"There are... much more advanced solutions for this, which I will explore in future videos..." - 3 years ago Anyway, when you were talking about grouping people by country and the guy in Germany near the French border, I started thinking about grouping by cells instead. A grid of hexagonal (or square) cells, and matches can be made in the same cell, or adjacent cells (6 for hexagonal, 8 for square). What would be wrong with that?
The Avatar mask only work if you already have nice working animations. But then it is really useful? If you grab something from Asset Store (which is very common in Unity), chances are it is useless.
something i dont hear people talk about for some reason is that you can just say if (something && something && notsomething || other thing) its personally what ive been using for a long time because my dumbass thought you couldnt nest if statements before due to one time it failing to work therfor i thought it wasnt even possible to nest if statments lol but generally speaking there is less nesting
I don't really understand how this state's work's 😅. Also you example it's to extrim wean you make game it may have some stuff that works in more in the one State, For example in my game the player moved and the camera movement work the same in both air and the ground, It's not like because the are some differences everything is different.
Uhh. I see this a lot, and im not sure why. Perhaps because unity documentation is horrible. You shouldn't be running update functions that only do something if they meet a condition. Its a huge waste of resources. While this example is more in the domain of an event based system, if you actually need an update that only runs when condition is met, either enable a behavior and the disable it, or preferably, use an update manager and attach it. These types of videos remind me how much time I wasted in my early years watching youtube tutorials on game dev. Hell, even 'courses' from 'experts' honestly. If we really valued educators and made it worth their time, we would have quality resources. No one that can actually teach you is going to take the time to do so because building pays better than teaching. Im actually going to try to get some talented people together and figure a way to get this done after i finish my current project as well as put forth production quality resources. Since unity asset store is essentially unity aiding people in scamming others for a 30% cut. Like convincing people they can build an mmo, like the person who released an mmo asset would spend the time doing so if they actually could. Not sure the revenue model, maybe like revenue based. Say like 1% of profit (revenue - costs) if you use the resources in production. Idk, if this sounds interesting to anyone, feel free to hit me up. We could probaly just start with a discord and a github, until we can find an asp developer. You can catch me on discord (@) mansreign but im usually not on when Im working.
This is not clean code, it creates a snafu of networked reftables and also makes it annoying to go to the root implementation of any given class because of incestuous multi inheritance hierarchies. This is enterprise gobbledegook and doesn't belong in unity gaming paradigms. Invariably developers on teams end up with massive repository comprehension problems and bugs end up on Jira instead of fixed outright or prevented from the jump. Use an enum and inherit from byte instead to determine state and quit being pretentious. I hope Devin puts y'all in the dustbin.
Hey Man! Super nice! I def learned smth from this video, smth great! U being a chill talker made it relaxing to learn. Some parts i felt like u took some time to get to the point but otherwise it is a super well explained tutorial👍 Thank you a lot!
This only removes one set of if/elses, and you could use an enum rather than a series of booleans. I wouldn’t use this method unless it’s for something more large scale and persistent like switching behaviors based on the currently equipped weapon, because creating all these classes constantly is going to put a load on the garbage collector
This only removes one set of if/elses, and you could use an enum rather than a series of booleans. I wouldn’t use this method unless it’s for something more large scale and persistent like switching behaviors based on the currently equipped weapon, because creating all these classes constantly is going to put a load on the garbage collector
The only thing that I personally did not quite understand, and had to look up, was what virtual and override did. Although I understood that it did the job you wanted it to do, I did not know why these two new things were necessary. According to what I found while watching this video: Virtual and Override actually come in the same category as another word called Abstract. These three words are all related to inheritance. (There are a few more like Interface and internal that are relevant to this conversation, but for this example using these aforementioned 3 should be enough.) Virtual and Abstract are both keywords to be used almost in the same way by the class you want other classes to inherit from, as shown in the video. The difference being that Abstract forces the child class to Override it with a new method/function, while Virtual says you can if you want to; but calls itself instead if the child class does not Override it. This is useful to know because Abstract classes can just be empty, with only the name and passing argument requirements being created, while Virtual presumes that you've created a usable method/function in the parent class. I hope this was clear, and I hope it was correct. I only read one forum post for this, but it seemed logical.
the approach shown here isn't really good. I would instead recommend the state machine vidoes from iheartgamedev, they are generally a lot better and go more in depth on the topic with real implementation examples.
12:30 ... all you needed to say is "Transition" . Nice try to explain it... but, don't add stuff and explain them later, it's really confusing. State machines is a way to reduces logic complexity not fixing your spaghetti code. You should redo the video since people do watch it and make it about State Machine
very nice! i did that for my 2D top down game! and......i changed on top "Simulation Space" to WORLD and then attached the particle system to the CAMERA, so the dusts are spawning wherever i walk!
It's a good tutorial but honestly, you could have turned this into a short. I used a timer to see how long it took me to say: "Hey, this is how to make a prefab in unity, select the item and drag it into a folder, thanks for watching". And it was about 5 seconds each time lol.
hello, I'm having a problem with the duplicated animation. After my character does the attack animation, instead of staying in that key frame and perform the next animation, it goes back to the original start of the attack animation and then does the next animation. so it goes attack, slides back to the beginning and then walks back. Could you help me with that, I can't figure this one out.