I'm brand new to Unity. How do I install a Scene Reference script into the editor? I can't find a video on it.
@uselessgamedevКүн бұрын
You could just download the script and put it in your project, I think this one is a single script. There is also a more complicated way to install it as a package
@RindGame5 күн бұрын
Great!
@TheRojo3877 күн бұрын
Sorry man, but Artoon beat you to it!
@TheRojo3877 күн бұрын
Why does your persona look like a pocket monster??
@Macalaka7 күн бұрын
your style of teaching is incredible
@g60force8 күн бұрын
holyshit this give me some AHA videoclip vibes!! maybe make a AHA game next lol
@DroolRockworm9 күн бұрын
Dude you are probably the best video game channel on KZfaq and that's saying a lot given the thousands of copycat, trash clickbait unoriginal buffoons that post on here. Thank you for all your hard work and you deserve 100x more subscribers
@RandomAccountHolder10 күн бұрын
👨🍳💋
@quellus711 күн бұрын
This art style is so nice. I would love to see more games like this!
@SamuTheFrog12 күн бұрын
That looks outrageously awesome. This is some sick work dude
@keithrowsell684712 күн бұрын
ah yeah, I know the game in question. I was so hyped for it, played the demo and that cemented my opinion that it should be avoided at all costs.
@redtroll8012 күн бұрын
Damn Unity code looks so clean compared to unreal cpp :[]
@KucheKlizma17 күн бұрын
Since you're working with a small number of symbols, perhaps instancing the symbols could be one possible strategy to improve performance among others? I don't want to be a downer, but 20fps isn't viable for a realtime videogame, so this definitely falls in needs performance optimization category.
@michaelcaterina458317 күн бұрын
Quick tip about specular highlights! They look best when placed closer to the viewer rather than on the brightest point of the object since they are a reflection of the light source rather than cast light.
@vpexmc18 күн бұрын
Take on me music video
@carelesswhisker415518 күн бұрын
Were you thinking of take on me at all when you decided to make a racing game
@uselessgamedev18 күн бұрын
I wasn't and was very confused by the people shouting "TAAAAAKE OOOON MEEEE" in the comments haha
@Vizzile19 күн бұрын
Even though I have no experience and have no interest in developing games, using unity or stuff like that, I always love these kinds of videos. Take my sub :D edit: quick grammar check from ChatGPT on punctuation
@fabiansw820 күн бұрын
Is this why you might see white outlines where there should be a black one or none at all in some games?
@uselessgamedev20 күн бұрын
Not sure what you're describing but I'd say usually if there is an outline the devs have control on its color. The hard part it to get an outline there in the first place
@fabiansw820 күн бұрын
The sobel filter i was thinking of c: Cant believe you answer after 20 min on a year old video!
@uselessgamedev20 күн бұрын
It's not like the other videos are generating many comments haha
@fabiansw819 күн бұрын
@@uselessgamedev just found your channel today! Love your style haha! You make alot of pretty stuff, would love to see some more of brood! Looks like a great idea
@yitzharos20 күн бұрын
BRavo man. I like it. Although I want to note the finished product still lacked a real '2D ' Feel. It was defineitly a 3D game with some fantastic shading and mesh ideas. I thought about hand drawing frames angle by angle and creating vector style 3d levels.
@SnakeEngine20 күн бұрын
Wonder if Unreal Engine would give you better performance by default without fiddling with these optimization strategies.
@notquitehim21 күн бұрын
3:45 Gee I wonder why that is 😆 *stares at 3 nested for loops to parse each frame*
@uselessgamedev20 күн бұрын
😳
@HorribleHomeVideo21 күн бұрын
absolutely NOT moebius style
@alaskandonut21 күн бұрын
I’d pay to have an mc filter like this
@holybiscuits771421 күн бұрын
ITES MOEBIN TIME
@mr2meows22 күн бұрын
morbius rendering
@marshmelon69622 күн бұрын
I love that part in Moebuis when he said "It's Moebin' time" and then he Moebed all over those guys
@j.e.f.f335222 күн бұрын
Loved it ! As a french artist I really enjoy the work of Moebius and he still is a massive inspiration for me. As for your shading system, a way to improve it would be to make the shadow lines follow the direction of the objet they are casted to. For example: a wall would have vertical lines on it, grounds would have horizontal lines, diagonal lines for slopes, even curved lines for curved objects. For artists this way of drawing shadow helps giving a better understanding of space in the image.
