this thing blow other tutorial with intricate codes, thank you
@conickun5214 сағат бұрын
Is there a simple way to add roofs/ceiling to the rooms?
@SahithNayuduКүн бұрын
How to change hand pose while grabbing at different points?
@gentsu8112Күн бұрын
Do you think about making a tutorial on how to make 3D caves procedurally, or do you have any recommendations?
@orpheuscreativeco92362 күн бұрын
This looks easier than using fmod, very cool
@Pa3BeDka_Gaming2 күн бұрын
Thank you for teaching us, but this project is too outdated and the updated Unity does not want to work with it. Help us with your project, because we do not understand how to implement everything in your project at all, and then we also need to solve the problem with the work of the old project in the new Unity.(Your project does not work in the new unity, it gives out a lot of errors).
@jaimeferrer30953 күн бұрын
0:00
@QuaninVN3 күн бұрын
Mine doesn't have render, stack ,... In the main camera
@lihermit925 күн бұрын
Yeah this is great, I didn’t even know you could alter the editor in this way, this will be my first use case.
@luctisd16105 күн бұрын
Thanks for this great tutorial and the additional material in form of articles for in-Depth learning. It helped me a lot for getting an overview about making procedural games like minecraft with its various aspects. And I'm very curious to see the last videos of this series. In one video you showed a way how to extend enums so that you can get fitting vectors for enum types. So you can use the same enum for multiple use cases like iterating and getting fitting vectors at the same time. I didnt know this is possible in C#, so thanks for this! But I'm a little bit confused. For the BiomeFinder you use copied & pasted a list of 8 directions, that you has already used in your DataProcessing class. Why didn't you extract the list into a seperate class making it usable for more use cases like the one from this video? Or making an enum with extension of it. I think it would be better, because it would be reusable and you don't have to copy and paste (which you should avoid in programming). I think its okay for a tutorial, but i was surprised because of some interesting software technique patterns you used in previous videos.
@opponentbacon6 күн бұрын
SUCH an amazing set of tutorials and like other people have also said; exactly what i was looking for. thank you so much !
@SunnyValleyStudio6 күн бұрын
Thanks so much!🙂
@khalidkhalid-qx6yq6 күн бұрын
Can i know where i can get those assets, the world and those zombies,plz..
@SunnyValleyStudio6 күн бұрын
Its this pack assetstore.unity.com/packages/3d/characters/toon-zombies-extended-pack-121996
@orpheuscreativeco92366 күн бұрын
I was dealing with the same thing a couple of days ago 😂 Great share, I'm sure some folks will be stoked to find this 👍
@SunnyValleyStudio6 күн бұрын
This issue is pretty annoying. I really this this is a OK fix 🙂
@im_an_intern_unity_dev6 күн бұрын
One click and I slashed 3 times cant find how =]]
@SunnyValleyStudio6 күн бұрын
It sometimes happens to me when I use "GetButton()" instead of "GetButtonDown()" to get my input. It can take a lot of time t figure out. In my case I was convinced that "I couldn't possible make an error in the input logic right? " 😅
@im_an_intern_unity_dev6 күн бұрын
@@SunnyValleyStudio haha i figured it out thank u
@upsurge55416 күн бұрын
could i use this for a racing game? instead
@SunnyValleyStudio6 күн бұрын
You can use it for whatever project you want. For a racing game the idea would be the same but it might require some more advanced AI logic to make the movement smoother.
@user-dt2lm2zz6h7 күн бұрын
can you send me the prefab please
@redinternet98937 күн бұрын
Can I play this project with VR device simulator or keyboard and build into VR devices?
@SunnyValleyStudio6 күн бұрын
You can but i wouldn't recommend it. I had little budget and asked this question and everyone said "no get the headset". To be honest there is no way to "feel" the problems of the experience without a headset. But yes you can do that.
@AugustArtAngel8 күн бұрын
can this grid system possible make map with high and low grid like the old game "vandal heart"
@SunnyValleyStudio6 күн бұрын
I am not sure. I would imagine that you could have 2 grids for level 0 and level 1 when building a house. For a "minecraft" like grid I would code it as a 3D grid. You could have a mesh that has "levels" - so a voxel terrain with mountain peaks and valleys since you could just read the position. That is as long as you ensure that the distances between edges remain the same (aligns with our flat 2D grid)
@dogukantombul10458 күн бұрын
what happens when an obstacle get between me and enemy, will it detect me still or not?
