Did you enjoy the video? *Let me know* so I can continue making helpful content!
@olivercromwell19673 жыл бұрын
hell yea
@oscarlundin38423 жыл бұрын
Yes, I wanna see how this could be used with either designed maps or if instead of a separate grid, could this be based on the unity grid so it's easy to paint tiles? could collision boxes be translated to in walkable somehow?
@Tarodev3 жыл бұрын
@@oscarlundin3842 The unity tilemap system is great... for some things. For example if you want to generate a simple map with no complex logic, it's fine. If you need interaction between tiles or to perform special logic, you'll need to generate your own grid. Example: If you wanted a pressure plate tile which opens a door tile... you cannot do this easily using unity tilemaps. Also, depending on the game, it may be better to have randomly generated (procedural) maps, or it might be better to make your own level editor to make hand crafted. A basic rule of thumb is: procedural is good for rapid development, hand crafted is better for user experience.
@SaoHayabusa3 жыл бұрын
Great Work! I really like this topic, can u make a movement system with a* algorithm or a blattle system like Fire Emblem series?? 😁
@HaikunWasTaken3 жыл бұрын
Hey Tarodev, really great Video. I feel your pain when it comes to creating Singletons. Something that I do is to create a Singleton class (there are examples online) and let my managers inherit from that class like this: public class GameManager : Singleton. That way I only need half a line of Code to create another Singleton whenever I need it.
@lazyb64286 күн бұрын
I'm learning this by myself now in (almost) 2025 and it's crazy how accurate and to the point this content still is. I'm also impressed by how direct to the point the material is and would just like to leave a Thank You comment, hope you're still doing this amazing work.
@DanDarger3 жыл бұрын
Dev tutorial videos don't get nearly as much love as they deserve. You are a great tutor and I really appreciate your content. Wanted you to know you're making a difference. Thank you!
@andrewmalkasian657510 ай бұрын
I never subscribe to people (usually). This guy is him. Make it easy to understand why I'm taking those extra steps to keep things organized
@Tarodev10 ай бұрын
I'm that guy? I appreciate it brother 🙏
@whoistobias3 жыл бұрын
This is a classic case of criminally undersubscribed. Thanks for the quality content mate.
@Tarodev3 жыл бұрын
I'm glad you enjoyed it 😊
@LuizMoratelli2 жыл бұрын
I was just looking away from gamedev content and get this videos, is so perfect, have a lot of concepts em good practices, I would love to see more "mini-projects" like this.
@DefaultGrey3 жыл бұрын
I don't usually comment, but your channel is going to huge!! Thanks for teaching us!
@qiangpanchen67852 жыл бұрын
This video is really good, even it's fairly long and complex but with close following it, I didn't encounter any error along the way, and the end result was pretty much as good as expected! So cool, and thank you for sharing this!
@r.rodriguez49914 ай бұрын
This is a great video. I think this and the previous videos are the first I've ever seen from you. I see you haven't posted in a while. Just want to let you know this helped a lot.
@Tarodev4 ай бұрын
Happy to hear it's still helping :) Good luck with your gamedev journey (and I hope to return soon)
@oyaguni9613 жыл бұрын
7:18 Nice played there. Thanks for the content, really useful!
@Brovadio2 жыл бұрын
you're doing greatwork Taro, thank you
@Slashx242 жыл бұрын
The amount of shortcuts I've picked up from you in terms of coding logic in just three videos is insane.
@Tarodev2 жыл бұрын
Use this power for good
@Slashx242 жыл бұрын
@@Tarodev I'm sure I'm missing something completely obvious here, but how do I go about resizing the grid? I went and changed the pixels per unit on both my base, grass and mountain tiles and they look smaller, but they're still spaced out as though they were centred to the original size, and on mouse over the highlight is the original size.
@Tarodev2 жыл бұрын
@@Slashx24 I would strongly suggest keeping your tiles as 1x1 unity units, for your future sanity. If you want your grid to be larger you can increase the width and height
@Tarodev2 жыл бұрын
@@Slashx24 alternatively, reduce the size of your units, but keep your grid squares 1x1
@Slashx242 жыл бұрын
@@Tarodev I'm trying to implement pixel art at 32px x 32px and was under the assumption that modifying the pixels per unit to 32 would keep that uniform which is why I tried that. Am I misunderstanding that part of unity?
