I really appreciate your tutorials and that you take the time to not only show each individual component of your process but also the WHY. I am someone who learns by understanding the "why" behind my actions and your videos are amazing for helping me to pursue a hobby that brings me happiness. Thank you.
Jesus loves yall if yall didn't know come to Christ repent non denominationalJesus loves yall if yall didn't know come to Christ repent non denominational
I wish I could show you how amazing your tutorials are..I already build my own open world using your first and second tutorial. You style of teaching is so simple earlier I watched so many lectures and tutorials but none helped. Pleaseee continue this series!
Good idea, I am trying to figure out how I can fit in an inventory management system in this format =p hopefully will add into the series at some point
Mate this is the best tutorial series ive ever seen. It helps someone like me woth no experience but wants to make some game in unity, pls never stop. Like other comments maybe we could see a way to add life. Or even day night cycle. And maybe to add ambient music to the background. Keep up gods work🙏🏻🙏🏻🙏🏻
Amazing content, seeing you add more to the world would be great, but some tutorials of how to quickly populate this world with a main character to run around with and other npc's / monsters that you can interact with would be awesome!!!
Jesus loves yall if yall didn't know come to Christ repent non denominationalJesus loves yall if yall didn't know come to Christ repent non denominational
This is so helpful. I am currently making a game in Unity and didn't know where to start. Your series helped me so much with setting up the initial phases and I feel confident that I can do well now :v)
Great series here, subbed! I noticed you have some sound going on in the walkthrough, I'd love to have a 5-minute on adding sound... overall, specific location, see if you can change the sounds underwater, things like that. Keep building this out!
Loving the series so far! My eyes start to glaze over a little once you got to the post-processing part around 5 minutes in. Maybe I'm just tired 😅...but I would like to see how you arrived at some of these steps. Did you learn these methods through experimentation, or from studying game dev formally, or are you self-taught? I totally understand you can't get into all that in the scope of a short video while trying to make things simple for the majority of people watching. But I would be interested in maybe a longer form video explaining how to build intuition for some of the more complex processes that you're doing (at least they're complex to me just learning Unity)! In the meantime, keep up the great content, I hope your channel gets lots of traction! 👍
I am self-taught but I have many years experience. Also shout to all the very good game devs that come by my stream when I'm live to teach me new things. I've learned a ton from the community as a whole. I am planning a more detailed series down the road where I can slow down and get into some more advanced topics.
Subbed. Not sure what your plans are for this series, but it'd be cool to see building up on this scene. Maybe a ProBuilder tutorial to add a dock, another tutorial to add fish or birds. Looking forward to seeing more
This series is really helping me alot. I have been wanting to make a open world game about the Medic Wars in Greece. You are a Spartan or a Hoplite (I don't know still which one you will be) that will need to free Greece from the Persians, you will also fight against mythological creatures of Greece. Think of it as a Shadow of War or a Assassin's Creed type of game.
So nice Videos, looking forward to learn from u, I am a Games Programming Student and its so helpful to build games with some tricks from you. I recreate ur creation love it! Keep goin sipderdabomb would be nice seeing you building a complete game of this!
Awesome examples! I can think of a few additions to this series. Nothing major at this point. One would definitely be edit the camera a bit, so you can use something like holding the right mouse down to move it around so you dont have to constantly fight with using the escape button and can also tightening its movement so it doesn't do that annoying drift, and add a scroll wheel to move into and out of first person. Maybe also add a water somehow to the lake and animate the sky box so the clouds move? Those are just some basic ideas.
@@spaderdabomb That will be awesome. I look forward to it. Oh, by the way, I created a volunteer based project development. DO I have your permission to share this video series on the page so those who want to help but not use to the editor have a guide post?
@@spaderdabomb Oh btw I tried creating my own rigidbody player script and camera but their clunky. Might be something that could help in this project but needs to be refined if you like. Just let me know and ill but it up on google drive. The cam so far is meant to allow scroll to zoom into and out of first and third person. ground check on player though for using things like step detection, not so great. LOL. Detecting colliders to prevent passing through objects,...well...lol. Tried to restrict movement so it wouldn't turn back facing the player. And yes, feel free to adapt it all to the project so everyone including me and see how to do it better. :)
@@talismanskulls2857 Nice man, making a custom player controller is the way to go, and you end up learning a ton along the way. Feel free to join the Discord and share with us, I have a section in our community where we share open source assets =)
Great videos dude! Quick and easy :) I hope you stick with it! Personally, I'd love to see a more realistic HDRP version. How to make a simple forest scene in HDRP, perhaps. That'd be awesome ^^
the type of content i want to see in the next video is third person view which is the character view pls. and welldone on this video u really tried .and i subscribed to ur channel ,good luck
Dude, your Videos are just incredible! Straight to the point and so easy to understand. I love it! 💜💜💜I spent days watching dozens of Unity Tutorials and never got anywhere and now i am sitting here jumping through my own little open World with beautiful water in it! Big big thanks to you! As for ideas what could be next, how about: How would a simple swimming mechanic work? As in, when under water, change Player Rigidbody stats so it feels like swimming/diving. And is there maybe a boat mechanic thats as easy to implement as the stuff you showed here? Again, big thanks! ✌💜
Awesome tutorial! At the end though, somehow someway, the vertical input of the camera stopped working (can only move the mouse left/right), so that's weird...not sure what would have caused it.
