Beginner Bolt Tutorial: Instantiate Prefabs / Spawn Objects

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Home Mech

Home Mech

Күн бұрын

Пікірлер: 34
@AliveDrive
@AliveDrive 6 жыл бұрын
This was very helpful! These basic examples are perfect for explaining how to translate C# to Bolt. I don't think tutorials like this are too simple because they help introduce people to node-based thinking, as you mentioned in your response to Casho.
@loudogrestudios
@loudogrestudios 2 жыл бұрын
Bro, you are amazing!! Thanks for your tutorials!!!
@josephberkey4236
@josephberkey4236 6 жыл бұрын
Very cool! Thank you for sharing this, will definitely want to see more!
@HomeMech
@HomeMech 6 жыл бұрын
Thanks Jo! I'll be on the official Bolt channel; I'll probably circle back around to this project once Bolt 2 comes out.
@DARK_AMBIGUOUS
@DARK_AMBIGUOUS 3 жыл бұрын
Thank you so much, God Bless your soul, I’m modifying this some to make a gun that shoots for my game
@HomeMech
@HomeMech 3 жыл бұрын
My pleasure! If you are doing bullets check out OneWheelStudio's video about "object pooling." It is more performant than instantiating.
@DARK_AMBIGUOUS
@DARK_AMBIGUOUS 3 жыл бұрын
@@HomeMech ok thanks
@BigDaz
@BigDaz 5 жыл бұрын
Well explained. Thanks.
@cervelloccupato03
@cervelloccupato03 3 жыл бұрын
Thank you, very cool !
@Yumenoki99
@Yumenoki99 4 жыл бұрын
Oh my gosh, perfect! Thank you so much for your help!! ^-^ Since I am new, I do have a question. I managed to create a cloud spawner with your tutorial, and instead of torque I just added x Axis accelaration to the clouds. Is there a way of not having them all spawn in the exact same point? I would like them to fly over the entire map! Thank you again :) Edit: I got it! Getting a random value for the position on the Z Axis worked. It is slowly clicking!
@HomeMech
@HomeMech 4 жыл бұрын
Yay, glad you figured it out! :) Particle systems work great for that too. What are you going to try to make next? It helps me plan my tutorial roadmap.
@Yumenoki99
@Yumenoki99 4 жыл бұрын
​@@HomeMech Oh, thanks, I will have to look into particle systems! While I am not sure if I am too ambitious for my level here, or if it is possible in Bolt, I would like to have a water surface with a few slight waves that my character can swim in... So far I have got a transparent blue plane without collider, and the real, walkable plane underneath the water baked into a Nav Mesh. I am not quite sure if this is a good starting point at all haha, since there are supposed to be waves or other swimming objects of different sizes and they will look out of place standing on the walkable plane and pointing out of the water too far 🙈 If this is too specific or too much for a tutorial I understand, no worries, I appreciate your work :)
@HomeMech
@HomeMech 4 жыл бұрын
@@Yumenoki99 I like hearing specific ideas! Sometimes they are a great illustration of a particular technique to learn. Definitely check out shader graph for the wave effect. You could have the collider or nav mesh agent to be separate from the mesh/graphics. For example, once I made a fairy that followed the player. The nav mesh agent was grounded and the fairy was a separate game object as a child of it positioned up in the air. The player doesn't see anything on the ground, it just looks like the fairy is floating and following you because it is attached to something invisible that does. There is also layer based collision where you can separate things docs.unity3d.com/Manual/LayerBasedCollision.html -- I made note of what you are trying to do though, and I could see others wanting to do this too, thanks!
@Yumenoki99
@Yumenoki99 4 жыл бұрын
@@HomeMech I can not thank you enough for pointing me in the right direction!! Having the new water collider child object in my duck works like a charm and through the shader the water looks like it is wavy! Today I will try and see if the noise in the shader graph can actually move the mesh instead of just having it look that way, so the character could also be affected by larger waves. I am so exited, thank you once again :)
@salibaray
@salibaray 4 жыл бұрын
Who is the person giving the tutorial ? I used to follow her videos before, they were also listed on the Ludiq site but since Unity bought Bolt I cannot find those awesome tutorials anymore. Also Bolt official documentation is missing since Unity took it over.
@HomeMech
@HomeMech 4 жыл бұрын
Hi, I'm Jim, the voice is mine, so glad you like the tutorials! The old Bolt tutorials are actually up on Unity's learning hub now here: learn.unity.com/tutorial/bolt-videos-archived You can check the comment section for the link to the project files. No worries on the voice-gender attribution, guess I'm a little unique that way. :D