@PS3HASNOGAMES3 жыл бұрын
Cheers for this, this tutorial actually got me closer to where I'm trying to get. Would love to see a tutorial from you more specifically on an isometric tactical RPG such as Final Fantasy Tactics and etc. Thanks again.
@Tarodev3 жыл бұрын
Glad it helped you. I do have plans to do a video on a few example grid types, such as isometric.
@blondon99 Жыл бұрын
Thanks for the video. I'm really struggling with the big picture of how to organize projects. Stuff like this really helps and I appreciate it. Great stuff
@AnatoleRoulet7 ай бұрын
Fantastic tutorial, thanks ! Helped me doing tons of things i did not found in many many other tutorials (Most of the time they were skiping 'easy' part, which is not when you don't know how to do it :/ ). It is very complete and i would recommend it to anyone who wants to try to do a game :DD PS: 2 issue i had, check in files of the video for Imports and for the Canvas part, you need to press Alt to change position
@canulasli72322 жыл бұрын
Greetings from Turkey, Gaziantep. I adapted this system to my chess game. This video series about grid was very informative, I also inspired to make a new turn based game. Thanks, just suscribed. :)
@JW-uu9je Жыл бұрын
This longer video was great, thank you kindly. I'm going to have to go review the code now that I've got it working to see all the neat things you did!
@HawaiiGuyHman7 ай бұрын
I know this is an old video. I am a game dev major and needed the refresher and i really appreciated the video. you have not only refreshed my memory but also show me a lot of new ways and paths that i can take as well as cool unity tricks i will be watching more videos from you hoping to improve my coding skills as well as unity knowlage my only suggestion would be maybe to go a little slower if possible. as well as a more Indepth rundown of your reasoning/Logic sometimes i find myself lost with the video or the logic/route you decide to take
@ShyHuludd6 ай бұрын
Great content. I'm glad I have found you on this sea of content that is KZbin.
@herr_brick3592 Жыл бұрын
Wow! Thank you for the Video @Tarodev. I started using Unity some months ago with no experience in programming. This Tutorial did not just help a lot with a feature I wanted to use for a game, I also learned a lot more about different concepts in C#. Your explanations were really helpful and the pace on the video is fast but with pausing, rewatching and a little trial and error good for a total beginner like me. I have something in mind for future videos and hope that you read it even under this old video. I try to make a hotseat autobattler game, with two phases. First each player positions their units on the grid, then secondly the placed Units spawn on opposite sites and battle each other automatically. I think I can work out pathfinding, a combat System and a shop. But I would appreciate help with the placement, spawning and probably storing Information in between scenes (?) for the unit placement phases. Thanks a lot in advance! Sorry for my english, I am from germany.
@matthewmathis622 жыл бұрын
lol. "Cool Bananas" I have heard "Cool Beans", and someone I knew used to say it a lot. I don't know if I've heard "Cool Bananas" before, but I like it! Every time you say that it reminds me of good memories. Thanks for this tutorial! I followed it well. *holds up lightsaber* ;)
@mrkulade3 жыл бұрын
This series has been exactly what I needed for where I'm at. Thanks very much!
@Tarodev3 жыл бұрын
No problem bud! Glad it helped you out
@elliotelliot34753 жыл бұрын
I don't know why but that subscribe plug caught me so off guard that was one of the funniest things I've seen all week
@Tarodev3 жыл бұрын
But... did it make you subscribe? :P
@elliotelliot34752 жыл бұрын
@@Tarodev yeah, I’ve been working on this project all week and if I didn’t have this tutorial I wouldn’t have anything to build off of, genuinely thanks, this was really helpful
@Tarodev2 жыл бұрын
@@elliotelliot3475 glad I could help you on your way mate ❤️
@windup2472 жыл бұрын
This was an excellent intermediate/more advanced tutorial for Unity, a gem since such videos are hard to find on KZbin! It brought together a lot of disparate concepts I've been picking up throughout my journey learning C# and Unity, and showed how to apply them in a useful scenario that doesn't get addressed enough (tile based strategy games). I'm sorry about your neighbors. Maybe one day they'll pick up this Unity tutorial randomly and have an epiphany!