@SunnyValleyStudio7 күн бұрын
No you would need to write extra code to perform detection. Usually you would do additional raycast towards the desired target (player) to see if it is behind an obstacle (so can you see it)
@CarlosOrtiz-of5se9 күн бұрын
Gracias!
@im_an_intern_unity_dev9 күн бұрын
comment
@beardordie53089 күн бұрын
I can't just be reassigning my object layers constantly. I guess I'll have to put the mesh renderer on a separate child game object all the time if i want to do it this way.
@SunnyValleyStudio7 күн бұрын
Yes this solution requires keeping the mesh as a separate object 🙂
@user-xi8gg7wt5f9 күн бұрын
Hello! Could you help me with my problem? I want to create a grid on a plane in Unity, but I encounter a problem when the plane changes its rotation - the grid cells do not follow the rotation of the plane. A grid is needed to organize items on a grid. Thank you. Sorry for my English, I'm from Ukraine.
@bishopjackson22649 күн бұрын
Hey currently there seems to be a bug with the placement. When you select an item to place the preview spawns in the center of the screen and in the UI if you keep clicking say chair over and over it will place multiple transparent chairs in the center of the plane. I haven't looked at fixing it yet but if I do find it I will return with it here :) The bug also happens if you change between items while the preview is selected of another item.
@bishopjackson22649 күн бұрын
Hey, it was a mistake on my end, all works as intended :)
@bishopjackson22649 күн бұрын
If you guys have a bug when selecting an item to place but the cursor indicator doesn't move then make sure to set your Plane to also be of Layer Placement.
@BlackLambGames9 күн бұрын
Good
@bishopjackson22649 күн бұрын
If you are missing the Grid. You need to go into Window > Package Manager > Select the Shader Graph package > Select the Samples tab > Import he Procedural Patterns
@wildwildcookie10 күн бұрын
are you planing a series of a boxing game, i want to make something like punch a bunch but dont know where to start
@SunnyValleyStudio10 күн бұрын
Interesting idea! I will think about it
@nandgatesoftware86811 күн бұрын
Where I can find this particle? This is what I need for my game 😅 Thank you!
@DeafPlayer1911 күн бұрын
How do I fix as it doesnt show click on log...
@TheQnika11 күн бұрын
Quick pace but perfect if you just need to implement certain mechanics and don't really care about technical justification. Well done.
@SunnyValleyStudio10 күн бұрын
Thanks for the feedback! 🙂
@kyro748211 күн бұрын
I found a problem, when I used this code, the top and left walls were getting interchanged, and apparently the problem is that looping through the cardinal directions list goes in the order top -> bottom -> right -> left instead of clockwise. -I solved this problem by interchanging the names of the wallTop and wallSideLeft hashsets in the WallTypesHelper script- Instead of that, a better solution is to just leave 0b0010 in wallSideLeft and move everything else from it to wallTop
@SunnyValleyStudio10 күн бұрын
Thanks for letting me know about that and for sharing your solution 👍
@khoa4k26612 күн бұрын
Can you make a full tutorial from beginning to the end. I dont know how to set up the rest of the scene
@SunnyValleyStudio10 күн бұрын
Thanks for the feedback 🙂 I will think about making a longer video about it.
@khoa4k26610 күн бұрын
@@SunnyValleyStudio thank you so much
@lyne.k978013 күн бұрын
Hi how can it be possible to do it with a mixamo character
@SunnyValleyStudio12 күн бұрын
What do you mean exactly? If you want to have a 3rd person camera with a character animated with Mixamo you would use something like SphereCast or OverlapSphere to detect the object to interact with instead of raycasting from the camera (unless you have an isometric camera and its more convenient ). You would just play the "pick up" animation and use animation events to trigger the pickup logic. If you mean FPS + a 3d character the solution would be the same as above.
@TotallyRoguelike14 күн бұрын
Love this series, it's really helping me out. I just did a slight tweak to help changing the corridor size, to just have a field with corridorSize in the 3by3 instead if just 2, to allow me to adjust the size in the editor.
@SunnyValleyStudio12 күн бұрын
Great tweak 🙂
@STORM-qw2gq14 күн бұрын
How to make edge detect outline
@timurradman399912 күн бұрын
Yes, that's the question. Something similar to what happens in Unity Editor when you select an object and adds an orange outline to it
@bluebrain700916 күн бұрын
How do I make it like the enemy tanks cannot detect the player when hiding in the trees?
