Just integrated Feel into my mobile game. It's hands down one of the most powerful and time-saving asset there is. Thanks you! I combined it with Events implemented as Scriptable Objects and it's super modular!
I recently bought this asset and it seems great! Definitely looking forward to more tutorials! If you can also mention which game scenario each of the Feedback/Tool can be used for, it'd be helpful.
Hey! I can see that the best way to adjust the settings is in the play mode. Is there no other way to save the settings other than copy/paste them from the play mode when we stop playing?
@@PauloHSousa237 There are already quite a few, covering all features of Feel, but if you think something's missing don't hesitate to mention it! ru-vid.com/group/PLl3caEhMYxQFAEhWwmk2BRDbjvVWot4z4
Hello. I am using a game object in world space (not sure if I should be using an UI object instead). It's the character portrait similar to Hearthstone and I want it to fly around the screen and land in the designated x, y, z position. But do I need a rigidbody for this? I'm new to FEEL and am wondering if it's necessary to create a ground rigidbody and game object rigidbody each time. Is there a way to make the game object (character portrait) fly across the screen without relying on Rigidbody?
No, rigidbodies are entirely unrelated to what you describe, they're used to handle physics simulation. You can read more about them at docs.unity3d.com/ScriptReference/Rigidbody.html
all asset made by more mountains are great but they are hard to re use, please use scriptable objects to decouple logic & data to make your asset designer friendly
That'd be a terrible design pattern for feedbacks, which are designed to hold prefabs and scene references, and hold dynamic and live data. Happy to discuss design patterns further if you want, don't hesitate to drop me a line via the contact form.
I would like to ask something. It's impossible for me to use all of Feel assets in my game, so there will be some unused assets. My question is... will they affect my game size?
Unity won't put stuff in your build that you don't use/reference. So if you don't use all of Feel's assets in your game it won't impact your build size.
Does the MMFeedback for Post Processing work with post process volume of HDRP? Are there plans of adding Playmaker support or do you think it's not necessary?
No, HDRP feedbacks are coming (soon) in a future update. No plans to add Playmaker support, the system already exposes methods you can use to easily play feedbacks, I don't think anything else would be needed to enjoy feedbacks from Playmaker.
I can't understand what is different between Feel and MMFeedback, I though this is Feel asset, but this tutorial video tell me add MMFeedback component. I'm so confuse, somebody tell me that please? I'm a Unity beginner.
An asset can contain more than one component, in this case Feel contains plenty, MMFeedbacks is just one of them. That's explained in the 1st section of the asset's website : feel.moremountains.com/, in the documentation, or the store page.
@@_MoreMountains Oh! You means Feel just a name, not a tool, Feel including many asset such as MMFeedback and MMTools, these are real tools ? I understand now, thank you!
It's almost identical. Most effects in standard have an equivalent in URP. Depth of field works slightly differently and you get a few new ones (like white balance), but generally : almost the same thing, and the exact same workflow.
you should definitely redo this tutorial with the MMF Player. To begin in FEEL we have to learn the basics using this old way, then, watch the last video about transposing to MMF Player. The video about transposing is giant and you start doing some modify methods and stuff. It would be easier if you teach the basics already with MMF Player. FEEL was supposed to be practical, but with this new upgrade (that's awesome, don't misunterstand me please) we have a strange knowledge ladder to make the things work.
Keep in mind that make a feedback and play it in the editor is real easy and fun. The less experienced coders struggle to trigger a feedback on their codes, in the game play. The most important part is when you say at the documentation " it’d be nice if that feedback played when we actually jump. That’s easy to do! " but it's hard to find using the MMF Player context.
Thanks for your feedback! Could you be more specific about what would need redoing in that video? Aside from the MMFeedbacks / MMFPlayer name swap, everything else still applies, so I'm not sure what exactly you're referring to? Also what do you mean by "it's hard to find using the MMF Player context" exactly?
@@_MoreMountains there's a message in the unity editor that pops up within the feedbacks component that says that feedbacks is "getting replaced by the new and imporved MM Player" which sounds like a lot more than a name change
@@TheGozeraye Yes, it is more than a name change, it brings new features, on top of what was there. That doesn't make this video any less valid, its content is still absolutely relevant. It applies to both MMFeedbacks and MMF Player (which is structurally a MMFeedbacks, just offers more features). Simply mentally swap one name for the other when you hear it, and you're good.
@@WhimzyInteractive I'd need a bit more context to tell why this is happening. It's hard to tell without knowing anything about what you're doing. If your issue persists, don't hesitate to use the support form and explain your setup.
I wouldn't call it "support", but you can use Feel with playmaker : feel-docs.moremountains.com/recipes.html#how-to-trigger-a-mmfeedbacks-with-playmaker
No need to post your question multiple times, thanks. And ike you would any other class, there are public methods you can call in Feel. You can check the documentation (or this video you commented on) to know how to trigger feedbacks using UnityEvents, it'd be a similar approach in Playmaker.