To people considering following the unity3d master course by Jason: there have been a lot of 'meh' sponsors on these videos but Jason is actually a great teacher. Seriously. This is 100% my opininion and not some ad.
@RegahP6 жыл бұрын
Well, thanks for the advice! I'll check it out
@galaxylps42876 жыл бұрын
Maybe you are getting paid for saying that :p
@RegahP6 жыл бұрын
adception
@T0xIcNigHtMarE6 жыл бұрын
Yeah probably is a very very good course, BBUUUTTT a fuck ton of money.
@kira76836 жыл бұрын
How much does it cost? unity3d.courses doesn't work
@jompan76124 жыл бұрын
For anyone wondering how to layer perlin noise (octaves) here is what I did!: float y = amplitude1 * Mathf.PerlinNoise(x * frequency1,z * frequency1) + amplitude2 * Mathf.PerlinNoise(x * frequency2, z * frequency2) + amplitude3 * Mathf.PerlinNoise(x * frequency3, z * frequency3) * noiseStrength;
@aaush_4 жыл бұрын
could you give the whole script?
@jompan76124 жыл бұрын
aaush1977 I would recommend that you Follow brackeys tutorial and then just add my script about octaves right in! GL
@aaush_4 жыл бұрын
Jompan thanks! It actually worked.
@jompan76124 жыл бұрын
aaush1977 Good!!! Glad that I could help!:)
@aaush_4 жыл бұрын
Jompan i can’t get the extreme hills to work tho :(
@alyssafaden94432 жыл бұрын
Man, Brackeys was the best teacher by far. Everytime: clear, concise, full of energy, but a magical ingredient whereby everything he said MADE SENSE. What an incredible teacher. I will miss him.
@stm916 жыл бұрын
A follow up video about doing the same but with blended textures depending on height would be amazing.
@jarred_tye3 жыл бұрын
For anyone who is getting the pink color issue, an alternative method that works is changing the terrain materials shader to Particles/Standard Surface. This fixes the pink color and allows the gradient colors to work.
@microman5023 жыл бұрын
THANK YOU. I hope this shader won't cause me any future issues. You are a godsend man, I appreciate it
@SpaceKebab2 жыл бұрын
its not the best fix, if you go to window > rendering > render pipeline converter then you click convert buio;t om tp 2d urp to built in to urp instead then click the 2 check boxes that say rendering settings and material upgrade then click initialize converters finally click convert assets and voila it fixes all your urp materials
@daydrim16946 жыл бұрын
Pls make a tutorial about octaves! it will be amazing :)
@blaccy59914 жыл бұрын
Watch Sebastian Lagues videos. They are easy to follow and really instructive
@moimoi99953 жыл бұрын
1) Sebastian Lague has a long and detailled tutorial Serie about terrain generation 2) it's really easy : make three variables, number of octaves, persistance and amplitude ; then make as many noises as there are octaves, with a decreasing size proportional to the persistence, and add them with a decreasing weight proportional to the amplitude.
@advancex_873 жыл бұрын
@@asdfer1234 But how?
@advancex_873 жыл бұрын
@@asdfer1234 So you basically just copy/paste the code that generates the arrays and gives them different heights?
@advancex_873 жыл бұрын
@@asdfer1234 Ok, that makes sense, thank you.
@edwardraymondhe4445 Жыл бұрын
As life gets more complicated after graduating, it's just hard to get back to the phase where, I could just simply learn something on KZbin and play with it for a few hours, without worrying too much. I miss this 😭
@WagnerGFX6 жыл бұрын
If the C# documentation works the same way in Unity, then float is initialized as 0.0f. In this case, the min and max height values (at 8:20) shoud be set before being evaluated to avoid unwanted effects when the terrain is moved around. Maybe set to max and min float values, respectively, or set to the terrain position.
@PaulJonesy3 жыл бұрын
You beat me to it (by three years)!