@theworm715623 күн бұрын
Just rediscovered you
@uselessgamedev22 күн бұрын
Welcome back
@cb3ez23 күн бұрын
How do you make it on the full screen???
@uselessgamedev23 күн бұрын
I use the URP fullscreenrenderpassfeature which applies a material (and thus shader) to the whole screen, but you could do it manually with a blit yourself
@cb3ez23 күн бұрын
@@uselessgamedev cool, thanks man! does it matter with editors, does it depend on a certain editor?
@uselessgamedev23 күн бұрын
I think I made this with Unity 2019 so you should be good with basically any version
@cb3ez22 күн бұрын
@@uselessgamedev I don’t see it for some reason can you make it tutorial on how to get it?
@cb3ez22 күн бұрын
@uselessgamedev
@Shayan_failure23 күн бұрын
Quality content ❣️🤌✨
@akujules23 күн бұрын
Oh man, this video was great. Instant sub!
@lyrith244924 күн бұрын
lovely video like always
@comet342925 күн бұрын
Moebius style is one of my favs , kind reminds me of borderlands x spiderverse if that makes sense
@Meteotrance25 күн бұрын
Pfiou doing an Anime style cellshading shader is already complicated to render well, but you making that type of "gravure" and hatch style, it's something delicated to operate, it's nice to pay hommage to Mister Jean Giraud aka Moebius ^^...
@NirielWinx26 күн бұрын
Seriously though... Why are you still using Unity?
@SnakeEngine20 күн бұрын
What's the alternative?
@GameDevelopmentBeyondTheBasics26 күн бұрын
I ran into the issue where SceneManager.LoadSceneAsync() causes lag (which didn't make sense to me since I was using the async version) but come to find out it's an Editor only issue. Builds work seamlessly. Unity recommends profiling scene transitions in builds, not the editor. From my understanding, the Playdead team updated the Unity source code to allow them to get seamless transitions in Inside and there's a Unite 2016 talk about it.
@uselessgamedev26 күн бұрын
Yes, the behaviour is completely different in the Editor. Which I don't mind. The results in the video are profiled in a built version
@TobyJWalter26 күн бұрын
To this day I don't understand why this channel is so underrated. I Love your videos and keep up the great work!
@SharpAccent26 күн бұрын
If you are going to add the addressable scene then your add in build settings function won't really be used. You can just use the AssetReference for the scene instead of the scene. HOWEVER, if you are going to use a scriptable to keep the scene data like this then you won't be able to do online content delivery if you want to add a new scene without making a new build for the game, since you'll have to be making the container for each new scene. Technically, a clean approach for ocd would be to get a container with all the addressable paths you may need for a scene from an online backend somewhere, then recreate these containers at runtime. But that's only if your game actually requires that.
@Spy65327 күн бұрын
I personally would give the choice to the player between longer loading screens, preloading with potential lag spikes, or just full ram usage (I paid for 16gb I'm going to use them god damn it!)
@uselessgamedev27 күн бұрын
True, it could be a parameter for PC users
@WeslomPo26 күн бұрын
I have 64gb xD
@Spy65326 күн бұрын
@@uselessgamedev it would also mean your pipeline would be more flexible for future projects that may have more or less intense scenes
@_zarka27 күн бұрын
Doesn't having a big root object for each scenes affect performances? Smaller hierarchies beneficiate from multithreading to update their Transforms, whereas larger and more complex hierarchies have a bigger impact on garbage collection. Unless you scenes are not complex enough for that to actually affect your frame budget?
