Hey all - This video would not have been possible if one of the awesome members of this community! So shoutout to Peonso for being able to help me see, understand and fix my mistake from the last video! Be sure to show him some love! Cheers! 🍻 -Nicky
@peonso3 жыл бұрын
Thank you Nicky for the shoutout and the awesome content once again, I'm happy to make a small contribution, giving something back from where I took soo much. The entire series and the animation one teached me a lot.
@rfygband Жыл бұрын
Also doing a shoutout cause this content is amazing. The jumping is a bit too complex for me to fully understand still, but you're making it at least approachable from a high level. It's hard to find someone that can teach a beginner (like me) and actually be beginner friendly. You'd be surprised how many "beginner" tutorials teach the content as if you've already been developing in Unity for 6 months to a year and have a photographic memory allowing you to use a feature once and remember every single detail about where to find it, how to to use it, and how to use it in code. Thanks for all the hard work and looking forward to actually learning how to make games!
@joshuamorris18513 жыл бұрын
Found this channel today while looking up state machines. I love how clear the explanations are. Kudos!
@iHeartGameDev3 жыл бұрын
Thank you Joshua!
@walterh21133 жыл бұрын
Thanks for pointing out the mistake Peonso!
@ThinganatorX3 жыл бұрын
Another awesome tutorial, and the fact that you were willing to make another video showing the mistake in the code, and showing us how you fixed it was really awesome. Everybody makes mistakes, especially while coding, and knowing how to go back and fix those mistakes is what makes a developer . Question for you, I've been trying to implement camera referenced movement to this movement system, and having issues due to the way the movement is set up. How would I go about doing so? I can't seem to use the camera to transform any of the values without breaking the current movement. Any help would be greatly appreciated. (I noticed a few people were asking about this in the previous videos as well) Thank you for all the great content!
@iHeartGameDev3 жыл бұрын
Hey! Thanks so much! I haven’t actually tried with a camera yet. The next video in this series is going to be about state machines, but the one after that will be about cinemachine! Stay tuned 🙌 Cheers 🍻 -Nicky
@CCV3343 жыл бұрын
Can’t wait for the next video and thanks Penonso!
@drax5.6.783 жыл бұрын
Too excited for your videos always keep up your good work
@AlexBlackfrost3 жыл бұрын
Damn, I totally missed this when I watched the video. Thanks Peonso for pointing it out! And thanks Nicky for making an entire video to explain this and not just a pinned comment👍.
@iHeartGameDev3 жыл бұрын
I thought about it... And was originally going to just include this in the refactor for state machines, but I thought the topic was actually worthy of its own video!
@AlexBlackfrost3 жыл бұрын
@@iHeartGameDev Good idea. By the way, I think it would be nice to add a card linking to this video on the velocity verlet integration section of the jump video.
@iHeartGameDev3 жыл бұрын
@@AlexBlackfrost that is a great idea!! Thanks Alex!
@vahidp96533 жыл бұрын
I want to thank you for your great videos, which obviously you spend time a lot to make them. They help me a lot. I definitely donate these videos. Thanks
@epiksol_3 жыл бұрын
Thanks Peonso!
@magnusm4 Жыл бұрын
I tried your first flawed Velvet Integration on movement, replacing my original Euler method "It's the first go to for any movement". And as you pointed out here, it was wrong and didn't work. Now you fixed it here, I implemented it and MMH it feels really good moving around. Been struggling finding a balance of drag and acceleration using the usual, applying acceleration to velocity directly. This worked really well, better than using a Lerp as friction/drag which was good as well. Was worried having to modify the original player script to add another velocity vector as I try to follow the open close principle. But I think the result was worth the change.
@indieprogress71703 жыл бұрын
Awesome job!
@iHeartGameDev3 жыл бұрын
Thank you!!
@CosmicComputer3 жыл бұрын
Such a great channel.
@iHeartGameDev3 жыл бұрын
Thanks very much Logan! Appreciate you still watching!