@cargorunnerUK3 жыл бұрын
WARNING TO OTHERS: I spent hours with this tutorial not working. I am in the habit of using the menu option File and Save to save the whole project. My problem was that this does NOT save your shader graph object. So when you try and test the shader graph nothing works. You are stuck with a pink terrain or a plain gray terrain. All your work in shader graph has no affect. You need to specifically click on the "SAVE ASSET" button on the shader graph tab. I used the "Universal RP" package and then did "Create" -> "Shader" -> "Universal Render Pipeline" -> "Lit Shader Graph". There is no master anymore and so I used the "Fragment" node and the "Base Colour" input. But the result was TRULY DREADFUL. The first problem is that the lowest points in the mesh are glowing as though they are being hit by a lot of light instead of being hit by the least amount of light. Next my terrain now looks really flat. So looks WAY worse than it did as a plain grey model. It is really strange how flat the terrain now looks. The terrain looks like a basic flat quad with an image texture. You have to look really carefully to see that it does have height variation. So prior to the shader graph the terrain looks like a 3D model with no material and after applying the shader graph it looks like a really bad PS1 game. [The previous tutorials did not set up the camera or mesh positions so in the game window you can't actually see your mesh properly and it's hard to position the camera in design mode to correctly view something you haven't created yet. So the glowing low parts of the model may be a glitch from having the light source in the wrong position. Overall this series has a lot of missing info and out of date info. So best to just watch for concepts. I have wasted 2 days on this series and can't believe how bad the results look. As an additional warning your other models which did look great now DON'T DISPLAY in the Universal Render Pipeline! You have to manually change every material in your project to use the new render pipeline. However, I still haven't got this to work properly as my models now appear in the game again but as a single colored plain model. They are missing the correct colors for the clothes and shoes. Maybe you need to change to the Universal Render Pipeline before you start any work on your project so that your models are imported with the right settings.
@goodusername49013 жыл бұрын
I might of found the answer (you might need to change the noise stuff for it to look good) I downloaded the Universal RP and the Shader Graph packages, created a pipeline asset by going to Create -> Rendering -> Universal Rendering pipeline -> pipeline asset (forward render) and put it in Project Settings -> graphics. Then I did Create -> Shader -> Universal Render Pipeline -> blank shader graft. In the shader editor I went to graph settings -> active targets -> universal. Next I connected a vertex color node to base color and changed the terrain material's shader to TerrainMaterial by going to shader grafts -> TerrainMaterial. (Again you might need to change the noise stuff or my method is bad and I need to use a different tutorial)
@The.Adaptoid404 Жыл бұрын
This is the most helpful comment in existance.
@Gamoplane Жыл бұрын
And u also spent hours to write this comment 😂😂😂
@TRR5236 ай бұрын
im not reading all that
@_MrMen_6 жыл бұрын
I love these videos. They simplify things and make them easier than they initially appear. And you explain it in such an understandable way. Keep up the fantastic work.
@teacherofthings9025 жыл бұрын
Octaves tutorial or source code please!
@claydixon2236 жыл бұрын
Could you make a tutorial on procedurally adding terrain textures?
@nuclearapples14126 жыл бұрын
it’d be cool if it was like the far cry 5 engine, you should take a look at the video of procedurally generated terrain in far cry video if you haven’t seen it. it’s slightly long but defiantly worth a watch, very interesting.
@claydixon2236 жыл бұрын
@@nuclearapples1412 Sweet, thx!
@T0xIcNigHtMarE6 жыл бұрын
@@nuclearapples1412 Could you provide the link please? I'd love to check it out
@nuclearapples14126 жыл бұрын
Cinabutts yeah of course, kzbin.info/www/bejne/hJfMq4dpa56abJI
@rudigerloloma12506 жыл бұрын
Can you make a tutorial how to create a realistic movement animation pls
@chuckwhitecotton4251 Жыл бұрын
To anyone having issues with the shader just being plain to pink try attaching the vertex color to the base color and then clicking the save asset button in the top left corner. Sorry if this doesn't help but it worked for me.
@michaelbutz284 Жыл бұрын
Could you explain what you did in a more detailed way? It doesnt work for me at all with Unity 2021.3.15f1
@chuckwhitecotton4251 Жыл бұрын
@@michaelbutz284 Yeah No problem I am using 2021.3.16f1 so hopefully, it works! I created my project using the 3D (URP) template. I followed the tutorial until the shader graph needed to be made. I then made a shader graph as Create>Shader Graph>URP>Lit Shader Graph I created a vertex color node in the shader graph and linked it to the base color. I clicked the save asset button in the top left corner of the shader graph window I changed the shader on my material to the new one I made by searching for the name of the shader and it worked with the gradient with multiple colors for me. Hopefully, this is helpful and can help this tutorial still be useful for you!
