In this channel I help you to create art and video games. I make tutorials about coding, drawing game art, 3D modeling, animation, Unity hacks you won’t see anywhere else, special effects and a lot of rockets.
If you ever have a question you can leave a comment, message me, or join my discord server. Also feel free to request a tutorial on any topic related to art or game development.
So please come in, find a nice place in my cozy shack and subscribe to not miss out on anything.
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best tutorial on this, thank you
Great tutorial Managed to hold my picture in the center on maximal zoomout by changing two lines: float minX = mapMinX + Mathf.Min(camWidth, mapRender.bounds.size.x / 2f); float maxX = mapMaxX - Mathf.Min(camWidth, mapRender.bounds.size.x / 2f);
WoW~! Thank you so much! This helped me a lot to start a new project!
following the steps up till 3 minutes, the lightning texture is stretched horizontally along the line. it repeats too, but it's still stretched, it's also really thin. this is on unity 2022 URP. Anyone know how to fix? both the texture and material previews look as expected and ive triple checked all my settings against the video.
Big like bro big like ❤🥰
Awesome 👍
This helped a lot. But how do you keep the IK bone from scaling in all axis’s when you stretch it? Right now, I can’t keep my model from ballooning out whenever I stretch it. I just need it to stretch in the Y axis. I’ve tried the “Limit Scale” constraints and the locks in the “Inverse Kinematics” tab, but nothing works.
Extremely useful, Thank you!
That was exactly what I was looking for to add ground type and change the sound of footstep based on the floortype. Didn't took long after that to figure out the same process for spriteshapes. One details I do differently, instead of setting the tilemap, I get it from the raycast hit.collider.gameobject.TryGetcomponent(out Tilemap tmp) so if I got many tilemaps and/or spriteshapes in one scene, it find it with ease.
Amazing video, but how do you add this principle on a larger scale, say a machine that matches the movement of a snake, but as it stretches out you want each segment to separate further apart the further you go, how do you do it? I've tired curves, bending rigs, and now this, but none give me the results I want
BSCRIBE!
BSCRIBE!
can you please explain how origin point and newPosition become same after some time. despite position on screen is different than origin position
Great tutorial, I learned a lot so I'm subscribing! Also where's the link on the saving data you mention @4:12?
pooling objects in unity makes me wanna kms
you content are low key !! keep sharing your nice work man you Enlighted the game dev community
I've recently switched from Unreal to Unity for some little projects and this is definitely helped me the most to understand how to nail UI scaling. Other videos just help quickly make something okay for game jams, but now I understand how exactly it works haha, thanks!
Another video running around with keyboard short cuts. None of those explain what you're doing and only serve to speed up the video to the point any watch must rewind 5 times to understand what you're doing. Start explaining what commands and actions you're taking, without using keyboard short cuts. So annoying to try to learn anything.
Hi, How would you adjust the clamp if using a perspective camera instead of orthogonal ? many thanks in advance.
Thank you for the video, it was great, Question: I need a laser for a disco ball-type effect like in Royal Match for mobile 2d urp game , I also need a way to determine the Line Renderer color, ensuring it has different colors when a player chooses a specific color. Does anyone know or can provide a clue or link on how to achieve that?"
Too many tile... variable name! It might be confusing
excellent video. You are clearly very knowledgeable.
Thank you so much mr. Schwarzenegger
Nice shader! Tutorial is a bit hard to follow since cannot see the full end to end shader. Thank you for sharing your sauce
I was wondering about multiplayer the section talking about classes for all the patients helped with that, thanks
Thanks!!!
This is absolutely perfect for what I needed! Im working on a in game menu with several toggles and sliders, and a canvas just looks way too menu-y. Had no idea how to start tackling the sliders tho. Thank you!
Different engines, same logic. Thanks!
