MORE more Advanced tutorial, please! I liked it a lot!
@satouajin14296 жыл бұрын
I agree. I have created meshes in Blender, however seeing how to create meshes in script is extremely helpful. I look forward to more advanced topics in the future.
@AhmedKhalfYolo6 жыл бұрын
CouchFerret makes Games agreed
@CouchFerretmakesGames6 жыл бұрын
@@satouajin1429 The fun fact is that this is how most of the 3D softwares do it as well. :)
@Victor-oo4ux6 жыл бұрын
I just want to agree. We want more of this content :D
@winterfallstudios71015 жыл бұрын
You are awesome
@benjoe19936 жыл бұрын
This is the best BEGINNER mesh generation tutorial I've seen on KZbin. It's clear, purposeful and lets the viewer decide how they want to make their meshes in the future, instead of forcing an algorithm down their throat. Every other tutorial I've seen starts with a 10x10 quad mesh generation which has all these incomprehensible for loops in for loops in for loops with weird calculations it and you have to spend way too much time untangling all the coordinational and triangular data that they hid in those methods. Great video! Thank you Brackeys team!
@anthonyjackson91944 жыл бұрын
Just watched it and thought the same.... I can write my own endlessly confusing for loops. Nail the basics, then let me over think my OWN process. This is a great channel.
@therawmeatball68836 жыл бұрын
I'd certainly appreciate more tutorials like this one. Great video
@XenuxDev6 жыл бұрын
It would be awesome to see more videos of mesh generation like this with procedural mesh animation, mesh cutting or something! Keep up the good work and thank you for your videos!
@MKStrandholm2 жыл бұрын
If anyone is having troubles with being unable to see the triangle, it's because a MeshRenderer component doesn't get added to the GameObject automatically (atleast in 2019.4+) . if you manually add a MeshRenderer component to the Mesh Generator GameObject, then you'll be able to see it at runtime
@shortreviews60042 жыл бұрын
I'm a little bit confused, I'm having this issue, the triangle isn't showing up but I already added the mesh Renderer like he said at the start?
@heckerhecker82462 жыл бұрын
@@shortreviews6004 did you add GetComponent().mesh = mesh;
@shortreviews60042 жыл бұрын
@@heckerhecker8246 ah I don't think I did, but I worked it out another way since then. thankks anyway
@heckerhecker82462 жыл бұрын
@@shortreviews6004 lol
@bigboichungus3744 Жыл бұрын
@@shortreviews6004 ay do you remember how you fixed this issue i have it as well but i have the mesh renderer and im getting the mesh filter component
@stellarstudio54956 жыл бұрын
Maybe a video altering the points of a mesh near an explosion to simulate holes being burst in the ground. Something to the effect of Battlefield style explosions on terrain. That would be pretty neat to see.
@thatanimeweirdo6 жыл бұрын
or something like snow deformation!
@dynamichunter8436 жыл бұрын
YES
@CyberWolf7556 жыл бұрын
In UE4 its called render texture target. Basicaly you paint with a black and white brush over the terrain height inside its materal instance. Thats the theory, I dont know how to implement that in Unity
@bobo17936 жыл бұрын
@@CyberWolf755 you can determine vertex height based on an image, in this case black and white. This technique is mostly used for generating maps for terrain height. Then you need a system to subtract (i.e. heightmap - footprint)a pattern and then recalculate the terrain or object. The objects should be small enough, so that recalculation is not too much of a performance hog. That is for directly modifying the mesh, since that can help with realistic effects in the changes you make. Unity also has the same terrain height option for shaders, but I have not really played with it. I think you would have to modify the heightmap in an image editor, but there are some texturing/modelling tools built in the latest Unity versions that I did not play with yet.
@ComteJaner6 жыл бұрын
For big explosion you can interate over the mesh and pertrub all vertices away from the explosion based on the distance to the explosion. For small explosions or something like snow deformation it would be better to use a shader and a deformation texture which is a bit more involved.