@michaelbutz284 Жыл бұрын
Thanks for your answer. It didnt work for me. But I have to assume, that I didnt do the exact project Brackey is suggesting. I tried to combine his code with Sebastian Lagues code in EP05 of his series for landmass creation -> kzbin.info/www/bejne/aoPTh3WPjJala68 Also my project isnt setup as a 3D URP project, so I may run into further issues. I will take a short break and continue with Sebastians code. Maybe I retutrn here later. Of course, if you have any further suggestions: My ears are open to listen.
@chuckwhitecotton4251 Жыл бұрын
@@michaelbutz284 I haven't personally done that Sebastian tutorial but the coloring should work with it assuming you are generating a mesh in some way. I'm pretty sure the URP will necessarily for the color to work with the shader graph but there is for sure another way to color a mesh. Hopefully this helps and good luck on your game development!
@michaelbutz284 Жыл бұрын
I followed this tutorial and it finally worked. I'm going to have to work out some issues with the transfer to my project, but I think I can manage it. I'll report back when I get it done 🙂
@onezerodev17566 жыл бұрын
This is so cool. I don'tr understand why some people are dislike this :(
@DilkielGaming4 жыл бұрын
for multi noise do this private float CalculateNoise(float x, float z) { float noise; noise = Mathf.PerlinNoise(x, z) * 5; noise += Mathf.PerlinNoise(x * amp1, z * amp1) * scale1; noise -= Mathf.PerlinNoise(x * amp2, z * amp2) * scale2; noise += Mathf.PerlinNoise(x * amp3, z * amp3) * scale3 * 2; return noise; }
@supersample4 жыл бұрын
@North America I think you should use it for y (float y = CalculateNoise(x, z) instead of float y = Mathf.PerlinNoise(....) ); amp1...3 and scale1...3 can be set as member variables.
@IanAnimatesBagels3 жыл бұрын
you are a godsend. thank you
@IamJaieCarter3 жыл бұрын
i just get errors when i put it into my code.....is there like more that i have to add to it or is the code outdated or what???
@DilkielGaming3 жыл бұрын
@@IamJaieCarter paste your code here ill take a look
@IamJaieCarter3 жыл бұрын
@@DilkielGaming using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(MeshFilter))] public class TerrainGenerator : MonoBehaviour { Mesh mesh; Vector3[] vertices; int[] triangles; public int xSize = 20; public int zSize = 20; // Start is called before the first frame update void Start() { mesh = new Mesh(); GetComponent().mesh = mesh; CreatShape(); UpdateMesh(); } void CreatShape () { vertices = new Vector3[(xSize + 1) * (zSize + 1)]; for (int i = 0, z = 0; z
@rabidbeavergames Жыл бұрын
***SHADER SHORTCUT*** Always come back to Brackeys because his tutorials are really the best. Unfortunately the final steps with the render pipeline and shader graph are a bit outdated. Rather than switching out the pipeline I asked ChatGPT to generate a simple Vertex Color shader, posting it here for anyone that wants it. Just save it as a ".shader" file in your project, create a material with it, and attach it to the mesh renderer. Essentially skips 10:00-11:30 Shader "Custom/VertexColor" { Properties { } SubShader { Tags { "Queue"="Geometry" "RenderType"="Opaque" } LOD 100 CGPROGRAM #pragma surface surf Lambert vertex:vert addshadow struct Input { float4 vertexColor : COLOR; }; void vert (inout appdata_full v, out Input o) { o.vertexColor = v.color; } void surf (Input IN, inout SurfaceOutput o) { o.Albedo = IN.vertexColor.rgb; o.Alpha = IN.vertexColor.a; } ENDCG } FallBack "Diffuse" }
@lucemiserlohn Жыл бұрын
And do you understand what the thing ChatGPT spat out for you does? Have you written a version of that by hand before?
@rabidbeavergames Жыл бұрын
@@lucemiserlohn Fair question; I've written shaders from scratch in OpenGL (though that was years ago), so I have a fundamental understanding of how they work. Generally I can read Unity shaders but I have not put in the time to learn how to write them from scratch. This shader is very simple, and I've thoroughly tested it.
@EPaganix Жыл бұрын
Thank you, this code works perfect for me. I was stuck in this part.
@AtticusDragon6 жыл бұрын
Terrain tools is a free plug that allows doing this with materials on a traditional terrain object, really handy.
