How...........did you use "this.velocity" in Shoot, if velocity is never declared? There is no variable velocity in Bullet Script.... therefore it cant work.
i used that script to move a ball randomly in a MAZE, but somehow the "reflect" doesnt always work correct. sometimes the ball is stuck in the wall with zero velocity, or in a corne gets stuck. :/
Great vid bro, but in mine its not showing in front of the background, I only can see the effect in camera preview, not in game test, I created a new layer, but got nothing, can help me? I'm starting learn unity now. Thanx in advance.
Any chance you can show us how to make this work horizontally? I borrowed this code and made both ends of the rope two GameObjects so that they stay tethered together, but the ropy warps around like crazy, and either stretches like crazy or falls apart when I move the starting point.
ive worked on a 3d game with 2d components like spriteRenderer and such, its possible and the camera renders it without too much issue. I recommend checking out this video for a shader that turns sprite renderers into a more 3D simulated object by adding shadows ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-flu2PNRUAso.html (only works with the built in renderer pipeline for now i believe)
please tell me how to count points in the game. I understood everything and did it, but I would like it to count points.. / written through a translator
Hello my friend!! Thank you so much for watching my video🤗✌️ for adding points system, you can add a trigger collider inside the hoop, and make it small it should get touched only if ball enters inside, and in its onTriggerenter2d method increment point. i just given you rough idea. you have to create a ScoreCounter script and a hoop script.
Thanks a lot, i just want to ask if I want to do this scenario First time i want to create path then when user click mouse button down car moving during mouse down within moving path
Great!! , That means you are trying something new. as per your requirement, you can try to remove startMovement assignment from onmouseUp method, and in update method set it to true whenever you press any button, because car only move only if startmovement is true. Hopefully it will help you, I will be happy to hear from you whether it worked or not🤘😁
Ohh!!, Maybe there will be any step which had get executed wrong, can you please recheck all steps, even after that if it doesn't work i will be happy to help you again🤗✌️
This is a simple and efficiant way but unfortunately not practical. It's heavily reliant on position variables so if it is not working for u its mostly because your variables dont match.
Yes my friend its rely on position, but i just showed the starting point, we can adjust that code according to our project needs. Glad to see, You have observed the minute things very well, I will be happy to answer your questions ahead if any!!✌☺
Great video! I was working on a bricker breaker project (beginner game dev here :D) and every tutorial I found used rigidbody2D.addForce. The issue with using addForce was that the velocity reduced every time it collided with a dynamic rigidbody. So, I tried this approach instead and it worked pretty good for me. Thanks! I subscribed for more :)
i have challenged my selff with 3 small games to create on the end of this week. I only finished pong and now lets make this with a score and reset. Thanks for using the same header !
Great!! you are trying to learn by challenging yourself is a great motivation, I am glad my videos are getting helpful for you, Thank you my friend for watching🤗🤗
Can you tell me how to do the same thing but only on my phone. I've watched a bunch of videos where it's not the same. Yours is the best and most convenient, but it's on a computer. It makes sense to me, just what can you replace the mouse position in android space, how to read the click on android. P.S google translate
It will work on mobile as well✌️😊, Enjoy!!🤗 if you want specific touch the you can use Input.Touch(touchIndex).position instead of Input.Mouseposition You can find about it in Unity's Touch.Position documentation. Hopefully I Cleared Your Doubt, Thank You!!😊✌️
Thank you so much for subscribing!✌️🤗 I really appreciate your support and I'm glad you're looking forward to more videos. Unfortunately, I don't have a tutorial specifically for a 3D Pseudo road in 2D like Pole Position and Outrun games, but I can definitely look into it and see if I can create something similar in the future. Stay tuned!
For drawing in canvas you can download UILinerenderer which will work on canvas, and you'll find that in UIExtension package on internet. But You have to do many changes in script.
Direct to the point, easy to understand, and intuitive. Great content. I'm seeing to apply this on a tilemap but I dont think I'm gonna have any trouble to do it. Let's see.
Hi hope you have a nice day, could you please help me to make the object follow the direction even when the line is over please? I am attempting to do it but my game object is in constant rotation and when the line is over the game object doesn’t follow the path
Sure! , I Went back to see the video again to revise what I did in that😄😉 first create a global variable to store last moving direction, then in update method update that variable if (distance <= 0.05f) { moveIndex++; if (moveIndex >= positions.Length - 1) { moveAfterPathCompleteDirection = dir; } } then add an else block after this if (startMovement == true) else { Vector2 nextPos = transform.position + (Vector3)moveAfterPathCompleteDirection; transform.position = Vector2.MoveTowards(transform.position, nextPos, speed * Time.deltaTime); // rotate Vector2 dir = nextPos - (Vector2)transform.position; float angle = Mathf.Atan2(dir.normalized.y, dir.normalized.x); transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0f, 0f, angle * Mathf.Rad2Deg - 90f), speed * Time.deltaTime); } hopefully it will help
@@pixanddev4187 thanks a lot, i had spending a lot of time using formulas in order to create a point x2 and y2 and move towards it but I couldn’t achieve the effect I wanted
Thank you for this wonderful tutorial! I have a question if you can help me with, how if I want to store the drawing of the user in case the user for example draw his/her name, and after I save this drawing, if the user click on Play, this drawing name will be animated for seconds and disappear. and if the user click cancel, the drawing will be deleted and won't animated. Thank you in Advance
You are so welcome! as of your question, if you want to store drawing then you need to create a custom class and then you can use any simple save system, one of the easiest save system i can suggest is EasyFileSave.
you kinda need to raycast up to full standing height - as any ceiling lower than full height is no good for standing - for some reason, this is missed a lot
Great!! I didn't thought about that, Thank you so much for improvement suggestion, Your comment will also help others. Thank you so much for watching😊✌️.