@ymts_vladyslav37074 жыл бұрын
Wouu , i had a course of game dev, where lecturer didn`t normally explained about meshes generation and i felt stupid when the practises started , but after your lessons i have a strong understanding what i am writing in my code. Thanks a lot))
@ricefrog6 жыл бұрын
I liked the more advanced topic, and I appreciated that you assumed I could swiftly understand the way the triangles array contents are indexes into the vertices array without a big explanation.
@Noriyak16 жыл бұрын
Pls make a video about using this technique to generate stones, terrain or other structures. That would be awesome :D
@jirue6 жыл бұрын
A decent tutorial I would recommend for this is Sebestian Lague's videos on Procedural Landmass and Procedural Planet generating. It may take a bit to get used to the math involved though, just to warn you. kzbin.info/www/bejne/rZPTfpyBnrh-o5o kzbin.info/www/bejne/h3-WaopmZ5V_p7c
@isaacng30206 жыл бұрын
@@jirue Hey man, thanks for the links, I didn't know about Sebestian Lague's and he's fantastic
@QuailCraft6 ай бұрын
Just a quick tid bit of information, he is using unity built in render pipeline, If your using unity 6 and Universal render pipeline, I had to create a legacy material under Create > Rendering > Material, set it to legacy/Diffuse, then edit > rendering > Materials > Convert selected materials to URP. Alternatively, Create a new material to be used in the project, for shader, use Universal Render Pipeline/Simple Lit.
@d36williams23 сағат бұрын
thank you for the update on this
@frankverheyen3445 жыл бұрын
6:29 no need to remove the comma, it's a feature of C# to have trailing commas in initializer lists, which make editing easier (=no need to remember to remove the comma, and no need to add it again when you extend the initialized list)
@elturkocharro41064 жыл бұрын
Thank you for clarifying things that may be obvious for most of the folks, but really helps me to understand the whys of the simple things. Such of why the creation of the vertices has to be clockwise for instance!!
@_MrMen_6 жыл бұрын
@Brackeys, you explain things so clearly and in simple terms that make your tutorials so easy to understand. Thank you.
@rakibjahan6 жыл бұрын
1. Procedural Terrain Generation 2. How to manage lengthy codes and break them in scripts in an organized way 3. Design Principles 4. Dependency Injection 5. Optimized Code These are some topics needed for production level development. Will be really glad to see videos about them in the future. Thanks! :)
@pdog16 жыл бұрын
The more advanced, the better! You have a great way of explaining complex things in a very straightforward and understandable way and that is needed more in advanced tutorials than the simple ones. I'd love to see more about mesh rendering as I didn't really think about it as something I could accomplish until now. This is much easier than I had realized. Thanks!
@thunderkilll10376 жыл бұрын
can you do more about this mesh renderer please brakeys
@dyasio6556 жыл бұрын
support him on patreon.
@thunderkilll10376 жыл бұрын
If i can pay money online yeah why not but if you don't know this let me tell you : there are country that don't have any mean to buy things on the net or pay for anything
@thunderkilll10376 жыл бұрын
So brakeys is the only guy that helps me through my studies so thank you very much man from my heart
@satouajin14296 жыл бұрын
@@thunderkilll1037 I would have assumed (possibly incorrectly) that those who live in a country where they both can watch Brackey's videos and have the capability to launch Unity would also have a means to pay online. If I misunderstood and you are simply referring to being unable to afford paying, then i agree. (Though this is down to individual circumstance more so than just country) (no offense intended, and off-topic. But i'm not trying to say 'if you can pay brackeys, then do' in the slightest. more so being inquisitive about your statement)
@thunderkilll10376 жыл бұрын
Life is hard man we have internet for sure my university has some conventions eith unity so that we can use it for studies and like i said no one in Tunisia can buy from the internet untill this day
@0Bennyman6 жыл бұрын
Great Tutorial! Would love to see this expanded further, going into something like Water or Terrain would be great to see!
@Dasky146 жыл бұрын
A good video, but a bit too simple... I really hope you're going to explore this topic a bit further. For example, show how to automatically deal with putting triangles the correct way around for backface culling.
@MrJuancho27066 жыл бұрын
Yes please!
@dyasio6556 жыл бұрын
you can check Sebastian league channel. but not beginner friendly like brackeys.
