I'd like to see on next videos maybe something about adding background music, sound effects to the weapons, enemies, etc. It'll be a nice add to the project.
Very good video! Just solved all the issues that I had with the inventory manager. The game is running incredible polished now. The unique issue that I still see is that sometimes the chunks are drawn with some strange lines between them. I added to my project, at the menu screen an area to display the character icon, name and a description with the background history for each character. Also added different sprites for each character and added an idle animation for them. I already created a "currency" on it also, so later I'll make some characters disabled by default and will have the option to spent this in-game "currency" to enable them.
After upgrading the Level Up UI I noticed that the first option in the level up screen cannot be clicked but the other 2 options can be clicked, do you know what could be causing this or do you intend to come back to this? I'm not sure if you experienced the same thing
Why do you sometimes use UnityEngine.Random.Range and sometimes Random.Range ? Why do you sometimes use != null to check if it exist and sometimes you just use the name of the variables like if(level) ? Fot the path of the upgrades options, must we use strings for the reference instead of drag and drop the elements ? 38:15 That doesn't work for me and I don't have any errors (new thread I know aha) I also see a lot of time your Debug.Log with string Format, do you know that you can use $""" to add your variables directly inside ? Like : Debug.Log($"This a text with a {variable}")
Great questions. Random.Range() is from the UnityEngine package, but System also has a Random.Range(), so when I use both System and UnityEngine, I will need to specify which Random.Range() I am using. Yes, for the paths you need to use strings. Create a topic on the forums for 38:15. Yup, I am just more used to using string.Format as opposed to the $. Perhaps I should change my habits.