Jason Weimann

Jason Weimann

The #1 place for Unity3D Tutorials, News, & Tips!

This channel is dedicated to helping game developers be better at game development.

I like to teach a bit of everything, from the getting started and beginner style stuff to advanced techniques and patterns.


Some of the topics you'll see featured include:
Clean Code
Design Patterns
Unit Testing
Virtual Reality
Networked Games
MMORPG Development
Occasional random stories about AAA projects
Plenty of stories about indie projects (and lessons learned)


I post a couple times a week so be sure to subscribe and hit the alert button :)

** This channel is not sponsored by or affiliated with Unity Technologies.

$30k Discord Game Opportunity

$30k Discord Game Opportunity

NO UI Prefabs!

NO UI Prefabs!

Unity Tool of the Month

Unity Tool of the Month

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  • @GoodNewsJim
    @GoodNewsJim8 сағат бұрын

    Question: Instead of making Steam Deck, why didn't Steam just make a multi platformal database that any device could use, not specific to Android and Iphone. I know the Steam Deck was the Play Station play vs Nintendo... Because apple/google misbehaved in negotiations, but why not simply make a multi-platformal database... You sign in with steam on the multiplatformal database, boom, now you can run custom games for ANY platform, not just APPLE/GOOGLE, linked through Steam? I was half tempted to write a multiplatformal database myself, but I was actually confused... Is the problem bigger than this? Seems like a fix that'd take just a week of coding... Then you manage oauth logins custom wrote for each platform, boom, people write standard android app, Oath through database linked to steam, now they buy and sell virtgoods there... Maybe even have a emulator that could play Mac/Windows/etc games built in for downloads... Does this type of third partyism break laws or something? I don't get it, I was always confused why they made the Steam Deck when negotiations broke down when it seemed like just a few dozen hours code would produce a strong solution.

  • @yudnai5577
    @yudnai55779 сағат бұрын

    I've created a PCG Scene How can I make the Bake after instantiation in real-time (Run Time) and then open the scene?

  • @HE360_Games
    @HE360_Games19 сағат бұрын

    Some of the games that I put together were made for Desktop and I've always been wishing that there was some technology where I could make those games playable in the browser to where a person doesn't have to download anything. If I could find that, then I'll be making ALL of my games playable in the browser.

  • @coldhands-jk7qe
    @coldhands-jk7qeКүн бұрын

    thank you sir this really helped me

  • @pedropc5824
    @pedropc5824Күн бұрын

    Wow, amazing!

  • @Wenedi
    @WenediКүн бұрын

    I get how it works... but the implementation scares me o.o

  • @simomosi2964
    @simomosi2964Күн бұрын

    nice

  • @BigBanan13
    @BigBanan13Күн бұрын

    I lost everything

  • @Unity3dCollege
    @Unity3dCollegeКүн бұрын

    Gotta start using version control. :( losing everything happens to us all at least once I think

  • @young-salt
    @young-saltКүн бұрын

    I dont like dedicated servers only. I think peer to peer is best for quickplay with the ability for players to create and host their own servers and those servers being listed in a server browser in-game. I think this would be the best process for bringing a battlefield type of game to the linux and foss crowd. Foss crowd doesnt really like dedicated servers and i dont have the cash or infrastructure to have dedicated servers for more than 10-20 people. I think having a votekick option and giving server owners the ability to permanently ban players is the best way to combat cheaters, abk cant even make an effective anticheat so theres no way i can make one, best to keep that tool in the hands of the players

  • @juleswombat5309
    @juleswombat5309Күн бұрын

    We have a long wait for WebGL to become a well recognised and supported standard?