@jellejacobs74806 жыл бұрын
is this simple??!?!?!
@MrKraignos6 жыл бұрын
I find it's very simply put and very well explained for a 10 minutes video. That makes it painless to watch and enjoyable to follow. Took me a lot of reading back in the days before I get to this point. Awesome video, lot of value like all Brackeys videos. Of course you want to explore the topic more in-depth, but nice introduction
@OlivierPons6 жыл бұрын
Yep backface culling is not often a problem, but when it *is* a problem, it's hard to solve.
@akronred6484 жыл бұрын
0:23 Worlds Adrift, may you rest in peace.
@InkDevil999 Жыл бұрын
Thanks for the awesome tutorial! I was in need of a 2d circle segment in 3d space and with this I was able to make it! I can adjust the amount of extra verticies for a rounder and smoother edge, the angle all the way to 360, the radious of the circle segment and finally the color of the mesh. It took a little while especially since I spent a lot of time figuring out why my calculations were completely whack (Unity uses radians and not degrees duuuuuuuuuh!).
@adilmoazzam87696 жыл бұрын
Bro I m serious u r like a unity genius your tutorials are number one
@KingKeanuTheFirst6 жыл бұрын
Even if this is the tip of the iceberg this actually help me understand how to create a game I've wanted to do for a while, I didn't search about it cause I'm just a beginner who need to learn more code and work on basic games, thank you Brackeys
@benjoe19936 жыл бұрын
If someone wants a more hands-on, real life example video on mesh generation after watching this video, look up these on YT: "Unite 2015 - A coder's guide to spline-based procedural geometry " "Unite 2016 - The Power of Procedural Meshes" Great talks and they go hand-in-hand with this video!
@GautamSingh-yn9cb5 жыл бұрын
@3:43 its not a compulsion to feed the points in clockwise direction, it depends on where you z axis pointing. If its pointing towards us then anitclock pattern will work just fine. If Z axis is away from us then clockwise will work just fine
@justinwr0926 жыл бұрын
Great stuff. Yeah I think doing videos that go past Unity basics is great, especially ones that deal with topics like vertex winding that give a glimpse into how the engine actually works under the hood.
@realitycheck10184 жыл бұрын
Yes, please make more tutorials. Brackeys, you have got to be the best teacher I've ever seen. You are solely responsible for my deciding to learn Unity. It'll take me a few years to master all of this and make a game (I'm totally new) but with your tutorials I am learning a lot. I would ask, beg, and plea that you make a tutorial for everything. I will watch a tutorial on how to put on my shirt, if you made it.
@realitycheck1018 Жыл бұрын
@HARRESH A/L SURIAPARAKASH Moe high
@danutorr Жыл бұрын
Brackeys still saving the day, 4 years later. Rest in Peace.
@haydenkelley98063 жыл бұрын
All hail brackeys, the god of coding tutorials
@rupeshmandke6 жыл бұрын
Please do update this tutorial further to create complex meshes, dynamic meshes etc. Your style of tutorial is amazing!
@gwenturo95502 жыл бұрын
SpatialOS Is what made my favorite game of all time, Worlds Adrift, actually work. God I miss that game. You borked it, Bossa! Glad you showed some gameplay in the video! RIP World's Adrift
@PolymathAtif Жыл бұрын
Miss you brackey.
@neuvedeno16 жыл бұрын
I wish there was a video like this 2 years ago when I was learning this topic. Definitely more advanced videos like this would be more than welcome :)
@protoactivenuclear77276 жыл бұрын
you explain stuff really well. after watching this video i made a cube and its really fun
@metincetin96146 жыл бұрын
Thanks for the video! Generating more complex meshes is something that needs to be checked, and is both fun and cool 🙂
@nandorbacso46255 жыл бұрын
Before I saw this video, I'd guessed mesh generation is the most complicated thing in Unity. Thank u Brackeys!
@pinkiris87214 жыл бұрын
I love how his voice is so listenable, because sometimes you get tutorials that have boring unexcited voices and they are so hard to listen to! But Brackeys doesn't fall into that trap at all. Keep up your great videos Brackeys!
