Unity Muse Chat Editor Package
4:23
MGD Goes to GDC
56:06
3 ай бұрын
Free Official Unity Toonshader
10:08
2023 Year in Review
16:08
6 ай бұрын
Creating AI Companions with Inworld
39:35
DOTS Character NPCs
6:02
10 ай бұрын
DOTS Character Jump Pad
4:41
10 ай бұрын
DOTS character Speed Pad
3:18
10 ай бұрын
DOTS Character: Stairs and Slopes
2:23
DOTS Character: Moving Platforms
5:05
DOTS Character Controller: Physics
5:25
DOTS Character Controller: Setup
3:08
Netcode for Entities: Unity Physics
30:41
RPCs in Netcode for Entities
14:49
Netcode for Entities Overview
1:44:55
Пікірлер
@esteticachannel4604
@esteticachannel4604 2 күн бұрын
how to solve the problem with singleton entity mainentitycamera in maincamerasystem systembase class? the server creates two such entities
@User-co5bx
@User-co5bx 3 күн бұрын
I don't find multiplayer center
@MemphisGameDevs
@MemphisGameDevs 3 күн бұрын
You can install it by name com.unity.multiplayer.center You will also need com.unity.multiplayer.widgets and com.unity.services.multiplayer
@starplatinum3305
@starplatinum3305 3 күн бұрын
also parrelsync is built-in now is crazyyyyyyyyyyy
@starplatinum3305
@starplatinum3305 3 күн бұрын
wow unity 6 is crazy
@Rusydi-qk2bc
@Rusydi-qk2bc 7 күн бұрын
evilotaku... its that you brother?
@cardswar
@cardswar 18 күн бұрын
Hi, thanks for this video. with Playfab Rpc's aren't received by both clients. Do you know how to fix it?
@MemphisGameDevs
@MemphisGameDevs 18 күн бұрын
What networking package are you using?
@cardswar
@cardswar 18 күн бұрын
@@MemphisGameDevs mirror +Kcp transport
@MemphisGameDevs
@MemphisGameDevs 18 күн бұрын
That is probably an issue with mirror and not playfab. Unless the clients are just not connecting to the server
@naglis3518
@naglis3518 Ай бұрын
I have added Unity Version Control to my project and also invited a friend in the same organisation as me and is also assigned a seat however the project does not show up in Unity cloud, does he need to look somewhere else? Thanks
@MemphisGameDevs
@MemphisGameDevs Ай бұрын
I believe there is also an email they may have to confirm when they join the organization. They should add the shared project in the Unity Hub as Remote Projects
@sam_eguene
@sam_eguene Ай бұрын
Aloy and the overrriden Redeye (he somehow stayed alive and now follows her)
@ballslayer3995
@ballslayer3995 2 ай бұрын
Does this automate the game file project to any platform such as windows, and mac?
@MemphisGameDevs
@MemphisGameDevs 2 ай бұрын
As far as unity is concerned, Mac and Windows are the same platform. But if you wanted to also port to webGL or Mobile, then you would use different branches for those
@bawzzzz
@bawzzzz 2 ай бұрын
I don't understand. All of the takes on this 'Unity version control' are just BS that skim over it with no actual critic nor in depth details. What the hell do I get using this versus simply using git like already done by everyone for every soft project out there? It's incomprehensible what it brings. The only thing maybe would be that "Smart Locks" feature which I guess is kinda cool to ensure two people don't work on the same file across branches? Seem pretty niche but OK I guess?
@MemphisGameDevs
@MemphisGameDevs 2 ай бұрын
If git works for you and your team then that's great. No need to switch. GitHub for Unity works awesome. For folks looking for an alternative this is one of many.