  • @gamerscreed8325
    @gamerscreed8325Күн бұрын

    I have some troops in my project and i'm deploying them as a user. so I've three different key features for the troops 1. Troop Type(Ground, Air) which would be an abstract class and will define the core logic for the movement for both types 2. Troop target (multiple) it would be an interface and a "Has a" relation so i can make it for multiple targets and can implement multiple targets for the same troop 3. Attack type(close ranged, long ranged) which would also be an abstract class so my troop attack class will inherit from this abstract class and will have multiple targets and troop movement claas will inherit from the movement class...... So now is my approach is good or too complex for no reason or any other flaws? can you suggest something

  • @MaximilianPs
    @MaximilianPs2 күн бұрын

    Sorry for the late but I was struggling with the Unity's Third Person Character asset because it was looks terrible to me (in terms on how they code it) and also because I want to use a state machine and be able to apply most of the stuff to AI too. So I split a bunch of their code into the FSM States... then I pointed out about the HUUUGE list of variables, and that's was a big issue because all of them.. well most of them was needed and so I get the idea I split all of them into sub-class inside the same PlayerController class. which is the main class that runs the FMS... what did you think about it?... it's a good practice? 😅 public class MovementData { public float moveSpeed { get { return _moveSpeed; } } public float sprintSpeed { get { return _sprintSpeed; } } public float targetSpeed { get; set; } public float targetRotation { get; set; } public float rotationVelocity { get; set; } public float rotationSmoothTime { get { return _rotationSmoothTime; } } float _moveSpeed = 1.0f; float _sprintSpeed = 5.0f; float _rotationSmoothTime = .12f; } public class GravityData { public readonly float gravity = -9.81f; public readonly float terminalVelocity = 53f; // Maximum speed reachable during a fall. // Time required to pass before entering the fall state. Useful for walking down stairs public readonly float fallTimeout = 0.15f; public float verticalVelocity; // Fall speed } public class CharacterControllerData { public bool isGrounded; public readonly float groundedOffset = -0.14f; public readonly float groundedRadius = 0.28f; public readonly float jumpHeight =0.75f; // timeout deltatime public readonly float jumpTimeout = 0.50f; public float jumpTimeoutDelta; public float fallTimeoutDelta; }

  • @normalhumanperson8858
    @normalhumanperson88582 күн бұрын

    do you have a structure plan of thr building how many mt or gwk would it take to collapse

  • @Astralkitt
    @Astralkitt2 күн бұрын

    A lot of these updated camera systems seem like they'll be a great time saver and just add to the general ease of use.

  • @johneggers5855
    @johneggers58552 күн бұрын

    Great video, and super informative! Quick question though - Is it recommended to use RPC calls to sync positional data with players? I have heard that A) this is not recommended and B) this has a much larger overhead than using something like Unity's built-in NetworkTransform. Would love to know your thoughts.

  • @Chubzdoomer
    @Chubzdoomer2 күн бұрын

    And now he's gone!

  • @y01cu_yt
    @y01cu_yt2 күн бұрын

    Thanks Jason.

  • @sivaramnaidukonathala
    @sivaramnaidukonathala2 күн бұрын

    Animate your face and make your mini version.

  • @dreamingacacia
    @dreamingacacia2 күн бұрын

    Thinking about flash games era, it was fun. So many simple but good games. Those small games have their own charms. Right now it'd be at least medium to large games for indies and the AAA games kinda bloated large games with huge production value. I'd love to make well polished small games like how people made back then. Not game jam's style btw, it's completely different.

  • @dean935
    @dean9352 күн бұрын

    it's a shame that this has to exist

  • @StuffedGamer
    @StuffedGamer3 күн бұрын

    This sounds interesting, currently Unity WebGl exports are annoyingly slow to load (and reload) in the browser, which is why I kinda voted against it for a project recently, despite the concept being ideal for browser based usage. But what I am curious about it what this Ray browser might have over say Opera GX, because as far as i know the concept kinda sounds the same.

  • @GoodNewsJim
    @GoodNewsJim3 күн бұрын

    Man, this is wild, you'd think GPU web would have been out in 2004... We're so late to the game. This is LONG overdo.