@haidendra5884 Жыл бұрын
I have been meaning to do a tactics dungeon crawler for awhile and even though I am doing mine in 3d this series really helped me jumpstart my game play mechanics
@Ricochetaglet Жыл бұрын
That was such an engaging and clever way to tell me to subscribe that I HAD to. Like, legally I had to. I'm not going to jail for not subscribing to this goodness!
@Tarodev Жыл бұрын
Welcome ;)
@brunomena3393 жыл бұрын
Man you rock! i can see you are very knowledgeable, nice video.
@linezokode97662 жыл бұрын
that was the best how many of you are not subscribed ive ever seen. Take my subscription, here, just take it
@turkeyjerkey2 жыл бұрын
Thanks a lot for the two Grid-based tutorials! Well done! A few ideas for follow-up videos: (1) adding additional Tile types (e.g, Desert, Forest, Water) with different movement costs, (2) adding code to highlight Tiles within the Movement Range of the Hero, when selected, and limiting the Hero's movement within that range (this would presumably also take into account the movement cost of Tiles per suggesting #1), (3) same thing but for the Attack Range of the Hero (and adding such a range to the Units ;-)), perhaps also adding Line-of-Sight (e.g., can't see over mountains or through forests), (4) Implementing Hero and Enemy health and attack damage, (5) implementing an Enemy Turn that includes AI for movement and attack. I have more ideas but don't want to go on and on. ;-) Again, Great job!
@stormshadowoffire2 жыл бұрын
Have you figured out some ways to incorporate those features within the way the tiles and stuff are setup in this tutorial?
@slava_bro10 ай бұрын
Thank you for such an informative video. Keep making videos like this!
@Kneesoks3 жыл бұрын
This kind of video is exactly what I've been hunting for, just being able to digest someone else's thought process as they solve the problems their flow has in real time with very minimal fluff. Please do more of these kinds of videos in the future. My only criticism is that you do some things that are objectively correct for scalabity, like using scriptable objects for your units, but don't describe why it's the correct move when for exactly what you do with it its not really necessary. But other than that this was amazing.
@Tarodev3 жыл бұрын
Awesome feedback and totally agree. I played with scriptable a lot and didn't explain why. Just in case you or somebody else was wondering, the reason I use them here is: If you put all of your data directly on a prefab, it makes it very difficult to show that info in a menu for example. You may have an entirely different prefab to show the unit in the menu (on a canvas for example) and it would be bad design to put the data in two places. Plus, it's just nice and easy to view and edit a SO. Glad you enjoyed the video 😊
@Kneesoks3 жыл бұрын
@@Tarodev I do have one question that might answer itself but I really just want to solidify that this is how it should work. I watched a panel by Ryan Hipple at Unite 2017 about using scriptable objects for all data in their projects which makes a lot of sense especially at the scale that his team works, and wanted to understand better how exactly it flows. In the context of this video you have 2 data files, Enemy 1 and Hero 1. Say I were to make other data files or add to those data files some values of say current health and current stats based on buffs/debuffs, I would need to use that data file for only that specific unit, correct? And if that is the case, how do I scale that into making multiple units of the same type, do I need a new data object for every unit of that type in the object pool? Basically, say I have a data object called SnorlaxHP that has the snorlax's current HP. I'm assuming I can't use that single data object to manipulate the HP value of multiple snorlax's on the scene, is that correct? If so, how should I manipulate multiple snorlax's on a single scene using scriptable objects?
@Kneesoks3 жыл бұрын
I believe I've answered my own problem. The solution I came up with is to have the scriptable objects set base values and have current values stored on the object itself.