@shenlong38796 жыл бұрын
For anyone interested in the basics of how "voxel" (or any volume) worlds are polygonized (turned into a polygon representation that can be rendered by graphics cards) check out algorithms like "Marching Cubes".
@rikseth96066 жыл бұрын
Of Course we want more advanced and complex tutorials!! Can't just wait for one more week
@SqrlyCode6 жыл бұрын
Yay, keep creating some more advanced videos that scratch more than just the surface.
@iamlogdog6 жыл бұрын
Finally some advanced tutorials that are so useful! Yes, please do more of these!
@aoberthuer6 жыл бұрын
Liked it a lot. Thumbs up! I hope this topic will kick off a small series - would definitely be worth it.
@deepmeyt6 жыл бұрын
I love every single video you make. Even if you made tutorials on how to play violin, I would have loved that.
@IamJaieCarter4 жыл бұрын
Brackeys is a genius, Brackeys is a genius, Brackeys is a genius, Brackeys is a genius
@ljam07863 жыл бұрын
for anyone looking for the finished code: using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(MeshFilter))] public class MeshGenerator : MonoBehaviour { Mesh mesh; Vector3[] vertices; int[] triangles; // Start is called before the first frame update void Start() { mesh = new Mesh(); GetComponent().mesh = mesh; CreateShape(); UpdateMesh(); } void CreateShape() { vertices = new Vector3[] { new Vector3 (0,0,0), new Vector3 (0,0,1), new Vector3 (1,0,0) }; triangles = new int[] { 0,1,2 }; } void UpdateMesh() { mesh.Clear(); mesh.vertices = vertices; mesh.triangles = triangles; mesh.RecalculateNormals(); } } //hope it helps!
@neros13853 жыл бұрын
Thank you !!!
@ljam07862 жыл бұрын
@@neros1385 no problem!
@Space_Ninja_GameDev-yq6lp Жыл бұрын
Thanks man you are a hero !
@robloxgamer6731Ай бұрын
THX!
@what_the_feek55686 жыл бұрын
This is what we are looking for brackey.... WE NEED MORE ADVANCED TUTORIALS..... YOU SIR, MAKE US GREAT AGAIN !!!
@unlimitedcreativity44006 жыл бұрын
Yeah I love these type of advanced videos
@arckantox41026 жыл бұрын
You might want to specify that there is an issue with the normals when you have several faces sharing the same vertices since the normals direction are relative to the points rather than faces. This makes it so you need to duplicate each point for every face that shares it. That is why the basic cube in Unity have 24 vertices instead of the 8 you could believe at first sight. But this could be brought up in a more in depth tutorial. (That I hope you will do)
@danbobjim1236 жыл бұрын
Thank you, very interesting!
@krissloo1434 жыл бұрын
RIP brackeys :,( just watched a video explaining same thing and remembered you
@monotonedevelopment4 жыл бұрын
AKA Dani be sad when Brackeys didn't make anymore unity particle tutorials
@johnforde77356 жыл бұрын
I like the more advanced topics. Thanks.
@kodegamedev90076 жыл бұрын
Yes yes yes more more MORE. I wish to have landscape that progressively changes color based on height and surrounding objects.
@mustangmarcus Жыл бұрын
Note for anyone doing this in Unity 2021+ URP... I had to give the GameObject the diffuse material before it even showed anything because otherwise it was just invisible.
@musicgotmelike96682 жыл бұрын
This dude delivers on ans possible Unity topic, insane. Thank you man!
@serj_12646 жыл бұрын
I always hated Sunday's evenings like a pre-monday or something. Thanks yo you now I wait for em!!
@18ury186 жыл бұрын
Hey Brackeys, I love your videos so here's a request. I would really love it if you made a tutorial about saving complex information on runtime. Things like a scene thast has changed while playing, save the changes of the scene so when you launch the game again the changes persist. I've been struggling to find a tutorial or something to learn how to do it. and it would be really awesome if you did it! Keep it up!
