thank you, thank you, and once more; thank you. this video refreshing my memory on raycasts has actually just saved my entire Unity assignment (i'm good with creative stuff, not coding aha)
@random_precision_software3 күн бұрын
You left one out... The one i needed to know about...... Im in the middle of converting my PC game to Xbox. I've got the mouse pointer moving with the Xbox controller sorted. BUT I've got a level selector which did use buttons on PC , but I can't get the raycast to work for the canvas, have you any ideas or do a quick tutorial? Thanks
@random_precision_software5 күн бұрын
I was hoping for answers for canvas raycast 😢
@rishi766 күн бұрын
Can't believe it took KZfaq such a long time to recommend this channel to me!!!
@1721nick8 күн бұрын
Using Lerp to move something towards a changing target IS wrong, because it is framerate dependant. Say you set the value of t to be 0.5, and you're Lerping from point A to B. Each frame, the distance between the two points is halved. This means that at a higher frame rate, you're halving the distance more frequently, which makes the movement faster as a result. Conversely, it will be slower at lower frame rates.
@GameDevBeginner7 күн бұрын
What you're saying is right, but I'm not sure that I've seen anyone use Lerp like that. The only live target method I've seen used is when delta Time is passed in place of t, which is still consistently scaled.
@martir178615 күн бұрын
PLEASE do a video like this on Angles and rotations. WE NEED IT SO BAD
@the_allay_484618 күн бұрын
dude all i wanted was to access one varaible from a diffrent script and it doesnt tell me
@super_electrogameryt606819 күн бұрын
6:02 i like how when he says "subscribe" youtube thinks he's telling us, viewers, to subscribe, and lights up the subscribe button
@Dylan_Rider21 күн бұрын
idk how i feel about coroutines. they can be so buggy sometimes for no reason. its frustrating to use them imo. i still use them though lol.
@kingofspades972021 күн бұрын
Great video! I had a question, how can I make the shortest jump even shorter? because as it stands the smallest jump I can make is generally close to half the size of the maximum jump no matter how little I press space, but for example in games like Hollow Knight, it feels like I have a lot of precise control over how long I jump, including if I want to do a really short jump.
@maramark27 күн бұрын
Such a good video thank you ☺️
@onniboolsАй бұрын
Yo thanks so much! This really helped me as a beginner!
@MaskeowlАй бұрын
i never kknevv about delegates vvork flovv before thnx a lot
@MaskeowlАй бұрын
thx
@holybiscuits7714Ай бұрын
2:21 very nitpicky catch here, but deltaTime is actually the time between the last frame and the frame before it, not the time between the last and current frame. This is because when deltaTime is called, the program doesn't know when the current frame is going to appear, so deltaTime is a close approximation of how long the current frame will *probably* take to render. Jonas Tyroller did a great video about this, in case you haven't watched it. Given that this video was released over a year ago, I trust that you've learned a lot more and will have fewer similar errors in your course. I preordered it and am very much looking forward to its release!
@nikz000Ай бұрын
I just don’t scale the time. Like FromSoftware 😂
@fulgencejuniorlohore854Ай бұрын
Thanks buddy, it was really helpful!
@tomasramirez269Ай бұрын
Don't use time controlled pause! When you need something to need running and another thing to be paused all this work goes to trash. Instead use the last option that the video give. A global variable that objects can read to know if its paused or not.
@jrpgcomposerАй бұрын
This is the clearest explanation of coroutines! Thank you!
@halivudestevez2Ай бұрын
must be a better a better way ... how does it affect UI vfx and tweening? you stop the game, but you will pop up a UI modal dialog, maybe with animated sliding panels....
@GameDevBeginnerАй бұрын
In most cases, there's an option to use Unscaled Time if you don't want something to be affected by the pause.
@spencerdunn2313Ай бұрын
Tbh i never really use coroutines because I didn't think the time would be scaled smh. Definitely gonna use them for like every timer i make now lol
@Sgt_KillersnowАй бұрын
Not beginner friendly imo, but an excellent video. The issues some may have might stem from using all sorts of technical terminology that those who are programmers or more actively learning game development can get but most beginners will absolutely lose you once you start talking about subscriptions, function containers, and basically making the transcript of this video look like HAM radio instructions 😢
@GameDevBeginnerАй бұрын
Thanks for the feedback 👍🏻
@4everNFSАй бұрын
Hey, awesome tutorial, worked the first time around. One question, how to make it so that it pauses the timer/resets the timer? I have 2 buttons in my app and I need them to pause or reset the timer
@KindoSaurАй бұрын
Not sure if you'll be reacting on this one but I have an issue with the "PhysicsBody-less Jumping Code(?)". Where an IN-engine only bug happens when the player hits the ground whilst the fps is lower than 60fps: First of all. I HATE PRE MADE PHYSICS inside of engines due to the loss of control and unneeded complexity it causes when developing. SO I was really happy to see your video that was able to talk about both of em. Okay the issue I am having is that the player clips straight through the ground, due to the raycast not detecting the ground on time. This only occurs when the FPS is lower than usual (or less stable). What happens is that the distance between each frame of falling becomes bigger and less accurate. Thereby creating the bug that my player falls through the ground eventhough the acceleration is Clamped on a low value, rayCast is set to an immense distance (tested multiple distances) and engine was running at 40 - 60 fps. How will I be able to counter this specific issue? Or what could have been different from your code or setup (think of different Model Collision Shapes etc.)? Also at last; I am working in 3D with a minimalist environment (lowpoly / no active lighting / 5 scripts tops running) thanks
@GameDevBeginnerАй бұрын
Assuming that the only issue is that the object is moved past the ground before it can detect it, then you'll want to try a lookahead raycast for the movement that's going to take place in the next frame and then move the object back if it detects a surface. It sounds like you're already doing something like this so if you don't mind sharing your code with me at [email protected] I can take a look and try to help.