@salibaray
@salibaray 4 жыл бұрын
@@HomeMech Thanks for the tutorials Jim, sorry for the hiccup :)
@dudusstar41
@dudusstar41 3 жыл бұрын
Hi! Thank you for this tutorial. I got one question, can you guess why is the spawn working in the editor but not in the build version?
@HomeMech
@HomeMech 3 жыл бұрын
Hi! Try running Tools/Bolt/AoT Pre-build--this may be in Project Settings in later builds. Let me know if that works! If not, it'd be good to stop in on the Discord and ask: discord.gg/uSkK2CE2 I've stepped away from Unity VS until development gets a little closer to final form.
@dudusstar41
@dudusstar41 3 жыл бұрын
@@HomeMech jesus christ lord almighty!!! you did it! Thank you so much for the tip 🙌🏻
@KimSkjold
@KimSkjold 4 жыл бұрын
How can you spawn a random object from a set?
@HomeMech
@HomeMech 4 жыл бұрын
Hi Kim! It sounds like you have several objects you'd like to use? I'd suggest using a list. Check out Object Pooling in Bolt by One Wheel Studio. It's a little more advanced, but I think you'll get it 😉
@HomeMech
@HomeMech 4 жыл бұрын
Oh and for the cannonball velocity, get the direction the cannon is facing with a Get Forward, you might want to have the cannon be a game object variable. Then multiply that forward direction by a vector3 that has the same value for the x,y,z--use a create vector3 with x, y, z separate (blue dots verson) and feed in a speed float variable--multiply that to the get forward and connect it to the add force on impulse mode and boom, you are a pirate ☠
@KimSkjold
@KimSkjold 4 жыл бұрын
@@HomeMech Thanks, I got this to work with a Set Velocity between Set torque and Destroy, coupled with a Vector3 create, and some random ranges for Y and Z to have some variation in the path.
@KimSkjold
@KimSkjold 4 жыл бұрын
@@HomeMech Thank you. I had already created a list, but got stuck passing the randomly selected list item to a game object. I'll check out your suggestion.
@HomeMech
@HomeMech 4 жыл бұрын
@@KimSkjold Your list will have an index starting at 0, so you can get a random range unit for type integer (not float) and use get item from list :D you can also use get count for the max of your list so that you can make changes and not worry about having to change the graph--I do this in the UI Text video because we are generating random names, it might be worth a watch!
@irodleeke9680
@irodleeke9680 6 жыл бұрын
on my rigidbody add torque unity I am getting an error message that says Target Invocation Exception: @xception has been thrown by the target of an invocation. No balls no nothing. HELP!!!
@HomeMech
@HomeMech 6 жыл бұрын
Hi Dingus, I'm not totally sure but my first guess is that you may need to make your sphere/ball a prefab. My previous video goes over that if you're unsure of what to do. Let me know if it doesn't work, and when I get a moment I'll upload the project for you. Also let me know if any of your nodes are showing red indicating the source of the error.
@puneethsrisai
@puneethsrisai 4 жыл бұрын
please make a tutorial on making endless platform game using bolt
@HomeMech
@HomeMech 4 жыл бұрын
Hi Puneeth! Thanks, always happy to take requests. The channel SmartPenguins has some tutorials that might help you. Since my channel is small, I have to be careful not to work on content that a bigger channel (e.g. Unity) will likely do. I think if I do a few more C# to Bolt videos it will help open up a ton of C# resources. :)
@Casho0106
@Casho0106 6 жыл бұрын
Excellent. Thanks. Can't wait for more videos. Do you find using Bolt as quick as C# scripting. Have you ever used Unreal Blueprints? How do you find it compares with that?
@HomeMech
@HomeMech 6 жыл бұрын
Thanks, that means a lot! Reviewers generally say that Bolt has saved them a ton of time. I find that using Bolt has helped me visualize C#, so it has improved my C# programming when I'm not using Bolt. I'm also using node-based interfaces in Blender, Substance Designer, and with shader graphs (Unity or Amplify); as a generalist interaction designer, I like that there's some continuity in the thinking style across programs. I haven't used Unreal's Blueprints, so I can't say, but it has been in the world longer. Bolt is coming along quickly though! The developers are incredibly responsive and helpful in the forum. Bugs are also fixed so fast I worry that the folks at Ludiq aren't getting enough sleep. ^_^
@darkskull9927
@darkskull9927 3 жыл бұрын
Lol balls
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