@Tarodev3 жыл бұрын
@@Kneesoks I also watched that talk and of course this will come down to personal preference, but I hated that strategy. Using scriptable for dynamic data is a horrible idea. Imagine if you will a pokemon game where you have n number of pokemon with also the ability to have n number of save files... That's a lot of scriptables. You're much better off creating a standard save system which saves your object to disc. As I said, it's personal preference so just do what you think works best for your game 😊
@Kneesoks3 жыл бұрын
@@Tarodev I'm trying it out for a game jam and I can definitely see some flaws with it, especially when creating something on the small scale I am trying to use it for. It also made the first day of the jam feel like a slog because I didn't create any content, just systems. However, with the systems all in place, it feels like I can scale all of the systems very easily, adding new enemies, new levels, new weapon types, etc. It also helps me keep things organized since I can easily create new scenes and implement only the pieces I need and not being concerned with DontDestroyOnLoad singletons. Other than the insane amount of files in the editor, does this approach have some kind of downside in regards to file size or memory in the final build?
@sanin86213 жыл бұрын
7:17 this is the best one I've seen so far
@sewerynprobierz56182 жыл бұрын
Oh Man I am subscribing right away. Thank you for this great stuff
@lakshminarayanantv1304 Жыл бұрын
Hi, you are very fast for me, but yes i can able to follow you. Thank you for this amazing art work. I have learned so many things by this video series. and yes subscribed ...
@VinciWare Жыл бұрын
Your videos are immensely helpful. Subscribed!
@uzgamedev8 ай бұрын
I like your teaching approach, thanks for the good video
@aymericm.3516 Жыл бұрын
Thanks a lot for these videos, hope there will be new episodes.
@rashidfarhan62233 жыл бұрын
put on watch later :D gotta watch it after work
@HYPERMUSH642 жыл бұрын
What a fantastic tutorial. Super useful!
@simblend Жыл бұрын
About having a hot key for Singletons you can use this snippet on visual studio User Snippets { "Singleton Patern": { "prefix": "singleton", "body": [ "public static ${1:SingletonClassName} Instance { get; private set; }", "", "", "private void Awake()", "{", " if(Instance != null) Destroy(this.gameObject);", " else Instance = this;", "}", ], "description": "Create Singleton" } } and when you write "singleton" on a class and press TAB it creates it automatically.
@callmefox6303 жыл бұрын
Hello! I'm a aspiring indie game developer, and I think it would be really useful to see a follow-up video about grid-based pathfinding systems. I personally found it quite difficult to manage to write a pathfinding system for a grid.
@SilverStarStudios Жыл бұрын
Use astar
@notagamedev54942 жыл бұрын
This is awesome video includes many concepts.🏅
@muxmeg3 ай бұрын
Awesome video, just what I was looking for! By the way, are you going to do some video on the Deck-builder genre?
@あれくす3 жыл бұрын
New viewer here, enjoying this grid base series to learn from. I havn't perused all your videos but I hope you have more on grid systems as I'm trying to make a 2D game with grid based movement and i hope to one day include random generation of tiles too it for some variation in levels.
@LION3032003 жыл бұрын
Amazing video. it has a lot of information, like bools and many lambda where it is explained very nicely and many of functions shows many information. keep going 👍👍
@bunggo9914 Жыл бұрын
this is so awesome, actually. very helpful
@WILSHOCKER2 жыл бұрын
I need a playlist of this series
@AppaYipYipBro2 жыл бұрын
Thank you for the tutorial!
@Kaeru- Жыл бұрын
I lost my head on that "shuffle them around" @ 19:17.
@Reid_Spreiter9 ай бұрын
This is fantastic
@showmehowyouplayit59492 жыл бұрын
Nice video! Would be lovely if one could see a move range of said unit and if different units could have different move areas/regions available.
@htetwaiyanaung81143 жыл бұрын
Thank you for the great video
@soundteqs2 жыл бұрын
I liked this video a lot, if you ever do a follow up I'd really like to see some techniques for implementing rulesets related to movement and AI movement. Implementing rules dictating movement options for pieces so far has felt very cumbersome to me and I feel like there has to be lighter ways to do it
@ericdundas97683 жыл бұрын
very helpful tutorial, thank you very much
@Protonkpax2 жыл бұрын
That was a very interesting video Tarodev I have always wanted to recreate a game called Fallen Haven a turn based, grid based top down rpg strategy game, probably the best game I ever played when the pc first came out. To make a modern day version of that would be amazing
@MrEastgalaxy3 жыл бұрын
Super good tutorial, think Scriptable Objects would be ok to implement in this system
@stackflow4007 Жыл бұрын
Great work bro, ! thanks
@CodyNewhouse3 жыл бұрын
Great stuff. Perhaps Game Grid pt3 where you add A*Star Pathfinding?
