Комментарии:
Change tittle to “ex-unity developer”
ОтветитьI'm 100% sure this dev thinks the same after unity new fee
ОтветитьI thought a new video about the unity fee...
ОтветитьOr you can use unreal editor with blueprints to avoid the unity fees
ОтветитьAmbos desventajas y desordenados 😂😂😂😂
ОтветитьHave you considered USING ANY OTHER ENGINE?
ОтветитьWell I guess this information is pointless now
ОтветитьFunny how many unity adds I've seen since the company poured gas all over itself is lit it on fire. No thanks greedy corporation. I'll just watch the flames while their big and pretty, then I'll forget you exist.
ОтветитьIndie devs be like
How to use Unreal Engine
Do not use unity at all ever, they will charge you money per install, and there's a twist if someone uninstalled the game and re-install it you yourself will get charged money if you're a dev/unity maker. And doing the calculations the money that you have to pay is 20 cents now multiply by 30-31(the days) you will be paying the company a average of 600 dollars, and keep multiplying it by 30-31(the days) it will go up to millions to thousands of dollars that you, yourself have to pay each months that happens. There's more video out there's that covered it, so go check them out if you want a bigger pitcher then what you're reading right now. Also i will repeat it again DO NOT USE UNITY AT ALL OR EVER.
ОтветитьI see you're an indie dev
My name is William walsh, and I've spent the last couples years unemployed writing a new franchise I hope to rival Marvel and DC, and figured releasing the lore in a game that unpacks the universe and gives you a good linear storyline for players to finally have a real 3rd person action game for mobile better than a ps2 "cinematic" game, this could be a genuine game changer and start my brand out the gates swinging. I think there's a gap in the market of good original traditional 3d action mobile games designed for the actual input mechanics of the phone that you can't play in a better form somewhere else. Thus I have spent this time developing a control scheme that I think is not only unique and original, but very well could oversee the decline of traditional single input buttons on mobile in favor of analogue button inputs that very well could make the traditional video game damage system obsolete in favor of more nuanced combat mechanics I've developed. This combat system makes every encounter dynamic, and there's potential to expand into nearly a half dozen sequels based on my lore, but if we could just talk, I'll explain everything, and hopefully pull you on board, I wouldn't pour my life into this if I didn't think the returns could be phenomenal, and really put me and anyone who will joing my cause on the map as everyone would be curious to try the new legendary killer app 3d action game of the mobile devices everyone has in their hand already to know about the game
Sincerely, i don't even just want money, and wouldn't be shy about sharing, I just want to put my name and brand on everyone's scope. I love what I do and want to write until I die, but starting out the profit is a difficult process without anyone to share the goal with. The game's graphics won't be complex but instead more like a playstation one game where lighting on levels and character models is baked in, the texture resolution will be low, and there's no night cycles or weather change, and areas will be like big open 3d sandbox toybox levels not quite on open world scale but still exploration based. Use infinity blade as a reference for the sort of tone and level of realism I'm wanting. The most potentially complex thing I want from this game engine is a parkour system composed of wall running and jumping, a ledge grab, and a very hands on and fun climbing system that results from the combat system I've created which is so much better than the basic hold direction to climb of traditional games. The rest of the stuff has some pretty useful tutorials and packs for unity which make that stuff pretty easy, and some of thevwork is done and made free by others already.
The shade on Unity is hilarious 😂
ОтветитьNot anymore
ОтветитьGuys this is an old video , dont use unity now
ОтветитьThis aged like milk
ОтветитьNo longer needed, this game engine will die anyway
ОтветитьOr how about never again trusting Unity?
Ответитьoof
ОтветитьThis video did not age well
ОтветитьYeah I prefer working in register coding who needs a whole language when you can just flip bits baby😂😂😂😂
ОтветитьWait until its deprecated 😂
ОтветитьAlso Unity: You need to pay us now
Ответитьthis aged badly
ОтветитьThis aged horribly...
ОтветитьHave you thought of using delegates too?
ОтветитьIs that the visual scripting mode? Awesome!
Ответитьi still refuse to use this. i like my code messed up
Ответитьwell yours is just fine... mine is hella of a script...
ОтветитьTHE FUCK IS A VIRTUAL VOID?
ОтветитьNah, I'm good .. I exclusively use singletons 😌
ОтветитьAyo it's Stephen strange aka doctor strange😄😃
ОтветитьSearching bugs with unity events is really tough. It's hard to tell what objects are subscribed to an event. Also there's a problem with timings, when an object should be subscribed and unsubscribed, when an event should be called, etc. Yes, this way is designer friendly, but is easy to maintain only with low scope projects. So I'd recommend to use programmer approach here :)
Ответитьcool spaceship game
Ответить"Its extremely easy" NOTHING ITS EASY ON UNITY.... nothing... nothing...
Ответитьhelp i can't with lighting, i'm using baked lighting in a scene and then realtime in another scene cus if i bake light in that scene it looks so crap and also i don't really know how to use light probes
ОтветитьHello
ОтветитьUnityEvents r too heavy. I prefer Actions
ОтветитьBetter to use C#, same thing but lighter and you rely less on Unity-specific modules for your code.
ОтветитьHey man sometimes banging my head against my keyboard fixes my code okay xD. Still that looks great
ОтветитьBetter yet, C# EVENTS!
ОтветитьModular, yes. ‘Unity Events’, no, because if you’re making something scalable you’d want to have the code as portable as possible.
You want to anticipate if you’d have to move the code base to a different engine.
So, breaking up the code into modules yes, so you can clearly show what Unity dependent functions are being used.
Careful. Unity events have an overhead. Try creating your own delegates for an alternative solution. Either way works.
ОтветитьPhenomenal
ОтветитьLove the metallica cap
ОтветитьI have learn code for a year, and it’s look like f*cking hard level of language
ОтветитьThank you
ОтветитьI am a indie dev and I can prove it’s just like this
ОтветитьAnd then they released the game for free with no expect of donations
ОтветитьWhat program/website did you used to make that mind map?
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