💬 Chopping Trees! It's amazing just how much the simple addition of physics adds to the game, Valheim would not be the success it is without it. 🌍 Get the Game Courses Bundle 3x1! game.courses/code-monkey-bundle/ (Includes Steam Keys for my games as a FREE bonus!) 📝 Do you like this format of remaking Mechanics from popular games? I did it once before for Cyberpunk and I think it works better than a step-by-step tutorial for some cases.
The format of recreating is very cool! Maybe you could extend it now that the basics are set. I would love to see a more advanced version of this, were the cuts actually matter and push the tree in a certain direction. A bit more of a realistic behaviour.
Great video as always .I love how you make things look easy Then i try it(without looking at your code) and it is like hitting my head against a wall :)
Amazing overview. I like that this isn't centred as much towards Unity but rather how the system itself would work. I was actually thinking of how I could do this myself in another engine and I'm for sure going to take inspiration from this video
@@CodeMonkeyUnity For sure is. I think it would be worth considering doing more stuff like this, but obviously, if a specific feature requires a specific engine only feature, it'd be worth doing it as a tutorial instead. Keep up the good work
oh my... this is really nice. I'm a dev doing business apps and i can't ever find the game in my head... being able to quickly get a project to play with is going to be a huge help in learning. I instantly thought "can i apply collission damage to a player... and then after i have structures to that as well..........**EDIT** right after the ad finished he covered this. Subbed and excited for a plethora of knowledge that this channel is sure to provide. Thank you for doing this!
Truly amazing what you can do with so little code with great understanding If I tried to pull something like that off, I'd be looking at over 1000 lines ;-;
I really would love to know more about the graphics in this game. Like how they got the look of individual pixels changing dynamically. It doesnt just look like someone put a light over the textures, and more like the texture itself is changing based on the light
It be cool if you could eventually do a video on how to make a "Build system" like all these crafting survival games have to make structures. (i feel this is most likely a combination of other videos you put out and if so it be cool to see an overview of which ones to piece together)
Do you think that you could do another one of these tree cutting tutorials but based on how they do tree physics in Legend of Zelda: Breath of the Wild?
That's really amazing showcase :) I really appreciate your videos in this kind of form. Especially your videos about Valheim are the only one I watch. I don't want to spoil the game :D BTW could you please explain, how to easily manage 3rd person camera collisions? I use free look orbit CM camera as you mention but I have still issues with the collisions against other 3d objects. Thanks :)
@@CodeMonkeyUnity I'm pretty sure many people would appreciate some really cool method how to make 3rd person camera :) Maybe you can try to make similar video as this, but focused on the 3rd person controller like in valheim. I think the controls in Valheim is also very satisfying stuff. :)
@@CodeMonkeyUnity Right, just like that. Splitting the tree without using split-up and separate prefabs for a single tree. From my research, messing with vertice's in Unity looks like a pain in the ass.
Can you please do a video on the complete player movement and shooting for Get To The Orange Door. I am trying to make a FPS game and need some nice rigidbody movement and shooting.
Hey code monkey, love your videos! Theyre always very helpful. Anyways, I was wondering if you could make a tutorial showing how to chop trees like in green hell. Where everytime you hit the tree it shows a damaged spot on the trunk like your actually taking chunks out of it. Not sure how difficult it would be but I can not seem to figure it out. Thanks!
It does look great, another game I also reviewed was Falconeer which also had a gorgeous sea ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-aB3k1_4dne0.html
Fantastic tutorial! Am learning so much from your videos! One question: where did you get the chop animation of the player? I am trying to find a good one, but still having no luck.
Can you please link to tutorial or show how to set this up please? Your character controlller, the interaction between the chop and the tree taking damage, and how to make your scene look good, I’m assuming that’s post processing? Please, this would be helpful to have all these components to learn from and build off of. Thank you.
Nice tutorial, Do you have in-depth tutorial about melee attacks ? I'm not quite understand about how things work. Normally I would have projectiles and using onTriggerEnter to deal with my damage calculation. It would be nice if you at least guide me a bit because I'm pretty loss right now.
I've covered a very simple melee combat system here ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-AXkaqW3E9OI.html And also multiple methods for finding targets here ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-h9oEhVqGptU.html The best approach will depend on your specific design but you should be able to mix and match those examples to get something right
I don't really understand. Why do we have a hit box, but then in the code we use Physics.OverlapBox with a different colliderSize? I mean, in this part Physics.OverlapBox(hitArea.transform.position, colliderSize); Doesn't this create another invisible on-the-flight box to test overlapping? Why don't we use the hit box straight away?
Hey! Can you make a tutorial on how to chop the trees of a terrain? I've tried raycasting and destroying the tree, but this just destroys the entire terrain 😕
What errors? I think I used the animations from this pack assetstore.unity.com/packages/3d/animations/crafting-mecanim-animation-pack-36545?aid=1101l96nj
quite good but you could try explain more clearly like what does the "out" mean in TryGetComponent(out... basicaly I didnt find this helpful because it could not understand sorry
hey! long time no see!. i know this may be a weird question. but when i make sprites for 2d games. when i put the assets. the look microscopicly tiny that i have to zoom in to the max to fix it. how do i make them bigger
Do you mean the unit size inside Unity? On the Texture Import settings you can set the pixels per unit, lower that value to make each pixel take up more units. Beyond that it really depends on the original resolution of the image, if it's already tiny then there's not much Unity can do besides stretching it out.
@@baldingfox77558 Either your sprites themselves are very small, too small for Unity to do anything about Or You can go to the Texture Import settings in the engine and change the pixels per unit, which is sorta like setting the dpi in photoshop. You can lower that number and make the pixels in each sprite take up more size in Unity.
It's the Fantasy Adventure Environment assetstore.unity.com/packages/3d/environments/fantasy/fantasy-adventure-environment-70354?aid=1101l96nj&pubref=choptrees
This is Really cool :D i get Age Of Empire 1&2 Vibes hehe :D i have made a system long time ago but much more simpel tho hehe :D it was for my racing game am Still working on you see it on my channal btw, i wanted to add collision reaction to fence but also to Power pole`s that if i collide over certain speed it reacts with physics, hard thing is the powerline, so i put it on hold for now in my game, simmular with the fence too that much fence or Guard rail i think it can hit performance hehe cuz of debre`s etc :D your system is extremly more advanced :D
Yeah I thought this video would be better as an overview rather than a step-by-step tutorial. The logic is all very simple but involves quite a bit of writing so if I made it as a step-by-step tutorial it would end up way too long.
Okay I am so sorry but I dont get it... how do I get the Tree pref. from your page to run? ^^ I opened it up and I got that far with rename things but there are still 54 errors and the grafiks are all missing xD
@@CodeMonkeyUnity Thanks so much xD I am quite new to Unity and thought that if I start a new projekt I would start with URP installed but well... yeaaa Now it works! Thx xD
If you make something public it can be accessed and modified by any script anywhere in your codebase. If a variable is meant to only be used inside a certain class then it should be private. If you then want to expose that variable in the Editor then you can add the SerializeField attribute.