@Tarodev3 жыл бұрын
Could do! I was thinking of doing another part where I add a bunch of utility. A* could be included.
@CodyNewhouse3 жыл бұрын
@@Tarodev :-)
@meddjihed91082 жыл бұрын
Hello Taro, I love your videos, you ve helped me a lot, I only wish you could zoom the scripting more, it would be more helpful and much appreciated
@DeznekCZ Жыл бұрын
Not only ((x+y)%2==1) but you can do also ((x+y) & 0x1 == 0x1) which is much faster than division.
@DanielS-yf4me2 жыл бұрын
Coming in pretty late. I'd be interested in seeing how you would go about setting up a game with certain tiles and units in specific positions. This way multiple levels could be made that progress in difficulty rather than being random every time. Is this something you would do in code, or would you make different scenes and set them up manually in the editor?
@rockinpatty346 Жыл бұрын
This is also what I’m looking for!!!
@PiFsc2 Жыл бұрын
How about spawning a larger Object? Something that takes 2 tiles? or even 2x2 (4) tiles. Like a big boss. I'm really struggling with doing this... any tips would be appreciated!
@williamcezarbill Жыл бұрын
do this have a sequel? i saw at the thumb, heroes and enemies having hp bar
@cevan26472 жыл бұрын
15:30 Where are these images?
@UlrikxD2 жыл бұрын
GIANT!
@user-bg7ik8zb6o Жыл бұрын
In case any else also runs into this issue: if `UI -> Text` doesn't appear but `UI -> Text - TextMeshPro` does, then you just need to change the `_tileObject.GetComponentInChildren().text` lines in MenuManager.cs to `_tileObject.GetComponentInChildren().text`. You'll also need to add `using TMPro;` at the start and import TextMeshPro in Unity.
@chrissmalls4462 Жыл бұрын
Thanks man you're awesome!
@TheFern23 жыл бұрын
Loving your channel! a small nitpick if you can please zoom in on post or use bigger font.
@Tarodev3 жыл бұрын
This is my weakness >< I keep forgetting to do it
@fgcbird2 жыл бұрын
I know this is old and it's not really important, I was just wondering if there was a reason you change state inside of GridManager.GenerateGrid() instead of right after that method is called in GridManager (~9:30 into the video) PS thanks for this amazing tutorial. This and your game manager stuff is some of the only content pushing actual proper thoughtful code design in the context of games. I can't say how many 'projects' I have spaghettid together without the concept of what state my game is in. This is very helpful
@sunginjung38542 жыл бұрын
Could you do pathfinding for player and highlight the range, and pathfinding AI for the enemy?
@yuobuten2 жыл бұрын
Great video! But i've run into a problem that got me stuck tho: in the GameManager script i can't name the GameState type "GameState" and even by changing it into "State", in the code line at 9:27 Visual Studio throws a "Doesnt exist in the current context" kind of error. What it could be?
@yuobuten2 жыл бұрын
Solved by myself, by changing the enum GameState in a broader scope
@reiterderapocalypce9570 Жыл бұрын
@@yuobuten Thanks alot mate! Got same problem and your comment is really saved me
@DanKaschel3 жыл бұрын
As an experienced developer, I'm hoping the next video shows to integrate animations and pathfinding.
@Tarodev3 жыл бұрын
Pathfinding video coming soon!
@Aryazaky3 жыл бұрын
@@Tarodev Animations please!
@sunginjung38542 жыл бұрын
@@Tarodev any update? really looking forward to the video
@iazy47 Жыл бұрын
Hi want ask, its can combine with rpg creation kit? I'm very new in game development.
@earth27728 ай бұрын
I really enjoyed your tutorial videos, and I spent an entire day learning from your content. I have almost completed the content, but I encountered a problem at the end. After the Hero selects and moves, it retains the original OccupiedUnit, and clicking on the previous grid still allows the Hero to be selected.