@alanrubinoff52175 жыл бұрын
The only youtube where i am not annoyed when i listen to the sponsor at the beggining
@the_yashe6 жыл бұрын
What about 3D Perlin Noise ? It's so interesting to make more complicated maps with voxels
@NielsRenkema5 жыл бұрын
unity doesnt have 3d perlin noise, if u want 3d perlin noise ur gonna have to write it yourself or code the in unity perlin noise so its 3d
@shashanktambe634111 ай бұрын
if brackeys would have just shows how he did the layering of octaves , 6 hrs of my life would have been saved.
@zeiksz6 жыл бұрын
Big thanks for this Shadergraph install tutorial!
@coatsoup6 жыл бұрын
Or on the marching cubes algorithm, and 3D perlin noise? That would be AMAZING.
@insideman75016 жыл бұрын
I've been waiting two weeks for this!
@kmanL3G3N3D5 жыл бұрын
just wanna say I really enjoy your videos BRACKEYS
@TimbavatiLion6 жыл бұрын
Really cool series about generating meshs/terrain. I guess we can add rules like "no green (grass) on steep curves" via the TerrainShader, or the Material? Or do we have to compute this ourselves, taking the y values of neighbouring vertices to decide if the slope is too steep for green?
@linus36622 жыл бұрын
I know this was a whiiiiile ago but what you can do is use the normals. mesh.normal returns a Vector3[]. This vector represents a vector perpendicular to either the face or vertex (not sure which one). If you normalize one of these, you get a y component from -1 to 1. This is your slope.
@coolboidoesstuff98284 жыл бұрын
YES PLEASE MAKE A VID ON OCTAVES!
@MrExelCZ5 жыл бұрын
Could you Share file for this Tutorial ? or do video about Octaves ? Tutorial by Sebastian Lague was not clear for me. thanks a lot
@wolvessuck18076 жыл бұрын
You should do another series on how to make a basic game.
@vladchira5216 жыл бұрын
God he has a million of all
@wolvessuck18076 жыл бұрын
Vlad Chira but updated using all the new stuff and stuff he hasn’t touched on.
@In-N-Out3336 жыл бұрын
He's been doing that with the 2d platformer, but it doesn't involve much coding. It just consists of him using a lot of different assets and dragging and dropping various things in the editor.
@rossdrummond23336 жыл бұрын
I don't think he's ever really going to go back to that format again. He talked a little bit about it on an interview on the game dev unchained podcast. IIRC it's just going to be specific topics that are around 10-20 minute mostly standalone videos now because each series is a ton a work and don't tend to get watched a huge amount past the first 2-3 videos and he was kinda going insane with crazy work hours without much to show for it
@wett19886 жыл бұрын
... including the new workflow that Unity added - with ECS and nested Prefabs
@charmingluck5964 жыл бұрын
It would be amazing if you could make a video on octaves.
@enterthecosmos77696 жыл бұрын
Pls tell us how to do the octaves, I can’t find much online.
@DitzelGames5 жыл бұрын
It's basically adding another noise with a different scale and height multipler.
@coolboidoesstuff98285 жыл бұрын
@@DitzelGames But how do you implement the other value?
@Bluequaz5 жыл бұрын
@@coolboidoesstuff9828 Here's an example I've found and worked off of before. Loop for every octave and incrementally apply a decaying amount of perlin noise to the value. float total = 0; float frequency = 1; float amplitude = 1; float maxValue = 0; // Used for normalizing result to 0.0 - 1.0 for (int i = 0; i < octaves; i++) { total += Mathf.PerlinNoise(x * frequency, y * frequency) * amplitude; maxValue += amplitude; amplitude *= persistence; frequency *= 2; } return total / maxValue;
@coolboidoesstuff98285 жыл бұрын
@@Bluequaz thanks so much but i am working on 2d unity now lol
@Bluequaz5 жыл бұрын
@@coolboidoesstuff9828 sounds good lol figured I'd reply just in case and I figure others will come to the comment section with the same question
@cyrianox4 жыл бұрын
you're awesome ! each time i need a tutorial, you have the right one, at the best speech speed !!! please keep posting free vids !
@AkshayKumarX6 жыл бұрын
Your hand game is on point today 👐
@djyork86345 ай бұрын
fantastic tutorial, learnt so much thank you
@71Arlekino2 ай бұрын
Coloring anything through vertices is absolutely unsuitable for games - because the resolution depends on the mesh, it will be soapy and undetailed. On the other hand using a shader graph gives huge processing possibilities.