@bawzzzz
@bawzzzz 2 ай бұрын
@@MemphisGameDevs 👍
@MyEjik
@MyEjik 2 ай бұрын
съёмки велись я так понимаю на Motorolla в ультра высоком качестве
@_zombience_
@_zombience_ 2 ай бұрын
Hi there, can you clarify which dotnet environment location is required for this? I'm developing on Windows, and I have Windows Subsystems for Linux installed. When looking at the examples on unity's documentation, they show in Unity Editor > Preferences > Cloud Code > .NET development environment as having a linux path (it shows as /usr/shared/dotnet/dotnet). I have dotnet installed both on windows side ( C:\Program Files\dotnet ) and on the WSL side (/usr/bin/dotnet) but Unity cannot successfully deploy a the example project, saying "Failed to locate dotnet executable". FWIW I am able to successfully generate a C# project and solution file using the UGS CLI, but cannot get past this 'deploy' step in editor. It doesn't matter how specific or general the path I provide is, none of the paths are recognized by unity. Any help would be appreciated. Thank you for this vid
@MemphisGameDevs
@MemphisGameDevs 2 ай бұрын
I'm just using the Windows version. Mine is at "C:\Program Files\dotnet\dotnet.exe"
@beamngcrazy
@beamngcrazy 2 ай бұрын
Shakl bhi dekh ke cosplay kar e se pahle 😅😅😅
@MythDjinn
@MythDjinn 2 ай бұрын
thanks for the tutorials. would be great to get one where the camera turns into action mode. (players rotation is froze but moves side to side and forward, with the camera facing player forward direction)
@MythDjinn
@MythDjinn 2 ай бұрын
for those that want a start on fixing the players rotation to camera. i created a new float3 called FixedRotation in characterControl (ThirdPersonCharacterControlComponent.cs) [Serializable] public struct ThirdPersonCharacterControl : IComponentData { public float3 MoveVector; public float3 FixedRotaion; public bool Jump; } -------------------------------------------------------------------- in ThirdPersonPlayerFixedStepControlSystem.cs characterControl.FixedRotaion = cameraForwardOnUpPlane; // Move characterControl.MoveVector = (playerInputs.MoveInput.y * cameraForwardOnUpPlane) + (playerInputs.MoveInput.x * cameraRight); ----------------------------------------------------------------------------- in ThirdPersonCharacterAspect.cs around where this code is changed the MoveVector to FixedRotation //if (math.lengthsq(characterControl.MoveVector) > 0f) { CharacterControlUtilities.SlerpRotationTowardsDirectionAroundUp(ref characterRotation, baseContext.Time.DeltaTime, math.normalizesafe(characterControl.FixedRotaion), MathUtilities.GetUpFromRotation(characterRotation), characterComponent.RotationSharpness); }
@alexus1981
@alexus1981 2 ай бұрын
This video has been shot on Nokia 3310?
@TheTrojanZone
@TheTrojanZone 3 ай бұрын
light gonna change to red you mean?
@Johny570
@Johny570 3 ай бұрын
Прикольно. Надо было еще, чтоб рыскарь, при взгляде в камеру, на красный цвет свой глаз менял :)
@freezeonfiesta
@freezeonfiesta 2 ай бұрын
Ох, это было бы шикарно 😁 как бы я хотел оказаться на месте того счастливого парнишки😢
@nito8066
@nito8066 3 ай бұрын
ngl the starts is very very bad also imma leave now
@n_mckean
@n_mckean 3 ай бұрын
Sorry for all the comments, but can you explain line 89? Also, is there an issue in the GetLastNotificationReadData? The first time this code runs, there is no stored date. Won't that return an empty string that can't then be Parsed to a long as it would be the wrong format?
@Evil0taku
@Evil0taku 3 ай бұрын
No problem. That line doesn't actually do anything. It should have been removed. "GetLastNotificationReadDate()" makes it redundant anyways.
@VVKTHINH
@VVKTHINH 3 ай бұрын
hi, how i can get a playerID by Username they have? because want to make a sent currency system between player but they can't fill a whole playerID into the input field, it's inconvenient
@MemphisGameDevs
@MemphisGameDevs 3 ай бұрын
There are a few ways you can do this. Check the docs here for samples docs.unity.com/ugs/en-us/manual/cloud-code/manual/modules/how-to-guides/cross-player-data#Retrieve_player_IDs
@n_mckean
@n_mckean 3 ай бұрын
Hi again. Other than the example that notes the properties of notification (e.g. notification.CaseId, etc) is anyone aware if there is a unique identifier for the notification? If we have multiple, how do we ensure we are noting which particular ones are 'consumed by the user?
@MemphisGameDevs
@MemphisGameDevs 3 ай бұрын
Looks like notifications all have a case id and a project id. They also have a created at date which is how you can tell the last one that got read
@n_mckean
@n_mckean 3 ай бұрын
@@MemphisGameDevs I just can’t find documentation to suggest whether created at it unique, I guess it should be. They need to publish example content.
@andywatts
@andywatts 3 ай бұрын
Thanks for making this playlist.
@F3rd3f
@F3rd3f 3 ай бұрын
Nice video and better walkthrough, thanks for sharing ;-)
@danielpenalba4015
@danielpenalba4015 3 ай бұрын
Thanks for creating this. This helps a lot!
