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I'm sorry but this isn't a valid performance comparison. You've attached the Movement.cs component to each prefab, resulting in each GameObject having Update called on it. This is heavy stuff. Instead, you should have called "e.g. Move()" inside a single update for all 15k instantiated GameObject, you would get almost the same performance. The secret behind main reason ECS performs better is the architecture, the part you haven't mentioned, ECS (DOTS) uses array of structures, which are grouped inside memory and are accesses faster (this would happen as well if you had a single Manager calling Move() on array of your objects). Additionally, 150k cubes for ECS also seems kinda low count to keep it at 30fps - it seems that your bottleneck is your GPU (I see you're running a MacBook of some kind which would explain bottling at 150k cubes).
How to make an oscillation frequency dependent on a position? Let's say I am working on waves, and instead of electricity there is foam, and make fome bigger depenging on height of wave?
i used this tutorial to shoot fvx arrow to target, it works but it need more details like maybe add little arc depending on target distance and arrow rotation must be follow that arc up and down, keep in mind target maybe moving... can you do that tutorial? it will be awesome. thanks.
Hey I was wondering is there a way to make this shader work in 2D? I know it's a bit odd but I've not managed to find any sources online with a shader for a force field like this but in 2D
This looks like a great educational project/resource. I'm training new C#/Unity engineers right now, as I am simultaneously learning DOTS-style programming! I've been developing engines and games for well over a decade, but DOTS/ECS is new technology to me too! However, it makes a whole _lot_ of sense to me, and I am really starting to love the concepts and the elegance and scalability of it! Thanks so much, I plan on making some videos on the new 1.0.8 package releases! I've already got a 3D spaceship flight sim prototype underway :D 💞
i'm trying to make a transition from a phosphorus texture to a burnt texture, so i used the remap and the rest i did exactly as it is in the video to make the transition on the y axis... it worked in preview, but when i open my scene in unity my slide (Origen) doesn't work and it keeps in burnt texture state, I don't know if it's my node position or something else
5:57 for those who still doesn't understand how multiplying two textures creates that small band, i think it is like this: each color is stored as rgb value from 0 -> 1, so black will have an rgb of 0,0,0 ; while White will be 1,1,1. Multiply each r,g,b of each color together and you get the final result. That means white * black = black, because any number multiplied by 0 is 0.
even if you search something on the YT related to shader graph you will not see this video most probably, I didn't get this in my search result. Only few of the ones pops up. Real gems are hidden
The equivalent to a sub graph in Unity would be material functions in Unreal. In Unreal's Material graph there is a SetMaterialAttributes node that allows you to tidy things up a bit more when referencing in the main shader graph. When doing this, all of the Color, Normal, Roughness, Metallic and AO information gets condensed into a simple 'Material Attributes' output so that you don't have spaghetti mess going forward. Is there any functionality like this in Unity or am I going to have to do a Custom Function? :( I'm setting up a shader for a school project, time is of the essence and don't want to spend it learning how to code if I don't have to lol
I think the Translation component in the FaceDirectionSystem is not needed. I don't know if you still make videos, it's been a year since your last one, but I would love more DOTS content, especially since its changing so rapidly. I went through many videos, articles and documentation and your videos are the best thing I've come across regarding DOTS.
Thank you, Willmer, even though I am using ECS0.51, most of the cases are the same, your classes are very attractive, and I can learn your video for whole days, wait for your new courses. I will recommend your videos to others too!
In Unity editor the "Physics Shape" component has no more a checkbox for "IS TRIGGER", you have to select from the dropdown "Collision Response" the option "Raise Trigger Events". And that's all!
I don't understand why you ended up with two entities? One appeared to be auto converted the other generated by the script. Where did the former come from? Did the prefab just get converted and added to the scene?? That would be odd. I'll go back and re-watch...
thank you, I bought your courses even though I really don't need them, I just want to support you're made so good and easy understanding video! saved my a lot of time for DOTS learning
believe me, I searced the whole youtube and including bilibili, this is easiest and clearest video. If there has tip functions, I absolutely will tip this professor
I love this tutorial! Great work. PSA for anyone using URP or HDRP, you'll need to use the RenderMeshUtility instead of AddSharedComponentData to add your rendering data: RenderMeshUtility.AddComponents(myEntity, entityManager, new RenderMeshDescription(unitMesh, unitMaterial));