@NPOCrushader6 жыл бұрын
Octaves would be an epic video!!
@GoronTico6 жыл бұрын
This is not in tomorrow's test but fuck it, i learned how to do terrain generation today and i don't regret it.
@Gers2176 жыл бұрын
I have no idea of this topic but I´m glad to watch it :)
@EqualToBen6 жыл бұрын
props i didn't know about gradients
@Sharpshark1366 жыл бұрын
Make a video about octaves!
@kosta15706 жыл бұрын
Next video => Terrain texture by terrain height
@GoldenMoments1004 жыл бұрын
check out Sebastian Lague's terrain generation series!
@Bearbones6 жыл бұрын
Definitely gonna bookmark this one!
@martingrof16855 жыл бұрын
I followed this exactly, but my terrain is coming up black?
@TheProProgrammer6 жыл бұрын
Holy smokes, these are so interesting, I want another video on these topics
@GameDev16 жыл бұрын
Would be nice to extend this in another tutorial where you combine multiple textures like sand/grass/rock/snow and blend them via shader graph settings.
@ihavecreatism97763 жыл бұрын
For easy maps, you could probably use a black and white gradient. Then you could use a function which gives every texture a value on the gradient. If that value is reached or very close, it will blend in the texture.
@etopsirhc6 жыл бұрын
while the flat color vertex color is pretty useful on it's own, how would you go about applying textures based on the angle of the normal? like how some games have grass where you can walk, but anything at a steeper angle than that would show a rock texture. then with a combo of the normal angle and the vert height you blend them together to get a cool textured variant of what you had. but it's something like4+ textures deep.
@angusmccall34006 жыл бұрын
Thank you! I have been wondering how to do this for so long!
@sethhorban37896 жыл бұрын
Can you do some future videos showing off a game and then going over the code? I wouldn't mind if you have already made them.
@BlackJar723 жыл бұрын
"Gradient" could lead to a lot of confusion, between the Unity color thing and the mathematical concept which Perlin noise in based on.
@olefritsch28816 жыл бұрын
Great video! Could you extend on this further and go through how to change terrain color based on steepness/slope? Would be cool to use green for flatter landscape and gray for steeper cliffs for example.
@rdex28403 жыл бұрын
pick a triangle and get the height and remove from the one adjacent and set material for how much difference there is triangle1 = 0.3 height triangle2 = 0.5 height 0.5 - 0.3 = 0.2 set material to 0.2 steepness
@davecancode6 жыл бұрын
Please do a video on animating the mesh, like a sin wave altering the height values!
@maureengotza5305 жыл бұрын
That's exactly what I was searching for. Thank you
@neuvedeno16 жыл бұрын
Great video again. Thank you. Can’t wait for more
@ClashWithHsen6 жыл бұрын
Awesome video Can you make a video or a playlist about best practices coding for performance improvement? such as how to avoid using update function to update high score and avoid using string as much as possible, since strings produce unnecessary garbage, heap allocation
@whidzee6 жыл бұрын
How challenging would it be to have it create vertex colours based upon the angle of the terrain too? So you could give a colour to the cliffs. Then could you connect these vertex colours to different textures. Like a tileable grass. Dirt etc? This is a mesh right now. But could it be turned into a terrain so you could paint trees on it?
@alicewithalex6 жыл бұрын
Very cool, please continue this topic! Can we made more complex generator? For example with spawning monsters or NPC vilages and other stuff. Good luck, wait for a New videos! :)
@startek119 Жыл бұрын
This video helped me color a planet I made in unity but I can't figure out how to cast shadows onto my freshly colored planet mesh. Anyone encounter something similar?
@chunyinkwan77564 жыл бұрын
This is absolutely amazing
@cubee41084 жыл бұрын
I hope that Unity's Gradient System as versatile as Unity's Particle System.
@stefans65574 жыл бұрын
A tutorial for having multiple materials (or at least textures), best per vertex, for our own objects, that would help a lot more than just plain color! Thanks!
@mnnm19894 жыл бұрын
He is not doing tutorials anymore. Check out Sebastian Lague here on youtube for this. He has a playlist in which one of his videos is handleing this subject.