@warmogs3955
@warmogs3955 3 ай бұрын
Oof, if only they updated it two months ago haha! Started a NGO project a couple months ago, and I am on the fence about whether to migrate my code base now that it is still relatively early, or to just wing it and continue as is. So far, 1.7 seems to be serving me quite well. The biggest advantages in my case, that are clear to me from just reading the changelog, is being able to call client rpcs straight from a client, and not having to call a serverrpc and then call the clientrpc. Also the instanciate and spawn method is quite cool as well! What do you suggest? My understanding is that the 1.8 update is a cool little QoL change, but it isnt necessarily groundbreaking. Then again, I am a novice in game development and I would like to hear a professional's opinion. :)
@MemphisGameDevs
@MemphisGameDevs 3 ай бұрын
Lol, not a professional by any means. But updating to 1.8 is not going to break anything for you but like you saw it's nothing revolutionary that you can't do other ways. There is no harm in updating and then using the new features as they come up. The old rpcs will continue to work for backwards compatibility
@lemetamax
@lemetamax 4 ай бұрын
Okay, now this makes sense. I've been pushing back this video, but I'm glad to finally get a chance to watch it. Well explained and didn't have me going crazy about whether or not to delay launching the game
@n_mckean
@n_mckean 4 ай бұрын
Is there any functional limitation around this? For example, I think it best to save lastReadDate in CloudSave. I assume there is nothing stopping us querying CloudSave etc before returning the notifications to the user?
@MemphisGameDevs
@MemphisGameDevs 4 ай бұрын
As far as I can tell, it's not device specific. So you don't have to display the same notifications across PC and mobile. But I'm not a lawyer or even in the EU.
@0997udan
@0997udan 4 ай бұрын
Very useful! Although how do you undo a merge, I accidently merged my test into main, now I cant open my project
@MemphisGameDevs
@MemphisGameDevs 4 ай бұрын
Thanks! And yeah if you can't open the project in Unity then your next bet is to use the stand-alone app. You can convert to an old checkpoint from there
@seangailey9035
@seangailey9035 4 ай бұрын
Great overview, thanks for creating!
@macawls
@macawls 4 ай бұрын
Awesome thanks so much, I tried creating a separate service unrelated to unity services initially but setting up a custom auth to interop with unity was complicated. I had no idea cloud code was a thing. Super useful thank you 👍
@franciscooteiza
@franciscooteiza 5 ай бұрын
uh.. ohh .. ammhh. ehhh.. ah .. ohh.
@TheDiakou
@TheDiakou 5 ай бұрын
I've pointed your netcode for entities guides to a few people as intros, they were massively helpful, think it might be cool or helpful to continue a bit more on them. It could be very interesting to tackle (even though it's a paid package) rukhankha's animation system for ECS, considering it just launched with full IK capability and physics(ragdolling) with included samples. It seems to truly be the exact full package you would have expected unity to provide and it has fairly clean code. Great work as always!
@galrose7165
@galrose7165 5 ай бұрын
Please add some info to the previous and next videos in the series so we know in which order to watch them :)
@de0o0
@de0o0 5 ай бұрын
Nice, thank you, cause there is not much sources to learn newest netcode for entities, but if I can recommend anything, would be nice if you would skip explaining ECS stuff, because we should assume that viewer already knows what ISystem and so on :D
@MemphisGameDevs
@MemphisGameDevs 5 ай бұрын
Thanks! I decided to err on the side of too much info rather than not enough.
@UTube2K6
@UTube2K6 5 ай бұрын
does spatial anchors work in regular windows build (with rift) or is it android build only ?
@MemphisGameDevs
@MemphisGameDevs 5 ай бұрын
It is Quest only. Unfortunately it relies on cameras that the Rift just doesn't have.
@johnnyedwards3753
@johnnyedwards3753 5 ай бұрын
"Promo sm"
@captworgen5720
@captworgen5720 5 ай бұрын
If anyone is having errors after installing the package, reinstall with version 1.0.0-exp.22.
@Chrispins
@Chrispins 15 күн бұрын
I tried this but... still having the same error: "[ClientWorld] The default physics world contains 1 dynamic physics objects which are not ghosts. This is not supported! In order to have client-only physics, you must setup a custom physics world: - Entity(408:1) ThirdPersonCharacter" Character controller is frozen in place and physics won't simulate, can't control movement. I tried it in both Unity 6 and latest LTS versions.
@brxathartic2504
@brxathartic2504 5 ай бұрын
Thank you so much! I just got into AI and trying to run it in Unity. I successfully used Barracuda but noticed that it was no longer supported. It didn't click that it was being replaced by Sentis. You have turned my dead end into a tunnel of light lol
@jeezyjohns8647
@jeezyjohns8647 6 ай бұрын
How are solve the error -1006 onsharecompleted ? I have connected unity project to meta app and getdata for UseID, User Profile... but i still have this error..
@n_mckean
@n_mckean 6 ай бұрын
Where do you get Multiplayer Play Mode from? It's not in the Unity Registry and any searches I do seem to suggest it is no longer supported.