@SunnyValleyStudio15 күн бұрын
You could make the tree to have some sort of trigger collider. I don't remember if we had some "obstacle" layer mask but basically you would make the enemy Raycast in the direction of the player and the raycast should use a LayerMask that includes "Player / Agent" and for example "Tree" layers (or the Obstacle laer). You would just add a check to see if the detected object is on the layer "tree" it means that the player is inside the 'tree" therefor not visible
@Hezekiel11218 күн бұрын
I guess that the optimisation is very done poorly, you are reading trough a list of vector3 each frame ... giving me 1.1ko of GC, is there another way of doing this ?
@SunnyValleyStudio16 күн бұрын
You can cache the result and do that every X frames or X seconds. You could use Jobs system to optimize it. It really depends on the platform that you are developing...
@Hezekiel11216 күн бұрын
@@SunnyValleyStudio thanks i'll go looking at these stuff. keep doing these nice tutorials they're really helpfull !
@yangming274018 күн бұрын
hi there, i love these tutorials and i've been following along them to make a game for my university assignment as a game dev, just wanted to ask though, for the player animation how do you get it to follow the pointer's position and how can i apply this to the enemy as well since the enemy is a prefab variant to the player. just wanted to ask this as u did not mention anything about it in any of the videos in the Unity RPG Mechanics series. and also what does your "Instantiate helper" script do
@yangming274018 күн бұрын
would it be possible to request for the complete project file as i would like to learn more
@SunnyValleyStudio16 күн бұрын
I have integrated this system into my procedural dungeon project that you can download from my pateron www.patreon.com/posts/full-project-2d-71912357
@SunnyValleyStudio16 күн бұрын
You just use the direction from the character to the pointer to rotate the weapon. You use WSAD input as the movement direction. For enemies you use the first one for both. I cover this system in my 2D shooter course if you need a more step-by-step explanation courses.sunnyvalleystudio.com/
@alpha_greninja194418 күн бұрын
How would you import a currency to build these interior structures? i would love to know
@SunnyValleyStudio16 күн бұрын
I guess you would first store the moneyValue somewhere and update the UI based on what is available. Next when you place the object you would subtract the amount from the current value. This would require some modifications to the existing code but it shouldn't be difficult.
@mrjey241719 күн бұрын
great channel man !
@SunnyValleyStudio16 күн бұрын
Thanks for watching!
@user-pl8zt8ce9o19 күн бұрын
Thank you verrry much for the video series! Just a quick question, is there video on creating character's stat system? For example the character health mentioned in this video.
@SunnyValleyStudio16 күн бұрын
No I don't have such video yet. But I will add it to my todo list! Thanks for the feedback 🙂
@user-pl8zt8ce9o16 күн бұрын
@@SunnyValleyStudio Thanks! looking forward to it🥰
@charlenefleming986620 күн бұрын
"PromoSM" 😊
@juancamacho47920 күн бұрын
how to sumarize a 1 hour and 30 minute unity ted talk into 11 minutes :D, one of the best explanations I've seen so far.
@SunnyValleyStudio20 күн бұрын
Glad it helped! 🙂
@prometheus110020 күн бұрын
Exactly what I needed. My builds were constantly failing because of those unused includes and I had to remove them manually... Thanks!
@SunnyValleyStudio20 күн бұрын
I had a similar problem (actually my projects were depending on Unity.Mathematics or VisualScriptiong package no particular reason)
@jade907221 күн бұрын
Watching this again after 3 years make me appreciate how far I'm gone. From don't understand a line of what the code do and only copy paste, to somewhat understand and able the recreate it with my own code.
@SunnyValleyStudio21 күн бұрын
That sounds great! 👏 I bet that if I did a better job explaining the code you would get it all 😅 so don't worry about it 👍
@AaronAsherRandall22 күн бұрын
Wow, we need more components like this!
@SunnyValleyStudio21 күн бұрын
This can be indeed very useful 🙂
@ricardomiranda773722 күн бұрын
I checked your site. Wondering if you have this as a standalone course...this is exactly what I'm looking for. This content is not on your site or on Udemy...
@SunnyValleyStudio21 күн бұрын
Thanks for the feedback. I will be making more reusable project templates so I bet that I could make a project like this as well 🙂
@ricardomiranda773720 күн бұрын
@@SunnyValleyStudio please make a full course on making a Diablo clone using these assets. I’d totally buy it…
Пікірлер
<3
this thing blow other tutorial with intricate codes, thank you
Is there a simple way to add roofs/ceiling to the rooms?
How to change hand pose while grabbing at different points?
Do you think about making a tutorial on how to make 3D caves procedurally, or do you have any recommendations?
