7 күн бұрын
This is not working on mobile
@Beauthepro1
@Beauthepro1 7 күн бұрын
This is such a good tutorial it was so easy!
@CB66941
@CB66941 9 күн бұрын
- 55 videos Well, as someone who has made 2 mods, no one said learning game development was easy. But it definitely is going to be exciting.
@KpsGpt
@KpsGpt 9 күн бұрын
how it works in first person view game? like the arms is also moving when i want to throw the object?
@johnsojourn9114
@johnsojourn9114 11 күн бұрын
It works but there is no difference in performance.
@LlamAcademy
@LlamAcademy 10 күн бұрын
Well, depends on your scene. As I mentioned in the video, your mileage will vary. In this particular example we shaved off a significant chunk of rendering time. If you’ve got a handful of real-time lights and simple scene geometry, probably won’t see much improvement. If you’ve got dozens or hundreds of real-time lights, you’ll definitely see gains
@johnsojourn9114
@johnsojourn9114 10 күн бұрын
@@LlamAcademy Ah okay. I have a scene with thousands of blocks with rigidbodies and a small number of lights. So lot's of shadows all being calculated but not so many lights. I'm trying to optimize performance through shadows and lighting but hard or soft doesn't really seem to matter. I know this has been huge when dealing with mobile platforms but on PC with URP there seems to be very little difference between soft or hard or low or high quality, it kinda blows my mind because this doesn't fit with what I've learned over the years. But I guess the performance gains are not going to be found on this side using such a simple setup.
@johnsojourn9114
@johnsojourn9114 10 күн бұрын
@@LlamAcademy By the way: a cool idea for a tutorial in the same vein as this one is fading out lamps and turning them off based on proximity to the player. Like what is done in this video: kzbin.info/www/bejne/r2WpdIFvaZ1sl9k
@abintalib
@abintalib 11 күн бұрын
You deserve all the love in the world, thank you❤❤❤❤❤
@biocronic2986
@biocronic2986 12 күн бұрын
Seems like you have more fun beeing a strange actor than a good tutor or programmer. so many words we dont need. remember if they only make you happy watching this ^^.
@DishonoredSkull
@DishonoredSkull 12 күн бұрын
Is there a way to make the navmesh plane when baked to work on spheres or capsules?
@LlamAcademy
@LlamAcademy 7 күн бұрын
You can have Spheres and Capsules protruding out of the ground, but the ground needs to be relatively planar. If you have a spherical level I don't think it works well.
@tiagozontag8087
@tiagozontag8087 13 күн бұрын
@LlamAcademy NavMesh documentation suggests to move the player using velocity. So, why using Move method instead?
@jrdata2k
@jrdata2k 13 күн бұрын
Nice vid thanks for the info. I'm just having a hard time finding the prediction time and iterations? are these now deprecated properties since Unity changed to use the AI navigation package? I can't find any references to them in the scripting manuals or on the components. EDIT: found the settings on the NavMesh class, but I'm a bit confused, I thought the NavMesh class was no longer used now that NavMeshSurface is to be used, but is the NavMesh class still relevant for these settings and other queries?
@LlamAcademy
@LlamAcademy 7 күн бұрын
The NavMesh class still is very relevant. The NavMeshSurface is a high level component that generates NavMesh SurfaceData that is used by the navigation system. Under the hood the settings and such we configure on the NavMesh class are still used. We just now have the ability to easily construct different NavMesh SurfaceData per NavMeshAgent type.
@OliverHosmer
@OliverHosmer 13 күн бұрын
I have a two errors Assets\Scripts\Gun\PlayerGunSelector.cs(15,12): error CS0246: The type or namespace name 'PlayerIK' could not be found (are you missing a using directive or an assembly reference?) & Assets\Scripts\Gun\PlayerGunSelector.cs(15,12): error CS0246: The type or namespace name 'PlayerIK' could not be found (are you missing a using directive or an assembly reference?) can some help plz Other than that its a good tutorial
@LlamAcademy
@LlamAcademy 12 күн бұрын
Please see top of description
@HikikomoriDev
@HikikomoriDev 13 күн бұрын
...What would be the equivalent of this but in GoDot?