@earth27728 ай бұрын
😮💨Oh no, it's a video from two years ago, so I probably won't get a response anymore.
@tylergautier8265 ай бұрын
Sorry for the possibly simple or poorly worded question, but, in the game manager, why is it important to create another GameManager class inside of the main game manager class and assign itself to it on script start?
@Tarodev5 ай бұрын
That GameManager variable within the GameManager class is simply holding a reference to the game manager we're using. The variable is marked static so that we can easily access it from anywhere. Basically, it's a static variable holding reference to a class instance for easy access. For more info, look into the 'singleton' pattern.
@user-bg7ik8zb6o2 жыл бұрын
What should the dimensions/resolution of the sprite image files be? I'm trying to use my own but I'm not sure how to resize them in Unity. Thanks a bunch for the video!
@JW-uu9je Жыл бұрын
100x100
@Cokody Жыл бұрын
Does not contain a definition for Where are you missing a assembly reference? using System.Linq;
@SeGGo10103 жыл бұрын
Great video, I actually liked the tempo you had on this one. A guaranteed subscription for me. I would recommend a separate Singleton script you can inherit from😄. I have a question though. How would you implement a move pattern and highlight the possible tiles to occupy? My approaches where not that beautiful. Thanks
@Tarodev3 жыл бұрын
This can depend on how complex you'd like to go. 2 steps: #1. Gathering the tiles. This can be done via pathfinding like A*, or if it's just octagonal movement by simply counting on every direction according to move distance and returning the tiles. #2. Highlighting. Use the same technique I did for the mouse over highlight, but use a separate sprite to toggle as to not conflict.
@nasragiel2 жыл бұрын
I created a new 2D project, imported the project, or unity package file you provide in the link below this video, but the main camera has 2 missing scripts but doesn't tell me the names either. I'm using Unity 2021.3.5f1. The console shows this: The referenced script (Unknown) on this Behaviour is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script on this Behaviour (Game Object 'Main Camera') is missing! The referenced script on this Behaviour (Game Object 'Main Camera') is missing! Which scripts are there missing please?
@mkojot1314 Жыл бұрын
Hi, I have a Question, is posible to do something familiar with hexagon?
@shreddedvegetable3 жыл бұрын
Dude thank you!!!!
@Tarodev3 жыл бұрын
Absolutely 😘
@wesleilucas86311 ай бұрын
2024, i'm here, so fast but i can review, thanks for sharing your knowledge. Se um dia eu dominar isso, vou fazer tutorial em português para galera.
@funkychunkymonkey772 ай бұрын
This Tutorial is frickn wonderful man. I only had 1 problem and it is that my grass tile lost its color somewhere along the way and I'm not sure why? I do not have any errors in my console.
@Tarodev2 ай бұрын
Check the opacity on the sprite renderer
@stormshadowoffire2 жыл бұрын
How would you recommend highlighting the tiles within a unit's maximum movement capability when selected?
@jacksonmiller17043 жыл бұрын
Great video! just curious about how I could make a unit spawn on a specific Tile instead of a random one. I saw the the section at the end of part 1 about referencing tiles but It went over my head.
@DavidSummers442 жыл бұрын
"Your {Channel} is Acceptable". Subscribed. :-)
@christostsonis3442 жыл бұрын
Great video, I was wondering though if it's good design that Tile has a ref to the occupping Unit and at the same time Unit has a ref to the occupied Tile.
@anubibibi Жыл бұрын
Hello, first just wanted to say I loved this video. It opened my eyes to so many things about unity I didn't know how to use, or even that I didn't know existed. But, I do have a question, how would I go about grabbing the tiles around a specified tile? I want to make it to where I can only attack the enemy while on a tile next to the one they are on and no matter what I try, I can't seem to get anything to work
@Tarodev Жыл бұрын
Hey mate, it has been a while since I made this so I don't remember exactly how I set it up, but each tile could generate a list of their neighbours (do this after the map finishes generating). You could do this by fetching tiles which are +1 x, +1 y, etc. Now you can just do selectedTile.Neighbours.