  • @strandion7393
    @strandion73932 күн бұрын

    Internet bandwidth was nowhere near it.. hmm or was it 🤔

  • @strandion7393
    @strandion73932 күн бұрын

    I remember I had like 128 kbps in that era id not like 50kb tops Lived in 2nd world country but still I remember my family being charged a ton cus my bro downloaded a HD picture of a Ferrari car

  • @KHos73
    @KHos733 күн бұрын

    Will platforms like steam allow this type build, anyone know?

  • @alec_almartson
    @alec_almartson3 күн бұрын

    Let's wait & see how this evolves. 👀 Maybe in the future this becomes a thing.

  • @free3dnft485
    @free3dnft4853 күн бұрын

    13:13 🤔 I'll have to check this out

  • @ScottPrice7
    @ScottPrice73 күн бұрын

    My Biggest issue with web as a platform, it will become like Appstore games. Where they are all some whale hunting, microtransaction first game second. At least on the App store you have apple curating to not allow malicious software or games. This will have no one, and though while cool, i think it will be even worse then the app store when it comes to malicious actors.

  • @noamerlich6413
    @noamerlich64132 күн бұрын

    that's assuming there's no curation happening on Ray.

  • @lightoflifegames7227
    @lightoflifegames72273 күн бұрын

    i dont understand, what if the game has 40 GB ?? is there a GB limit for these web gpu games?

  • @jdl-raybrowser
    @jdl-raybrowserКүн бұрын

    Hey, not sure if it made the cut in this interview but I did briefly touch upon that. We have some plans in the works for exactly that scenario, both as a way to preload assets, as well as streaming assets. Unlike generalist browsers one of the unique things we can do as a gaming first browser is change how the cache behaves so users can declare certain games as "important", but as a content delivery platform we can do similar things like other storefronts do and download your games in the background.

  • @Hazzel31337
    @Hazzel313373 күн бұрын

    getting people to switch browser sounds like a hard thing to do

  • @GoodNewsJim
    @GoodNewsJim3 күн бұрын

    Nah, we NEED MORE BROWSERS! Firefox and Chrome do sh*T they shouldn't do just because they market dominance, like denying macro clicks etc. Manifest v3 is just nerfing devs

  • @purplevincent4454
    @purplevincent44543 күн бұрын

    You don't need to webgpu is for the future not now. It's not adopted widely enough yet.

  • @daniel3dart
    @daniel3dart3 күн бұрын

    It would be awesome to see this platform take off.

  • @jeffmccloud905
    @jeffmccloud9053 күн бұрын

    Also, Flash was a security nightmare.

  • @beardordie5308
    @beardordie53083 күн бұрын

    Yep, and Steve Jobs' refusal to support it in Safari put the nail in its coffin. That's the history I remember, anyway, but now that I've said it, I realize I don't actually know this for sure but that's what was in my brain for years.

  • @AyyoNevNev
    @AyyoNevNev3 күн бұрын

    Very sick. Building the future.

  • @PaulMucci
    @PaulMucci3 күн бұрын

    Story's discussion on compression is how indices work on meshes.

  • @davo4074
    @davo40744 күн бұрын

    would it be possible to use this engine to make a LoL/Dota like MOBA game? I love the idea of this engine being so easy to run making any game made on it widely accessible.

  • @craftystalker
    @craftystalker4 күн бұрын

    @Unity3dCollege Jason, how do the Unity Asset store get away with awful support? Surely selling in Europe (where I am) they have to follow rules and regulations or the US must have some protection.. or do we wave our rights? The last time I had an issue with a duplicate purchase it took 3 months for a response and even longer for the refund. I recently bought a botched asset and there is no sign of a reply... If I use my bank to refund the transaction they will probably just ban me! I've bought a few assets on Unreal during sales, to move over to Unity and the support on their asset store is really quick.

  • @beenarobi5180
    @beenarobi51805 күн бұрын

    3:20 me at 4GB

  • @CertainlyTrying
    @CertainlyTrying5 күн бұрын

    Thanks for doing the Lord's work, my man.