@uselessgamedev27 күн бұрын
Wait a minute is that true? I've been certain everything Unity.Object related is updated on the main thread always for years. I thought this was both the strength of Unity (ease of use/learn) and its weakness (performance). When you do stuff to a transform from a a thread it even tells you you can only do it on the main thread. Do you have a source for this?
@noisecrime27 күн бұрын
Possibly, how bad is often dependent upon project. Unity recommends to use flat hierachies where possible and to keep the depth of the hierarchy to a minimum, ideally less than about 50 gameObjects ( I believe thats due to optimal memory usage/performance when updating transforms as batches). As a general rule, you should prefer multiple small hierarchies at the root to one big hierarchy.
@uselessgamedev26 күн бұрын
All right I did my rounds and it seems the confusion is that unity multi-threads *transform change checks* per hierarchies. They do indeed recommend flattening hierarchies and using multiple small ones rather than one big one. Not a huge issue in my case (except for the dungeon this is most likely going to have a noticeable effect on performance). I'll see if I can think of a different architecture
@noisecrime26 күн бұрын
@@uselessgamedev If you do change this, it would be interesting to profile before/after and see if it had any effect. For example if your scenes are only a thousand GO or less, I could see the overhead from this being dwarfed by some other unoptimised practise and thus not gain or really lose performance due to hierarchy layout.
@_zarka26 күн бұрын
@@uselessgamedev that's an interesting nuance! I second what @noisecrime said, if you do make the change it would be interesting to see if there's any actual difference in term of performances
@MaxIzrin27 күн бұрын
Since the main issue with the scenes is the large textures, I would've handled it the way maps are rendered. Split the massive textures into small tiles, and load them based on player position, same concept as Minecraft's "Chunks". This way only a small part of every scene's background needs to be loaded at any given time. It will also allow for seamless traversal of the world if you wish, doing away with scene management altogether.
@WeslomPo26 күн бұрын
There also a some info of how Disco Elisium working. There are similiar concept.
@psuvideographer27 күн бұрын
Thanks for the video! I always enjoy them. I thought maybe if you needed to upload a big texture but didn't want to decrease the quality, you could slice it in pieces and upload one piece per frame. That way you still have your overall resolution.
@uselessgamedev27 күн бұрын
Yep, that's the plan. One of the plans anyways. Splitting would also allow me to get po2 textures which is nice
@WeslomPo27 күн бұрын
So hard theme you tackle. It have so much pits and bumbps. For example. With loading/unloading you at risk to have severe a memory segmentation with time that lives your game. Also, I think, if you can, you should stop using OnEnable, Start, Awake etc events if they for logic. Better to have some object on scene, that have all objects that can have logic, and call their method directly. Unity events can be unpredictable. Anyway good luck. You have a nice project :)
@alex241627 күн бұрын
your videos are so interesting ! seeing how sub-systems like this one are used in real game production is really cool :D
@firegater854027 күн бұрын
First
@uselessgamedev27 күн бұрын
I can attest this person was indeed first.
@frenkgoes27 күн бұрын
@@uselessgamedev First
@DarthBiomech26 күн бұрын
@@uselessgamedev _Please_ do not encourage them...
@instanttv136829 күн бұрын
Bro that's literally Sable's artstyle
@yaroslavb.258929 күн бұрын
👏👏👏
@oksobasically704Ай бұрын
this looks awesome
@uselessgamedev29 күн бұрын
Thanks!
@peschken23Ай бұрын
This video is so informative, I love it. I've been replicating this effect in Godot and so far it works fantastically! There is one detail I don't understand though; in your demo it appears as if the crosshatch completely replaces the shading on objects; how is this possible if the crosshatch is computed based on the shading?
@peschken23Ай бұрын
Or as I understand it; in your first pass on the object's shader you multiply the normal based on the shading, after which you apply an flat shader, after which the screen space shader catches the normal hatches and outlines it?
@uselessgamedevАй бұрын
Yes, but also the image is rendered once with only shade/shadows, to provide info for the final shader to use