@anubibibi Жыл бұрын
@@Tarodev Thank you for your response. I didn't even realize the video was as old as it was until you mentioned it. After reading your response I tried going at it and getting the detection to work, as I understand what you said, but couldn't implement it into the code at all. It's probably just my limited knowledge on programming as of this moment. I did just think of adding box colliders to the characters that the player could control, and depending on stats and such, the collider would be larger. And tiles in the collider would allow the player to attack the enemy on such tile (if one existed). Would this be an acceptable way of doing this? Or could it cause some major issues in the future that I can't think of at the moment? There was already one with the newly added box colliders. My mouse was getting blocked by them and couldn't reach the tiles' colliders and so I couldn't even select my hero to move them. This was fixed by just making it to where those colliders ignored raycasting.
@SGTumbor3 жыл бұрын
7:40 - I've personally subscribed, but isn't that ratio actually pretty good? I've seen those stats shown on some other youtube channels and they were never quite that good.
@Tarodev3 жыл бұрын
Oh yeah? I'm actually not sure. Thanks for the sub by the way!
@Tarodev3 жыл бұрын
I just Googled it and you're right. People try to aim for 10% it seems
@LoadedFlair2 жыл бұрын
How would i go about allocating my pieces to specific tiles
@marcosvillanueva59352 жыл бұрын
Whenever I click on the enemy, I run into an error "invalidcastexception specified cast is not valid", i´ve reviewed the tutorial several times and looked for info online, but i can´t find anything... Could someone help me? Btw, wonderful video and amazing tutorial, new sub
@soco53382 жыл бұрын
Look inside you 'Tile' script and inside the 'OnMouseDown' method. When checking if the 'UnitManager.Instance.SelectedHero != null' you get a reference to the enemy that you're clicking on by writing 'var enemy = (BaseEnemy)OccupiedUnit' As it stands, OccupiedUnit is a type BaseUnit but you're clicking on an object of type BaseEnemy so you need to make sure that you're casting OccupiedUnit to BaseEnemy. When I removed the cast I got the same error as you so that may be the problem.
@jpeg233 жыл бұрын
Best way to ask for subs I’ve ever seen
@Tarodev3 жыл бұрын
Gotta be creative to get people clicking that button ;)
@JakeMoss2 жыл бұрын
you are awesome!
@ClaytonMalarkey Жыл бұрын
can you make a multiplayer version of this tutorial?
@lhorbrum18183 жыл бұрын
I'd love a final fantasy battle system. Thoughts? :P Great video btw, and subbed!
@Tarodev3 жыл бұрын
That's a great idea!
@Quo43 жыл бұрын
I'm not sure if I missed something but the hero unit is able to be placed onto the mountain tiles. What would the logic look like to prevent the player from putting the hero unit on a mountain tile?
@Tarodev3 жыл бұрын
When you are grabbing the free tiles, make sure you're checking the tiles walkable boolean is set to true. Also, make sure you set your mountain prefab to non walkable.
@frgmnt73133 жыл бұрын
What is recommended for creating multiple enemy/hero prefabs? When making the prefabs for each different units, am I supposed to be making a separate Enemy1/2/3/4/... scripts for each prefab, and then a corresponding scriptable Enemy1/2/3/4/... unit under resources?
@Tarodev3 жыл бұрын
Yes, you should always give each unit their own script, which inherits from the base class. You may not need any special logic for that unit right now, but you surely will later on and you'll thank yourself for the script.
@KeyboardKrieger2 жыл бұрын
Is there a reason you chose inheritance over composition for your tiles? I do it the other way and am quite curious if you have a reason for it I haven't thought of.
@yusayuichi85032 жыл бұрын
IDK if im the only one and if im just stupid. But ive been getting an error saying that the GridManager is not overloading methond Init and that it takes 2 arguments.
@faustinolagoria3605Ай бұрын
mine doesn't seem to stop me from placing units on mountains, can anyone help me?
@paulwright2053 жыл бұрын
Can't copy and paste this stuff! Makes sure you actually learn something. Excellent!. Last hour - grid no showing up ----color alpha rgba(12,45,78,0)!
@Tarodev3 жыл бұрын
Haha, you should look through the first grid video and see how many people got caught out with that cheeky alpha