@pixsaoul1494 Жыл бұрын
To do that you can Lerp between two texture based on some height values. should do the trick.
@SebaneseTheLebanese6 жыл бұрын
Thank u for all these amazing tutorials!!
@alexlucaxxxxxxxxxxxx4 жыл бұрын
Really great video! Does anybody know how to color the mesh like the thumbnail? Only the edges of the squares? And also how to make this a continuously generated procedural mesh based on the player's position?
@icantth1nkofanam404 жыл бұрын
make a test if the player moves to a new area and then move the meshgen to the player. then re-run the generation script and repeat the check
@icantth1nkofanam404 жыл бұрын
dont know exact code but
@finger-tourist2 жыл бұрын
I dont have the pbr Graph i import all things but its not in there
@elirockenbeck69224 жыл бұрын
I downloaded and imported the pipeline renderer but I don't get the option he does at 10:12 to create a new pipeline renderer I only get universal render pipeline, and it doesn't work
@sevvas89266 жыл бұрын
Yes finally a new video
@benaffeyofficial4 жыл бұрын
Please create something like a Terrain Grid System for Highlighted Territory Borders in an RTS Game. I wanna learn more about that!
@abhisheksuper206 жыл бұрын
Awesome content as usual. Brackeys never ceases to Impress
@petersmythe64623 жыл бұрын
What if I want a discontinuous texture? How do I avoid the problem of my UVs not aligning correctly? Do I need to duplicate points in the mesh or make multiple meshes? What if I want the side of an object to have absolutely no relationship with the top of that object?
@tanliyoung6 жыл бұрын
always like the video before watching.
@bgunev6 жыл бұрын
I would love to learn about octaves
@UnityExpert6 жыл бұрын
Great video brackeys! as usual! best unity youtube channel ever!
@CarlosAlberto-px8so4 жыл бұрын
what is the method " float GetNoiseSample(int x,int z)" please
@acces20204 жыл бұрын
same i want to know
@ihavecreatism97763 жыл бұрын
It pinpoints a value on a 2d perlin noise map at x and z and returns a float which contains a number between 0 and 1.
@StigDesign6 жыл бұрын
Awsome that you continued this :D
@iliasdeschuyter58076 жыл бұрын
I can't find the lightweight pipeline, I did exactly what he said, but it's not there, in my package manager! Can someone help me?
@atrumluminarium6 жыл бұрын
Will you ever cover compute shaders?
@Redblock3 жыл бұрын
Anyone know how to do this in Unity 2020? LWPR is no longer a thing, and I just get everything to be the base colour of my material
@SpaceKebab2 жыл бұрын
its URP now not LWPR sorry im a year late i hope you found out already or on a new project
@abdelp-haq88606 жыл бұрын
Hi, love you videos, lots of good info, but also fun and exciting to watch. can you make a video on "how to make a path predictor, like the BallPoll games. Draw a path that bouces off obstacles and shows where the ball is going to end up." much appreciated. thank you.
@codyfabulousyt49203 жыл бұрын
man after 3 years, no likes and no replies
@DeagleAssault Жыл бұрын
@@codyfabulousyt4920 4 years now
@ViniTheCrazzy4 жыл бұрын
last video i just recall making the simple first terrain draw... how the heck we do more layers on it? just pass another loop and instead of vertices = values, we use vertice += values?!
@gamingapocalypse16045 жыл бұрын
need help with octaves and how to apply multiple different textures
@GoldenMoments1004 жыл бұрын
check out Sebastian Lague's terrain generation series!
@ihavecreatism97763 жыл бұрын
I used Simplex Noise, but this is how you do it: //Calculate height for wide and high point in Noise float y = SimplexNoise.SimplexNoise.CalcPixel2D(x, z, 0.05f) / 50; //Calculate height for short and low point in Noise and add it on top of previous height y += SimplexNoise.SimplexNoise.CalcPixel2D(x, z, 0.5f) / 1000 * y;
@UnityRonakGamingGaming Жыл бұрын
When the player starts from one point and comes back to the same point, a shape is obtained. How to find that shape in mesh form? in unity ? the player is continue moving by the way.
@Dev.K.Patel_19-June2 жыл бұрын
Can we build a random terrain? I mean it should be like a new terrain every time we load the scene or play the game.
@utkarshanand68286 жыл бұрын
Hey Brackey, Thank you for sharing awesome videos, Its fun to watch and learn!! But I'm a newbie to this so can you please share the code between line no. 102 and 119... That would be a great help. Thanks!