This looks easier than using fmod, very cool
Thank you for teaching us, but this project is too outdated and the updated Unity does not want to work with it. Help us with your project, because we do not understand how to implement everything in your project at all, and then we also need to solve the problem with the work of the old project in the new Unity.(Your project does not work in the new unity, it gives out a lot of errors).
0:00
Mine doesn't have render, stack ,... In the main camera
Yeah this is great, I didn’t even know you could alter the editor in this way, this will be my first use case.
Thanks for this great tutorial and the additional material in form of articles for in-Depth learning. It helped me a lot for getting an overview about making procedural games like minecraft with its various aspects. And I'm very curious to see the last videos of this series. In one video you showed a way how to extend enums so that you can get fitting vectors for enum types. So you can use the same enum for multiple use cases like iterating and getting fitting vectors at the same time. I didnt know this is possible in C#, so thanks for this! But I'm a little bit confused. For the BiomeFinder you use copied & pasted a list of 8 directions, that you has already used in your DataProcessing class. Why didn't you extract the list into a seperate class making it usable for more use cases like the one from this video? Or making an enum with extension of it. I think it would be better, because it would be reusable and you don't have to copy and paste (which you should avoid in programming). I think its okay for a tutorial, but i was surprised because of some interesting software technique patterns you used in previous videos.
SUCH an amazing set of tutorials and like other people have also said; exactly what i was looking for. thank you so much !
Thanks so much!🙂
Can i know where i can get those assets, the world and those zombies,plz..
Its this pack assetstore.unity.com/packages/3d/characters/toon-zombies-extended-pack-121996
I was dealing with the same thing a couple of days ago 😂 Great share, I'm sure some folks will be stoked to find this 👍
This issue is pretty annoying. I really this this is a OK fix 🙂
One click and I slashed 3 times cant find how =]]
It sometimes happens to me when I use "GetButton()" instead of "GetButtonDown()" to get my input. It can take a lot of time t figure out. In my case I was convinced that "I couldn't possible make an error in the input logic right? " 😅
@@SunnyValleyStudio haha i figured it out thank u
could i use this for a racing game? instead
You can use it for whatever project you want. For a racing game the idea would be the same but it might require some more advanced AI logic to make the movement smoother.
can you send me the prefab please
Can I play this project with VR device simulator or keyboard and build into VR devices?
You can but i wouldn't recommend it. I had little budget and asked this question and everyone said "no get the headset". To be honest there is no way to "feel" the problems of the experience without a headset. But yes you can do that.
can this grid system possible make map with high and low grid like the old game "vandal heart"
I am not sure. I would imagine that you could have 2 grids for level 0 and level 1 when building a house. For a "minecraft" like grid I would code it as a 3D grid. You could have a mesh that has "levels" - so a voxel terrain with mountain peaks and valleys since you could just read the position. That is as long as you ensure that the distances between edges remain the same (aligns with our flat 2D grid)
what happens when an obstacle get between me and enemy, will it detect me still or not?
No you would need to write extra code to perform detection. Usually you would do additional raycast towards the desired target (player) to see if it is behind an obstacle (so can you see it)
Gracias!
comment
I can't just be reassigning my object layers constantly. I guess I'll have to put the mesh renderer on a separate child game object all the time if i want to do it this way.
Yes this solution requires keeping the mesh as a separate object 🙂
Hello! Could you help me with my problem? I want to create a grid on a plane in Unity, but I encounter a problem when the plane changes its rotation - the grid cells do not follow the rotation of the plane. A grid is needed to organize items on a grid. Thank you. Sorry for my English, I'm from Ukraine.
Hey currently there seems to be a bug with the placement. When you select an item to place the preview spawns in the center of the screen and in the UI if you keep clicking say chair over and over it will place multiple transparent chairs in the center of the plane. I haven't looked at fixing it yet but if I do find it I will return with it here :) The bug also happens if you change between items while the preview is selected of another item.
Hey, it was a mistake on my end, all works as intended :)
If you guys have a bug when selecting an item to place but the cursor indicator doesn't move then make sure to set your Plane to also be of Layer Placement.
Good
If you are missing the Grid. You need to go into Window > Package Manager > Select the Shader Graph package > Select the Samples tab > Import he Procedural Patterns
are you planing a series of a boxing game, i want to make something like punch a bunch but dont know where to start
Interesting idea! I will think about it
Where I can find this particle? This is what I need for my game 😅 Thank you!
How do I fix as it doesnt show click on log...
Quick pace but perfect if you just need to implement certain mechanics and don't really care about technical justification. Well done.
