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Happy Sunday! Lots of new tips and tricks today, and also I've updated the Unity Utility Library with some new hotkeys and helpers! Link in description!
ОтветитьGreat video. This one helped me with one of the issues I was facing. Is there a way to alter gravity with arrow keys so that we can flip the player gravity in any of the directions(Up, Left Right, Down) and allow normal movements on those surfaces?
ОтветитьThese are the kind of video on topics that you usually spend hours trying to figure out how to do, thanks a lot.
An suggestion for future video is the vector math used in the gravity well. I remember it gave me hard time to build up a mental modal to assimilate the math. With your teaching style, It can be amazing!
It really helped me.
ОтветитьCould you do a video on how to make own our navmesh system? Unity's is lacklustre and the asset store options are great but are quite overkill. I would love to learn to make my own but it seems very advanced and complicated especially run time stuff.
ОтветитьHi Adam, maybe you could do a video one day on your recommended most-needed/useful assets to buy?? For example, I am wondering if I should purchase Odin Inspector , and the importance of doing so..... cheers
ОтветитьCan you make a fps game I really need a good tutorial
ОтветитьThat's so cool
ОтветитьMagneticBoots - free asset in unity srore, a few line of codes freely available and you can do all this in video 😊
Ответитьamazing video as always. can i ask for a future video fro you to make sone sort of loadout system were you could have a gun for example and pick between attachments and this is updated at runtime and is saved too as I know with scriptable objects they cannot be changed at runtime. i have tried making a system but it just doesn't feel good I'm hoping you have an amazing solution as always
ОтветитьWhat are your thoughts on tweening libraries (i.e. DOTween)? I'm a bit surprised that I haven't seen you use DOTween in your videos yet. You'd be able to rewrite the moving platform script to be much smaller and easier to read (albeit with a small performance hit, naturally).
ОтветитьGreat video. Really fun mechanics here, I will be trying them out today. Also I like that addition to the utility library, after you mentioned that you don't like the new command in coroutines that got me thinking about that as well, I had not considered that a possible issue before, and the WaitFor feels cleaner. Looking forward to the advanced character controller. Thanks git!
ОтветитьWhat a fantastic video, so well explained and executed. thanks for the lesson!
ОтветитьGreat work! Keep it up!
ОтветитьAmazing stuff as always Git-Amend 🤝
ОтветитьGreat video as usual!
What happens if you jump while in the gravity well and are upside down?
Nice
ОтветитьYou could also use the improvisedTimers you did before to create custom fixedupdate that also follow the same workflow you did in here, as well to be able to turn the "updating" off when we know its in no use.
Would that be a thing worth doing? that way the coroutine wouldnt be playing at all times
Danke!
Ответитьcant wait for a character controller episode!
ОтветитьHi, just wondering about a few things. most tutorials I've seen just parent an object to a platform, which you mention in the video. Any reason you didn't do that? Is the code more efficient, or just a choice? Also, to run around on a sphere, could you just reverse the gravity well up, or would there be more to it?
ОтветитьSUNDAY
ОтветитьKeep going, great work!❤
ОтветитьInteresting, I would have expected that the gravity well component could basically have handled the right angle flip situation as well. It probably can when we change the center calculation to instead use a plane projection for direction. But the way you showed is simpler.
Looking forward to the player controller video(s). I always struggle with those.
Do you know why is the new waitforfixed update not static to begin with? I always thought the amount of time to wait might not be the same between frames or sth like that.
nice
Ответитьyou could add a script that takes any moving platform velocity and adds it to the character controller as additional force. as conservation of momentum.
i.e you jump from one train car to another train car. without suddenly being de-parented or float off the moving platform.
git-amend, how do you handle a pause in your game?
ОтветитьThis is a great video. I'm working on a character controller and might use this. Still working out if I want a rigidbody or not.
ОтветитьHope the move goes well and the flight is on time.
ОтветитьI have never clicked a video so fast. This is PRECISELY the hurdle my game is focusing on right now with the Gravitas asset-creator.
Lol I say this before even proceeding with the video because that is how much I trust git-amend. XD