@svetasemenova86793 жыл бұрын
This is awesome 😎 Thank you so much !
@lisarmia5 жыл бұрын
Just a note on the cool optical optical illusion in this vid (yep, I'm off topic, couldn't help myself). Stare at the blue terrain on the red background starting at about 9:30. Keep staring until he clears it from the screen...what color square do you see? I see a light brown square on a dark turquoise background. Pretty cool. Ok, carry on!
@donalodomhnaill2 жыл бұрын
June 2022 - these courses simply do not work anymore. unity keeps on changing things around, renaming things, adding things and getting rid of things. brackeys was brilliant where he would cover new features all the time. however, as i said, unity keeps changing things. i tried to follow this but near the end things have simply changed SO MUCH. gradient simply does not work. that or i am doing it. if anyone can help me please please do.
@ritasharon40616 жыл бұрын
Great video. can you please do a video on how to create background like the stack mobile game
@kentsarikaya94755 жыл бұрын
On my computer, I had to set the Occulusion setting in the shader to 5. Without doing so, the gradient colors were dark and I had to move far away from the mesh before it would light up.
@toreole29936 жыл бұрын
But is this now using the new terrain system? Or is it just a subdivided plane mesh whose vertices are offsettes?
@sensei97676 жыл бұрын
It's a self-generated mesh
@toreole29936 жыл бұрын
Sensei alright then. Kinda disappointing tbh. Putting terrain in the title led me to expect some terrain system features and all that good stuff. But apparently not
@trinandarizqitarausyanfiqr41415 жыл бұрын
Hey, i'm using the version 2018.3.9f1 personal and there is no lightweight render , anybody can help me what should i do?
@jitsetenhove5 жыл бұрын
there is a small button named: "Advanced" click it and enable: "Show preview Packages", than you can just search for "Lightweight RP" :)
@MrChilliGaming6 жыл бұрын
It would be cool if you made a tutorial about biomes
@senjos6 жыл бұрын
would be cool to schow how the rope in zombie catchers could be made in unity 2D...
@technobabble77026 жыл бұрын
Is this inspired by Catlike coding's tutorial?
@exstracrazy6 жыл бұрын
I believe all the 3 recent mesh gen videos are, it was at least stated in the previous video.
@dehalvan226 жыл бұрын
Hey Brackeys, I am trying to make a map for a game I want to build, I am just playing around with the design part at the Moment but I want Multiple Terrains lock together to use the brush to form the land in one shot? I am new to this and I am about to make the Proper steps to go back to school for this, But I want to have some sort of Portfolio to show them that I can design. I want to be a game Designer and Developer as well.
@omarshalata6 жыл бұрын
Hi Brackeys I really appreciate ur awesome effort. How can I update the terrain in edit mode instantaneously without opening play mode..?
@duanvanstaden83346 жыл бұрын
Hey Brackeys Is it possible to do the vertex colours on a planet/sphere like object? So instead of a world height it uses the height from the centre of mass towards the surface of the sphere.
@gamalalejandroabdulsalam9046 жыл бұрын
You are one of the reasons I am able to keep motivated to learn to code and make my own games, but if Im not wrong, I think article 13 may stop me from watching your content in the future, I hope not. Anyways, I'd like to hear your opinion on the topic :)
@phantomz88036 жыл бұрын
Could u do it with textures the next video? Love ur vids!
@CoReeYe6 жыл бұрын
New video from the Danish king :)
@msmigs11737 ай бұрын
How to I offset the position of the perlinNoise map so that every time I load the game it gives me a different terrain generation?
@ryanwoodworth39415 жыл бұрын
Hey Brackeys, just wondering if it would be possible to do this using the Lerp function in order to interpolate between the min and max values of your terrain height. Love the videos!
@themunchchannel14776 жыл бұрын
How did you do the layering of the noise. What did you do inside of the function?
@ihavecreatism97763 жыл бұрын
I used Simplex Noise, but this is how you do it: //Calculate height for wide and high point in Noise float y = SimplexNoise.SimplexNoise.CalcPixel2D(x, z, 0.05f) / 50; //Calculate height for short and low point in Noise and add it on top of previous height y += SimplexNoise.SimplexNoise.CalcPixel2D(x, z, 0.5f) / 1000 * y;