hi love this your vidos super helpfull and ezy to follow it would be nice if you could show how to add collisons to the trees and the other things that was made in part 1
Changing the lighting wrecks the shader for me, id rather not use realtime lighting and use baked maps but the water shader just dont work otherwise seemingly
I love the tutorial series, really easy to follow, didnt know Unity's landscape system is quite easy to use. fsr the materials on all the prefabs didnt import well and theyre all pink... Anyways, i cant help but feel that just grabbing free assets and slapping them in a world doesnt sit well with me. It takes out the emotional connection to the game maybe? idk, If theres a fix for the pink materials lmk
There is a converter in the package. it looks like a little unity symbol labeled SRP. If you double click it, it should upgrade materials to URP. Note that this will not work for the water shader because its a custom shader that can't be converted to URP.
Why the built-in pipeline? I chose universal pipeline for a project because it seems like a lot of asset store shaders rely on it. Am I making a mistake? What is the difference?
I would recommend using URP even though this tutorial is for Built-In (this tutorial is a little outdated and URP seems to be the future). I am hoping to do a URP version of this series in the future, but most of the concepts will remain the same. Unfortunately shader graph does not translate between URP and Built-in, thus why many materials don't work in URP (like the water shader). You will have to find a new water shader instead of this one if you want to continue in URP, but there are definitely some good ones available for free on the asset store!
Having trouble finding the "post prossesing layer" thingy from around 5:50. Is this from an asset pack or something or am i just in need of a nap? XD loving the vids so far been a masive help since i picked up unity yesterday haha.
I try with a larger world but the performance are too low, how can improve fps? I see some video about world streaming, LOD, culling, ecc. But is too complicated for me, can you make a simple tutorial about the optimization pls?😊
Is there a way to adjust when the post processing takes affect. You can see in your video the players pov changes to the tinge blue before coming under water.
How do you move the FirstPersonController so easily? I doubleclick the object in the hierarchy, but it's still VERY zoomed out. I only see the 3 arrows when I select the move tool, not the cylinder.
@@KQFFE Yeah it can be tough with no experience in unity to figure out what happens when things are going wrong. WHat I can tell you is sometimes the double clicking feature won't work as intended because there's multiple components making up the player. In that case, you'll just have to manually zoom. Also, you do need the move tool selected to move with axes. It was likely just selected by default for me, but it always needs to be selected if you want to move like that! The cylinder will likely only be visible if you're zoomed in enough, just try scrolling to zoom in or out.
i just tried that in my project, the performances of that shader are awful! Thats too bad because its looked pretty good. Edit: the shader seems ok. However there is a [Reflexion] script that is attached to the prefab and THAT is wrecking the FPS.
Hmm, in principle it shouldn't be terribly hard. You need to find the player mesh (it's just a capsule mesh) in the player gameobject. It's responsible for the colored capsule. Once you find that, you need to replace that mesh with your animal mesh. You can do this by dragging the mesh in from a file in your project into the Player object on the scene. If you're having trouble, feel free to join my Discord and we can talk in more detail.
yoo i followed your vid and tried to add water but the issue i am facing is when i add water , due to the reflection probe or shader idk it is purple . So generally we convert it to URP (Universal Render Pipeline) and Reset its settingfs so that the materials ingrains its original values henceforth the purple shade is removed and color is shown . But , when i reset it , the water shader dosen't have any reflection or color and its purple . Please help me
Yeah, sorry to tell you but this water is incompatible with URP (I've tried it as well). This issue is it uses a custom shader for built-in pipeline, and URP can't interpret that shader. If you switch to default material, it no longer uses the special shader needed to make this water work and will probably just be a single color like you're describing. I would follow a similar procedure but use a URP compatible asset from the asset store. I've found a few of them out there that are pretty good.
Hey there I was wondering why my graphics aren’t as good, assuming it has to do with built in pipeline or something. If you wouldn’t mind helping would appreciate it. Awesome video tho thank you
There have been a couple people who had issues importing textures… I’d search around in the comments but it sounds like something where the asset didn’t get imported properly. I’d try removing and reimporting, and if that doesn’t work make sure the textures for the materials in the trees are the same as the ones in the vid
It was great until the end LOL! why would want to make it blurry underwater?? the correct way is: It gets blurry when you go underwater and after 1 second its normal that's how its done in most games!
You should be able to easily move the entire terrain up above 0, then you can have more depth to your lake. Just select the terrain and move the transform
Unity’s terrain system automatically chunks the terrain mesh density, or you can change the chunking setting in the terrain settings for customization. You can verify by going into wireframe mode and zooming out, watching the tris reduce in density on the terrain mesh. The way I made this terrain mesh currently has essentially 0 impact on the game performance
If the water doesn't show up when you load the game up then click add component, type rigid and select rigidbody then once it's added click the checkbox that says:" is kinematic." Once that is enabled it should fix the issue where water doesnt show up in game