Welcome to my channel! I'm Holly, a game developer who loves to share my knowledge and experience with the world. With a focus on Unity, I create videos that cover a wide range of game development topics, from beginner-friendly tutorials to advanced techniques.
Whether you're a seasoned game developer or just starting out, my videos have something for everyone. You'll learn how to create stunning graphics, write efficient code, and build engaging gameplay mechanics that keep players coming back for more.
But my channel isn't just about Unity tutorials. I also share my thoughts on the latest trends in the gaming industry, offer advice on how to break into game development, and provide insights into what it takes to create a successful game.
So if you're passionate about game development and want to take your skills to the next level, be sure to subscribe to my channel and join the conversation. Let's build something amazing together!
Thank you for your clarity in explaining each step! :) Easy to follow along and the result is spot on. We need more shader wizards out there so happy to have found a new channel!
If you struggle with a gap between platform when you adjust a speed at runtime check this out: public class GroundMover : MonoBehaviour { public List<GameObject> Platforms = new(); public float ShiftOffset = 13.68f; public float Speed = 1f; private Vector3 moveDirection = Vector3.back; private void Update() { foreach (var platform in Platforms) { var pos = platform.transform.position; pos += moveDirection * (Speed * Time.deltaTime); if (pos.z < -ShiftOffset) { pos = new Vector3(pos.x, pos.y, pos.z + ShiftOffset * 2); } platform.transform.position = pos; } } }
Thank you for introducing me to Glue Balloons! I also think AI is useful as a Google replacement - I ask it simple questions - like I know there are a million ways in Unity to apply forces to objects - but can't remember which is which or which is best for my particular circumstance, so I ask it which is best - or I have code I wrote last week & I don't remember why I wrote it that way :)
Prompt engineering and carefully curating questions to the Ai can be helpful. I use Ai in many ways for my current indie gamedev projects. very cool discussion, thank you for sharing.
this dosnt work for me personally idk why i’m new to blender but i followed evrything and on my uv thing there is only like 4 dots and not the whole thing you see when it’s unwrapped
I love the lil Frogimari card! 🙌✨ Great work! I watched your tutorial on the technique and I'm trying to ponder what to apply it to in my game. Super cool effect 👏 Thanks for sharing your progress, and for sharing your breaks. It's easy to get caught up finishing just-one-more thing and forget to have a sanity break 😂👍 Especially when researching a new technique. Next thing you know you're hours down the rabbit hole reading about critiques of static batching animated shaders with vertex displacement and lunchtime has passed you by. 🥸🤌 Have a great weekend ✌️
Very cool holographic froggy card. I watched your other video on the shader creation process as well. Great stuff. I feel comfort in knowing that if I pursue creating a card game in Unity I can make my cards very pretty.
Does changing the color of the instantiated coin change the color for ALL instantiated coins, or just that one? Like if you put the instantiation in the Update and then randomized the color...
Think game graphics that are really detailed and require a lot of processing power. Fallout 4, AC, COD, games like that. I would say Tunic would probably be better suited for URP :)
I started game development about a month ago(I'm a SWE so less of a learning curve). I realized real quick how much I'm going to need Blender or Maya, I chose Blender to make my assets with no exp in graphics.
Nice work! 👍 There's a Blender add-on called MasterBaker ($25 for solo license) that automates most of the map baking process and saves/packs the files for you. It supports 36 map types. There are several free baking add-ons as well, but I have to say you get what you pay for in this case. Its good to know how to do it manually though. I try to get by with as few maps as possible and use shaders in Unity. 😅 Once I started building my game and realized how much didn't transfer from Blender (not easily anyway) I started getting into Shader Graph and VFX Graph. You can achieve quite alot with those tools alone. I use Armour Paint + GIMP for material creation when I want something more detailed though. Great tutorial! 🙏 Thanks for sharing your experience with us! ✌️