@Koniving
@Koniving 14 күн бұрын
Oh god you're still doing the help you, yes you thing. Any chance you've learned how to use 3d Navmesh / true flight solutions?
@armandoaguilarreyes1087
@armandoaguilarreyes1087 14 күн бұрын
does someone know where can i get the IK and the doll that he is using in this video?
@LlamAcademy
@LlamAcademy 12 күн бұрын
Please see top of the description
@armandoaguilarreyes1087
@armandoaguilarreyes1087 12 күн бұрын
@@LlamAcademy i see it, thanks , btw im having a mistake with the prefabs, MuzzleFlash01 is missing, the model suposse to have it right? i download the github`s First version but is has the same problem
@armandoaguilarreyes1087
@armandoaguilarreyes1087 10 күн бұрын
I`v seen the read me doc and i could fix that problem, but still li light is pink, and i dont know where to get other particle to switch
@iMikOo
@iMikOo 14 күн бұрын
Is there a better alternative to URP lights?
@hefferwolff3578
@hefferwolff3578 14 күн бұрын
Great for top down camera!!
@JamesBond-u5k
@JamesBond-u5k 14 күн бұрын
quick correction the character was holding the smg by the mag... thats a broken law of guns bro....
@kittypybro8084
@kittypybro8084 14 күн бұрын
does it work on vr chat
@armandoaguilarreyes1087
@armandoaguilarreyes1087 15 күн бұрын
does someone now where can i get the kinematics and the doll with the animation that he is using?
@LlamAcademy
@LlamAcademy 15 күн бұрын
Full project is on GitHub, link in description. Any animations I pulled I showed where I got them in the video.
@GAMERZ_exam786
@GAMERZ_exam786 16 күн бұрын
Broooo you made my hand and fingers pain by writing that much code for the first time 😅
@DerAua
@DerAua 16 күн бұрын
Wow, this is the best tutorial on this proble so far. Thank you so much.
@laguejefferson6321
@laguejefferson6321 16 күн бұрын
Will this work on my google cardboard VR app?
@gloom668
@gloom668 16 күн бұрын
Vertex Color from ProBuilder DO NOT aply to my mesh! Why???
@LlamAcademy
@LlamAcademy 12 күн бұрын
It only applies to ProBuilder meshes as far as I know. Your mesh can get converted with the “probuilderize” option from ProBuilder
@shababhoque8761
@shababhoque8761 16 күн бұрын
This series is such a goldmine of valuable information, it feels criminal to get this for free. Please keep up the good work always.
@alejandrocabrera6089
@alejandrocabrera6089 16 күн бұрын
Good video! Learned a lot! Out of topic, what computer case is the one you are using in the video? Cheers!
@shababhoque8761
@shababhoque8761 18 күн бұрын
The intro really grows on you, at first you feel weird, but once you get used to it (and also learn so much) it just makes you feel warm inside. Please never change the intro
@Zzz-u6t
@Zzz-u6t 18 күн бұрын
miss a lot's of stuff hahahha
@VarunAiyar
@VarunAiyar 18 күн бұрын
This is the most helpful video I've seen on this topic. I wish there more accessible learning resources to learn more about mobile optimization.
@TheArghnono
@TheArghnono 19 күн бұрын
Excellent video!
@YoutuberUser000
@YoutuberUser000 19 күн бұрын
I tried setting up my FPS weapons and arms like this and it works there's no clipping, BUT you can see the arms and weapon through every and any mesh and ive always wanted to understand the render objects more to fix this so hopefully this'll help me if not, maybe you could do a little video about it, if possible. To do mesh clipping without a 2nd camera
@LlamAcademy
@LlamAcademy 19 күн бұрын
If I’m understanding your issue correctly, I think for that you’d want the arms and weapon only for the current player to be rendered with render objects, not all arms/weapons
@rafaelache8650
@rafaelache8650 19 күн бұрын
noicee
@clipmaster4119
@clipmaster4119 19 күн бұрын
13:20, why does he set the enemy game object active as false instead of just doing Destroy(enemy, 3); ? Destroy would achieve the same effect as set active false and you remove the need for calling the wait
@LlamAcademy
@LlamAcademy 19 күн бұрын
You can do it that way as well. I was implementing this originally with object pooled enemies, so I didn’t want to destroy them