@TheWavve Жыл бұрын
absolute champion! 🙌🏾
@semi_jared39 Жыл бұрын
i would like to say that you as a gamedev, deserve too much money
@RaymontP2 жыл бұрын
At 6:12 I don't understand we change currentRunMo' by appliedMo' but leave currentMo' as it : does that mean we're not using the Veler calculation in a Walk scenario ?
@monkey7218 Жыл бұрын
You might already have the answer to this, but I think it's because "appliedMovement" is now used everywhere for the actual movement, and "currentMovement" is just used for the calculation for "appliedMovement" instead.
@AngelCorpse6663 жыл бұрын
Super awesome tutorial. And one of the best third person controllers, Ive ever seen. You are very good at explaining complex topics. :) I have a question. How would you tie this in to a follow camera system? What I mean, now, the movement directions are world based, and its fine, with static camera. So when I get a follow camera (for example Cinemachine third person cam), I need to plug camera's forward direction to movement vector? I also need to do something about the rotation as well?
@iHeartGameDev3 жыл бұрын
Hey! Thanks so much! I’m currently working on the first Cinemachine tutorial as we speak! It doesn’t answer your question but I know we will get there within the next few videos!
@AngelCorpse6663 жыл бұрын
@@iHeartGameDev Nice! I will be waiting for new videos! Keep on rockin!
@zgouman2 жыл бұрын
Hello, 6 Months to late but did you solve this problem?
@4per8 Жыл бұрын
good tutorial, for some reason now when i release the jump button it doesnt start falling immediatly so i had to improvise some extra code
@AndrewNumptyPants3 ай бұрын
how would you go about increasing the horizontal distance of the jump? sure you can increase the height but he still only jumps forward a short distance?
@shammahcharles4941 Жыл бұрын
based on what you did which jumping is it safe to say that I can use a state machine to create a combo system?
@mowalduchiwa15603 жыл бұрын
love this
@jamesxxxyz87753 жыл бұрын
It jumps everytime the same high and it's independence from timeScale? Various jump high?
@iHeartGameDev3 жыл бұрын
Various jump heights was added in the previous video! And this video fixes the Velocity Verlet integration that was started last episode!
@patrickkrebs2 жыл бұрын
Hey Nicky - love the videos thank you! I'm seeing my character slow down when he's jumping. How do I keep him moving at the same velocity he runs at throughout the jump?
@hasnain_elahi3 жыл бұрын
Very great tutorial. Make a video on Pun 2 multiplayer ❤💙❤
@ajmckennan16633 жыл бұрын
The best game dev channel!!
@iHeartGameDev3 жыл бұрын
💛
@LumineMainCharacter2 жыл бұрын
Man u are awesome
@guillemrv6 Жыл бұрын
Hey, I just applied the fix but now when Jammo is on Idle and jumps the animation plays several times, it looks like it's waving while jumping lmao. While jumping while walking or running works just fine. Plus before fixing all 3 situations worked fine. Mind I've not applied the 3 jump mechanic, only the jump once. Anyone might know what's wrong? I've got little programming knowledge so try it to explain it simple, please
@d35348w2 жыл бұрын
Is Velocity Verlet even needed if you use FixedUpdate instead of Update? My naive impression is that FixedUpdate exists to solve all potential physics framerate mismatches, or am I missing something?
@devilblackdeath Жыл бұрын
As far as I know yeah pretty much. Actually physics stuff shouldn't even be done in Update. Even Unreal and Godot have similar functions for that specific purpose. The physics engine runs on a fixed framerate and that's why fixed update functions exist. It allows you to only send one set of commands to the physics engine each physics frame, independant of the game's framerate ! Based on the GDC conference "Building a better jump", Velocity Verlet is still worth it for being somewhat simpler than the version of the Euler solution presented in said conference though.
@CyberAngel673 жыл бұрын
So in other words you were doing physics calculations outside of the physics step rate :p