@Bakamoichigei6 жыл бұрын
Great video, but yes please, a follow up! Having just watched Kate Compton's excellent GDC 2017 talk about procedural content generation, I was really hoping this would go on to demonstrate how to implement at least a basic procedural mesh generator, instead of just hard-coding a couple static triangles.
@John-mp8sm5 жыл бұрын
Finding these mesh gen videos very helpful
@AkshatSinghania4 жыл бұрын
1.Add a empty object 2.Add mesh renderer and filter to it 3. Add this script- using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(MeshFilter))] public class MeshGenerator : MonoBehaviour { Mesh mesh; Vector3[] vertices; int[] triangles; // Start is called before the first frame update void Start() { mesh = new Mesh(); GetComponent().mesh = mesh; CreateShape(); UpdateMesh(); } void CreateShape() { vertices = new Vector3[] { new Vector3(0,0,0), new Vector3(0,0,100), new Vector3(100,0,0) }; triangles = new int[] { 0,1,2 }; } // Update is called once per frame void UpdateMesh() { mesh.Clear(); mesh.vertices = vertices; mesh.triangles = triangles; } } using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(MeshFilter))] public class MeshGenerator : MonoBehaviour { Mesh mesh; Vector3[] vertices; int[] triangles; // Start is called before the first frame update void Start() { mesh = new Mesh(); GetComponent().mesh = mesh; CreateShape(); UpdateMesh(); } void CreateShape() { vertices = new Vector3[] { new Vector3(0,0,0), new Vector3(0,0,100), new Vector3(100,0,0) }; triangles = new int[] { 0,1,2 }; } // Update is called once per frame void UpdateMesh() { mesh.Clear(); mesh.vertices = vertices; mesh.triangles = triangles; } }
@AkshatSinghania4 жыл бұрын
@Random Person There might be error with your packages or something else coz i have tried this myself
@AkshatSinghania4 жыл бұрын
Hi thankyou myself i really needed it now
@AkshatSinghania3 жыл бұрын
Still Useful to me !!!
@lyte696 жыл бұрын
do more of this please, i love this type of videos.
@UnityMMODevelopers6 жыл бұрын
Awesome Video. Working with actual procedurally generated meshes in Unity is really pretty cool and powerful. Unity is one of the most customizable game engines around at the moment. :)
@-KillerHawk-6 жыл бұрын
I would love to see this working procedurely. Please make more!
@jupitersky5 жыл бұрын
YES!! Please do a more advanced tutorial of procedural meshes!
@coderdbd5 жыл бұрын
Great tutorial! Thanks for that and thanks to the Unity team for making it that easy.
@dilute69805 жыл бұрын
this is so amazing, this has opened so many doors and windows for me.
@r_pasta22286 жыл бұрын
I would love these tutorials ! Btw the name of the video should be like - 'Operating On Mesh Points' or something that doesn't make me think that finally I am seeing a procedural landscape generation tutorial from Brackeys.
@lucaballarati96946 жыл бұрын
This has been your most useful tutorial to date. I can't wait to put it into practice
@G3oX_ESP6 жыл бұрын
So cool and very well explained. I would like to watch how to generate a terrain with this technique.
@calvinlucian3876 жыл бұрын
More of this please !! Seb Lague's tutorials were awesome but frankly too large to take in all at once for a greenhorn like myself.
@manoelseabra52126 жыл бұрын
I simply love you channel, but the videos were almost always very basic. That content is what I was looking for! More advanced content!
@paturuzu47056 жыл бұрын
Brackeys For months I have seen your tutorials and they are all very interesting, I could even apply many things that I learned. What I ask you in a straightforward manner is that when you can, give a tutorial on how to optimize a game in the best way before compiling it so that it can run well (fps). Thank you very much from Argentina.
@Mr.Adhesive6 жыл бұрын
I don't want to look like a condescending jerk, but a topic like that would he extremely hard to cover. Not only is optimization something that is pretty advanced, but it is most often extremely specific to what you are actually trying to optimize; he cant just say: "multithreading will solve all your problems and this is how to do it" and have it be a good video.