  • @senl9429
    @senl94295 күн бұрын

    I have some questions about not being able to solve the problem and I might need some guidelines for action. I've recently been learning algorithms such as MergeSort. I can understand the steps (a picture), but I don't understand how to use code to separate arrays, especially when the separated array is divided into two parts, and the subsequent Merge part. . Maybe I can understand the code of someone else's solution and copy and paste it, but what if I forget it later? What if I may not need this code in the future? Like I said at the beginning, if it can't be solved, what should I do. What should the best programmers do in this situation? What habits do I lack? A correct step when the problem cannot be solved. I will probably encounter the above situation again in the future. If I just understand the code and then copy and paste it, I don't think it will be very useful to me.

  • @michaelperkins1119
    @michaelperkins11196 күн бұрын

    This seems like a huge time saver. Due to its slowness, working with Unity became lately no fun at all unfortunately. Have you (or anyone else here) ever tried Live Script Reload? I got this once in an asset bundle and it seems similar, but for some reason it doesn't always work perfectly. Before spending more money on this issue, it would be good to get some feedback from someone who has compared the two :-)

  • @Asealiea
    @Asealiea6 күн бұрын

    54:50 I got around 30 unity version because of work ^^;; each project they do, they pull the latest version and I've had to jump back to old projects to fix/update some things and just ended up leaving them all installed since I have to jump back to them often :x

  • @Hazzel31337
    @Hazzel313376 күн бұрын

    i am sure dave can make you a better menu for pro builder

  • @GalileoVR
    @GalileoVR7 күн бұрын

    The compression discussion is very interesting. I've had this thought many year ago that just like generating a random level from a seed, if you could somehow go backwards and generate the seed for a level then you would have the technology to literally boot your entire computer from just a seed to the exact state it was before.

  • @marcmustermann1676
    @marcmustermann16767 күн бұрын

    Bought it a while ago. Great quality of life tool, very recommended!

  • @traveletube
    @traveletube7 күн бұрын

    It made me thought of my senior programmer his resume which has been concise

  • @neomangeo7822
    @neomangeo78227 күн бұрын

    Thanks Jason. I just got into a bit of game dev as a hobby and didn't know there was a hot reload asset! Very useful! Thought I would have to put up with it rebuilding every damn time I switch :P

  • @alirezafarzaneh2539
    @alirezafarzaneh25397 күн бұрын

    Does it work with DI frameworks like zenject?

  • @Dimi_Kape
    @Dimi_Kape7 күн бұрын

    thats good and all but for me, i dont like hot reload in any environment. When stuff dont work i wanna be sure that its a problem with the code and not because something didnt recompile properly. With hot reload i always have this doubt in my mind so in the end it ends up taking up more of my time to double check if that is the problem or not

  • @MoonGameDev
    @MoonGameDev8 күн бұрын

    I got it during the Flash Deals, best investment ever

  • @kr1s85
    @kr1s858 күн бұрын

    Excellent tool, but keep in mind that it breaks if you use Client-/ServerRPC! The worst thing is that it won't detect those errors, and since it won't 'see' those, it will not recompile everything. So, you may end up searching for a bug for a very long time :D. Also, note that when uninstalling the asset, you have to configure Rider/Unity so that it detects asset changes again. However, when working on Singleplayer, it's a must-have tool!

  • @YulRun
    @YulRun8 күн бұрын

    I just can't stand that Unity has this kind of load times now when you swap between Editor and IDE after changes. It never used to. It completely breaks the flow of development.

  • @GameDragon2k
    @GameDragon2k4 күн бұрын

    Yeah, what happened exactly? I remember a time when Unity was pretty fast across the board. But it feels like every year Unity gets slower and slower.

  • @goloth
    @goloth7 сағат бұрын

    The built in pipeline is still instant. It's the SRP like URP and HDRP that seem to have this problem.

  • @supercyclone8342
    @supercyclone83428 күн бұрын

    I think there is a free asset called Fast Script Reload that does the same thing. I just started using it, but it seems pretty good. Slightly unstable sometimes though