Thanks for the feedback! 🙂
I found a problem, when I used this code, the top and left walls were getting interchanged, and apparently the problem is that looping through the cardinal directions list goes in the order top -> bottom -> right -> left instead of clockwise. -I solved this problem by interchanging the names of the wallTop and wallSideLeft hashsets in the WallTypesHelper script- Instead of that, a better solution is to just leave 0b0010 in wallSideLeft and move everything else from it to wallTop
Thanks for letting me know about that and for sharing your solution 👍
Can you make a full tutorial from beginning to the end. I dont know how to set up the rest of the scene
Thanks for the feedback 🙂 I will think about making a longer video about it.
@@SunnyValleyStudio thank you so much
Hi how can it be possible to do it with a mixamo character
What do you mean exactly? If you want to have a 3rd person camera with a character animated with Mixamo you would use something like SphereCast or OverlapSphere to detect the object to interact with instead of raycasting from the camera (unless you have an isometric camera and its more convenient ). You would just play the "pick up" animation and use animation events to trigger the pickup logic. If you mean FPS + a 3d character the solution would be the same as above.
Love this series, it's really helping me out. I just did a slight tweak to help changing the corridor size, to just have a field with corridorSize in the 3by3 instead if just 2, to allow me to adjust the size in the editor.
Great tweak 🙂
How to make edge detect outline
Yes, that's the question. Something similar to what happens in Unity Editor when you select an object and adds an orange outline to it
How do I make it like the enemy tanks cannot detect the player when hiding in the trees?
You could make the tree to have some sort of trigger collider. I don't remember if we had some "obstacle" layer mask but basically you would make the enemy Raycast in the direction of the player and the raycast should use a LayerMask that includes "Player / Agent" and for example "Tree" layers (or the Obstacle laer). You would just add a check to see if the detected object is on the layer "tree" it means that the player is inside the 'tree" therefor not visible
I guess that the optimisation is very done poorly, you are reading trough a list of vector3 each frame ... giving me 1.1ko of GC, is there another way of doing this ?
You can cache the result and do that every X frames or X seconds. You could use Jobs system to optimize it. It really depends on the platform that you are developing...
@@SunnyValleyStudio thanks i'll go looking at these stuff. keep doing these nice tutorials they're really helpfull !
hi there, i love these tutorials and i've been following along them to make a game for my university assignment as a game dev, just wanted to ask though, for the player animation how do you get it to follow the pointer's position and how can i apply this to the enemy as well since the enemy is a prefab variant to the player. just wanted to ask this as u did not mention anything about it in any of the videos in the Unity RPG Mechanics series. and also what does your "Instantiate helper" script do
would it be possible to request for the complete project file as i would like to learn more
I have integrated this system into my procedural dungeon project that you can download from my pateron www.patreon.com/posts/full-project-2d-71912357
You just use the direction from the character to the pointer to rotate the weapon. You use WSAD input as the movement direction. For enemies you use the first one for both. I cover this system in my 2D shooter course if you need a more step-by-step explanation courses.sunnyvalleystudio.com/
How would you import a currency to build these interior structures? i would love to know
I guess you would first store the moneyValue somewhere and update the UI based on what is available. Next when you place the object you would subtract the amount from the current value. This would require some modifications to the existing code but it shouldn't be difficult.
great channel man !
Thanks for watching!
Thank you verrry much for the video series! Just a quick question, is there video on creating character's stat system? For example the character health mentioned in this video.
No I don't have such video yet. But I will add it to my todo list! Thanks for the feedback 🙂
@@SunnyValleyStudio Thanks! looking forward to it🥰
"PromoSM" 😊
how to sumarize a 1 hour and 30 minute unity ted talk into 11 minutes :D, one of the best explanations I've seen so far.
Glad it helped! 🙂
Exactly what I needed. My builds were constantly failing because of those unused includes and I had to remove them manually... Thanks!
I had a similar problem (actually my projects were depending on Unity.Mathematics or VisualScriptiong package no particular reason)
Watching this again after 3 years make me appreciate how far I'm gone. From don't understand a line of what the code do and only copy paste, to somewhat understand and able the recreate it with my own code.
That sounds great! 👏 I bet that if I did a better job explaining the code you would get it all 😅 so don't worry about it 👍
Wow, we need more components like this!
This can be indeed very useful 🙂
I checked your site. Wondering if you have this as a standalone course...this is exactly what I'm looking for. This content is not on your site or on Udemy...
Thanks for the feedback. I will be making more reusable project templates so I bet that I could make a project like this as well 🙂
@@SunnyValleyStudio please make a full course on making a Diablo clone using these assets. I’d totally buy it…