@paturuzu47056 жыл бұрын
@@Mr.Adhesive I understand what I decide, but my intention is not to seem demanding, I simply meant that we can understand, for example, how to properly use the profiler, my concern is only from that place, I value these tutorials extensively, only sometimes it happens to me that I am working in some project and I begin to be limited by not knowing how to optimize it even if it is basically. but my concern is always with all respect. regards
@TrizZzle6 жыл бұрын
Great tutorial, I'd like to see more of those! Now a video about manipulating vertices and assigning different materials would be really nice! Keep up the good work!
Please make more of these advanced tutorials like terrain generation through script and please focus on scripting more. Love your videos always look forward to them
@vitorfigueredo186 жыл бұрын
I'd really like to see more OOP tutorials, such as, how to use singletons, which is the best way to use methods from a class into another when using prefabs. GetComponent or Singletons or FindObjectOfType. It would be awesome.
@samu9026 жыл бұрын
Please continue this series on meshes
@crazy-boy61432 жыл бұрын
Nice, I learned something that can be useful
@hosseinahmadian21606 жыл бұрын
I've used simple mesh generation to create walls before but now I have to create spiral stairs with it. a tutorial on curved surfaces would be really helpful for me.
@entozoon2 жыл бұрын
I can't tell you how long I've spent trying to understand the composition of meshes, but this video explains the concept so well! NB: It's the same in other OpenGL graphics libs, like babylon, threejs, etc
@megalodogge6 жыл бұрын
Super cool! This theme deserves at least one more tutorial, especialy about adding different colors to a single mesh (if it is even possible??)
@Player1002036 жыл бұрын
Short video, but anyway all your videos deserve 999 999+ likes. Thank you.
@jamesmccafferty88696 жыл бұрын
This is exactly the intro I needed. More advanced tutorials! These are so helpful
@collwyr6 жыл бұрын
i'd definitively love to see more advanced tutorials, especially mesh rendering wise, i've been trying to create a gameplay mechanic that involves creating splat effects which is proving some what difficult to write as their is no real "help" for unity in mesh generation like there is for Unreal
@luciacover99096 жыл бұрын
Please make a more advanced video! I’d love to see a series on procedural generation terrain
@stefatosgiorgos93004 жыл бұрын
Very nice video! Is it possible to connect the vertices without using lineRenderer?
@BoardGameMaker41086 жыл бұрын
this was amazing, just the kind of thing that i can't find on the unity website. Please make more.
@shibi69394 жыл бұрын
so clear and so understandable, i love every tuto you made!
@ArnoldsKtm5 жыл бұрын
There should be a playlist for this. It's a mess to find the other videos!
@PiyushSharma-od2el3 жыл бұрын
This is Better Than my Math class
@KreVagyok6 жыл бұрын
Its a great topic, but in my opinion need more details. It would be awesome to step to the next level, like the "How to make a LEVEL EDITOR" video. Making low and high terrain based on some greyscale image!
@StepanKorney6 жыл бұрын
Wow! New videos every day!
@KshitijDhar76 жыл бұрын
Yes, please! More advanced videos will be very helpful
@DexterDLopez6 жыл бұрын
This is pretty kool! I feel like I'm leveling up with this advance tutorial
@TheBadassTonberry Жыл бұрын
I almost clicked away when I saw SpatialOS is sponsoring this.
@marcusrigonati77846 жыл бұрын
Nice video, bring more about mesh and other stuff like that, really cool to make an object through code!!
@sigrid7146 жыл бұрын
You should do a tutorial on Mesh cutting. Like if you swing a sword through something, could you cut the object in the path of the sword, like Metal Gear Rising.
@petteriheino98566 жыл бұрын
Was struggling with this just today. Thanks!
@heybishop6 жыл бұрын
This was super! I'd be totally interested in more on this subject. Generating terrains is of great interest to me.
@kkkaran7866 жыл бұрын
Yes Please!!!!!! more videos.....runtime mesh deformation too
@pranshumishra93096 жыл бұрын
We need more advanced Unity tutorials
@ProfessionalJason6 жыл бұрын
Yes, more advanced tutorials. And an expansion of this one as well.
@tvguideondemand5 жыл бұрын
This is exactly what I was looking for! More videos like this please.