@MemphisGameDevs
@MemphisGameDevs 6 ай бұрын
You'll need to be on Unity 2023.1 or later docs-multiplayer.unity3d.com/mppm/current/install/
@n_mckean
@n_mckean 6 ай бұрын
@@MemphisGameDevs Aha. I'm on 2022.3. Will look into updating maybe. I think there are some things in the Asset Store that might be an alternative anyway.
@MemphisGameDevs
@MemphisGameDevs 6 ай бұрын
@@n_mckean ParrelSync is recommended docs-multiplayer.unity3d.com/netcode/current/tutorials/testing/testing_locally/#parrelsync
@GrayFoxware
@GrayFoxware 6 ай бұрын
Thank You for this!!!
@saito853
@saito853 7 ай бұрын
Small optimization if your game don't need analog input: just store the input value as a number from 1 to 9, with the numbers indicate a direction using this formula: direction = neutral + h + (3 * v); (with neutral = 5, h and v values must be 0, 1 or -1, the result is 1 or down left, 8 for up, 9 for up right etc...) By doing this you can cast the value to a single byte instead of float2 which is 8 bytes, reducing the network bandwidth by 8 times. To read the value you do h = ((direction - 1) mod 3) - 1 then plug h into the formula above to get v
@saito853
@saito853 7 ай бұрын
Your connection manager isn't doing anything in this case because you never called "StartHost()". You're still connecting through the default auto connect using your ClientServerBootstrap.
@madjellylog
@madjellylog 7 ай бұрын
If you know that your teaching is slow, I hope you edit your video before upload on youtube. but very helpful Thank you
@shirosurfer8864
@shirosurfer8864 7 ай бұрын
Really great i really like that you took the time to explain the basic things excellent the only video that does that to date I have a question When you attach sendrpc component to an entity does it servee every component or just the rpc components i guess only rpc You are amazing you have me the confidence to go look into the documentation amazing love you my guy 😅
@MemphisGameDevs
@MemphisGameDevs 7 ай бұрын
Thanks, that means a lot! You create a new entity and put the rpc component on it. You use ghost components if you want to sync existing component values
@madboxtv6853
@madboxtv6853 8 ай бұрын
yeah rly helpful but i didn't see the vidéo about connecting to relay on the play list did i miss something ?
@shami9353
@shami9353 8 ай бұрын
I am getting this error. I am not sure what I did wrong? I installed all the package managers for Entity and Physics. There is no documentation for this issue either. Using the latest Unity version. "The default physics world on the client contains a dynamic physics object which is not a ghost. This is not supported, in order to have client-only physics you must setup a custom physics world for it."
@MemphisGameDevs
@MemphisGameDevs 8 ай бұрын
This means that you have an entity with a rigidbody/physics body that is not a ghost. Even if it's an in scene object it will still need to be a ghost
@Chrispins
@Chrispins 28 күн бұрын
@@MemphisGameDevs I disabled the Capsule Collider on the ThirdPersonCharacter, and that fixed the error, but I still have a problem when I build/run the game and nothing moves. The character controller doesn't fall due to gravity and I can't control it.. Any ideas what might be causing this? Followed all steps and tried in the latest version as well as 1.0.0-exp22 in Unity 6
@madboxtv6853
@madboxtv6853 9 ай бұрын
Hi look like there is some weird stuff going on my project with your code. I refactored the Netcode Cube project with your use of the new input system. Look like it work half. i got a Null ref exeption plus some leak detection before the server start && my input are set to X :-0.7 Y : 0.7 i think something is missing in my project i.imgur.com/ndaf0IF.png
@madboxtv6853
@madboxtv6853 9 ай бұрын
is there i way i could share the project for review github ?
@MemphisGameDevs
@MemphisGameDevs 9 ай бұрын
This should be it. Hopefully I haven't broken it in the meantime github.com/evilotaku/Netcode-for-Entities-Tutorial
@madboxtv6853
@madboxtv6853 9 ай бұрын
Hi thx but sems that now it work perfectly fine after i reloaded the project today i got a DefaultInputActions.cs file in my project folder. It work without the missing referance i just got the leak detection. I will check your repo to see where it come from i didn't find any tutorial or good explanation how to fix this Persistent allocation@@MemphisGameDevs
@madboxtv6853
@madboxtv6853 9 ай бұрын
Wow there is a lot more stuff on the project who is out of this video scop maybe i should go for all the playlist step by step.
@vprajapa
@vprajapa 9 ай бұрын
PSA: Watch it on 1.5x speed.
@ReneSteenNielsen
@ReneSteenNielsen 9 ай бұрын
Great overview, thanks a lot! :)