Awesome video mate. Any chance there is a way to use this system to effect the player character when walking on water tiles?
yes, pretty much the same way. Connect a special value to the water tiles and have a player script read it just like the bugs are reading the tiles.
Man, you saved me hours. One of the best and clear explanation.
Congrats on finishing!! Way to go!!
Published, not finished ;-)
Its Shack Man with the potato power ftw
Cool
Why I cannot see "ScreenToWorldPoint" in my Unity ? do I need to add it somehow ?
Thank you for this video but i got a problem ut sometimes turn blue or the sprite turn invisible sometimes im still looking for solutions 😢
Thanks so much, I have learned a lot! Although I need to repeat some parts since I constantly was lost a bit on the explanations. Thanks for sharing a lot of rich content!! Keep it going
Glad it helped!
Thanks. Will be using this to rig a Factorio spidertron
i really want to say thank you for the part with the toast!! it helped me out a lot while learning how to get the right texture!! wonderful video and very clear explanation :)
hi, im only need pan and boundary but somehow I can't get the boundary working any idea why?
also i only want to pan on the x axis and the y axis just staying still
Hi, nice shader! However I do have one question, I currently have multiple targets, how can I change the shader so that I can add them all? Edit: I found a solution, I use a raycast in front of the player (He can only go up down left right so the raycast will always hit) and if the raycast hits a certain tag it changes the value of the shaders target property. Very happy with the result :D
It Works like a charm, but I don´t have an image to do it, so I used 2 Vector2 to adjust the borders. TY
thats exactly what i needed man that was awesome. I used DOTween for the zoom animation which makes it feel a lot smoother
Omg how did you mimic my pc so accurately
Thanks a lot!
I think the singleton is a good call here. I'm working on a game right now that requires each tile to have a large amount of data. I thought about using scriptable objects with some kind of helper/manager, your video has me more confident in it. Thanks
This is perfect!
I need help. I've been unsuccessfully trying to add a line of code that updates the firing position of this Tesla coil object when it's moving on the screen, and I want to adapt it for a moving spaceship.
This error appears, please help me \Bio-TecN\SCRIPT\Weapon.cs(26,24): error CS0029: Cannot implicitly convert type 'Creature[]' to 'System.Collections.Generic.List<Creature>' allCreatures = Resources.FindObjectsOfTypeAll<Creature>();
FindObjectsOfType returns an array, allCreatures seems to be a list. Simply add 'ToList() right before the semicolon.
like this? allCreatures = Resources.FindObjectsOfTypeAll<Creature>()ToList(); Errors continue to appear on this line, an error also appears when I change from ''Count'' to ''Length'' on another line as shown in the video at 13:59. for (int i = 0; i < allCreatures.Count; i++)
@@CortesVidaSaudavel645 You forgot a . between () and ToList(). Count and Length is because of array vs list. Google a bit about the differences, there are many articles about it.
@@ShackMan I saw now that later on you eliminated this first line and kept ''Count'' in the other. I put a 2d collider and a Tag in ''Line Renderer'' so that the player who touches any point in the radius will be destroyed, but it's not working. How could I do it? Because I adapted this example to a kind of barrier in a ''Shoot in Up'' style ship game where two ships create this plasma arc to destroy the player if he touches anywhere on the line.
Excellent video, thank you! Your Unity UI explanation and examples are the clearest I've seen. Subscribing for more!
It's very neat shader by the look of it but I couldn't make it work for some reason. It's good idea to make another video where you make the shader from start to finish. Something odd is happening when I apply it after watching the tutorial. The object is transparent wireframe, it blinks for a second updating and then get transparent for some reason. Tried to mimic it as best as I can see it done but texture isn't applied, and tbh shaders aren't my strong side. I am aware what is what but to know what set of functions you need to pass your values trough to get a certain result is mystery...
The truth is that showing it step by step in the video takes hours to produce.... I'll see if I can break it down in chunks next time. The shader is also available here : github.com/ShackMan2000/ShaderShack