@watercat1248Ай бұрын
it's the first time im goin to use singleton but i believe is the only solution in this case right now im working on game and i want some way many off my codes to know if the menu is open or closed 🔐 in the order to do stuff like disable the button wean the menus are open for example so in my case i need boolean evry code i wand do something wean the boolean is on or off. because this is boolean and wand this boolean to apply in all my sean i don't really afraid to use Singletons. also i will my my code whay simpler because the alternative is to have direct access to this menu code and have at least code to have direct access and have the biggest problem is it in the future it may end make code that i wand to disable the buttons and not able to do that because i don't have direct access however with Singletons if use singleton it fix this issue. i know the menus in my game have only 2 states and i wand thos menus to able to effect all my sean on the codes i wand to effect so it's the best option for my to use singleton if not my only option.
@SonOfSofaman2 ай бұрын
This explanation of ScriptableObjects is the first one I've seen that makes any sense.
@LidDoor2 ай бұрын
Amazing, clear and precise explanation! Gonna use this video a lot while writing new coroutines. Thanks!
@julienpoeschl2 ай бұрын
I tried to implement the Scriptable Object Events, but allowed the Event Listener to hold a List of GameEvents. I did this, so that I don't have to add multiple Event Listener components to an object, that trigger the same method in the unity event. Unfortunatly, that led to "NullReferenceException: SerializedObject of SerializedProperty has been Disposed" errors, when assigning or deleting game events from the list in the inspector, that were printed every frame to the console, especially in Inspector mode (not during runtime or aswell). Does anyone know, why the serialization has issues with lists or arrays in this context? Thanks
@mirm0n2 ай бұрын
This tutorial is awesome! incredibly underrated channel! I suggest that you add more editing in some parts though. Some parts of the video have green with nothing in them. Hope my comment helps!
@namtrinh93352 ай бұрын
this video is so good
@lodyeg12 ай бұрын
May I ask on what software you are using to develop these animations? I am using Blender.
@GameDevBeginner2 ай бұрын
I mostly just key frame everything in Davinci Resolve. There's probably a better way but that's what I've been doing.
@lodyeg12 ай бұрын
Loved the visual explanation! Thank you!
@gctsquaternion65102 ай бұрын
Amazing... thank you!
@andrewdoesit.2 ай бұрын
That was the best video ever Thank you such a great explanation
@KhonakdariDev-ks5bx2 ай бұрын
thank you very much . I stopped somewhere، and you saved me.
@misal-isahabe52812 ай бұрын
Thanks
@braindead28132 ай бұрын
What about Invoke ? Invoke("part 1", 2f) Invoke("part 2", 5f) Invoke("part 3", 1f)
@GameDevBeginner2 ай бұрын
If your events are separated then that would work, and if you find that easier then go for it. It wouldn't work for linked events, i.e. do B after A is finished, where A might take more or less time.
@Mballs24782 ай бұрын
Thank you buddy!
@mpbMKE2 ай бұрын
I wasn't even looking for this, but it was exactly what I needed. The observer pattern is super easy to understand at a high level, but I always get stuck in the implementation weeds. And SO Events! What a great idea! I'll definitely be coming back to this for reference until it all sinks in.
@GameDevBeginner2 ай бұрын
Happy to help! I can't take credit for SO events, I learned about them from Ryan Hipple, he did a great talk about them here: kzfaq.info/get/bejne/qMeBZsx5zavDe58.html
@lightninguy263 ай бұрын
thanks so much
@alpercizmeci40393 ай бұрын
This channel needs to have more subs! Every time i watch a tutorial at this channel, I am amazed how well and easy-to-understand your videos are. Keep up the good work!
@xanremi3 ай бұрын
literally one of the best game dev video i've watched
@sxsignal3 ай бұрын
@GameDevBeginner great explanation. I'm actually trying to read in data from a data file of a drone, whose time step in recording is .02s, so parsing the data and then in a coroutine reading a line in a while loop. While it works, the timing is a tad slower then realtime. I'm using the transform.position to lerp (and slerp with rotation roll/pitch/yaw). since physics is roughly .016 should I move to fixed update vs a coroutine? (I ingest all the data beforehand into an array to eliminate IO file read calls, which are expensive in time)
@GameDevBeginner3 ай бұрын
Yeah, Fixed Update might be worth a try since you can enable interpolation on the rigidbody which should smooth out the movement. Make sure to change the physics step to match the recording time step
@okitkin3 ай бұрын
Thank you !
@NanoGamingGamer3 ай бұрын
7:00 - you can also use 2^9 = 512. and if using multiplayer layers then just do 2^9 + 2^4 and you have your int.