Hi Guys, If you are interested in learning game development then you have come to the right place.
I will help you through your game development journey, I always wondered how games were made and that curiosity brought me here. and if YOU have that curiosity in you as well then my friend you have already started the journey of Game Development.
Пікірлер
What if i want to get the question from ai
Thanks Very Cool! 👍 (not a bot btw)
oh wow i like it alot... that was actually fucking easy to do :D finally some good working 2D pathfinding in case i get to the point of publishing, i will definitly mention u and inform u about the game haha
Glad I could help :D
Can someone help me? I make like author, but I can't to set questions and answers in QuizManager, I have only field where text "QuestionAndAnswers". What I make wrong?
it because i make QnA extends of MonoBehavior, just delete " : MonoBehavior "
Nice vudeo
thanks man
u are my fav guy
Works flawlessly, but I have a follow camera in the scene, how can we incorporate it inside the scripts so it follows whomever I switch to
Wow! Super concise! Exactly what I needed!
I can't finish game, spikes comes front of me. How can I solve this?
sir i have no error but i have problem i have no spone randomly i have spone one time
nice vedio by i didnot understand tthis code Scoretxt.text = score "/" total question there is another paramenter but i didnot understand is it ! or : parameter plz clarify me
Thanks, that is what I needed for my adventure game. Now I can finally publish it. You are a life saver!
Can we change images of this buttons and steering
hello how can i use the Dpad with horizontal and vertical?
Not sure if it has anything to do with me using this in a later Unity version, but I absolutely can not get his to work at all. I followed the tutorial 1 to 1. I even started a completely new project to see if it might be something in my personal one. I set all the references, I changed the Phsyics2D matrix like you said to do. I even tried messing with the code. 🤷♂ Really sucks because this is one of the simplest ones I could find. Unity version 2022.3.23 using System.Collections; using System.Collections.Generic; using UnityEditor.Experimental.GraphView; using UnityEngine; public class IndicatorObject : MonoBehaviour { [SerializeField] private GameObject target; [SerializeField] private GameObject indicator; private Renderer _renderer; private void Awake() { _renderer = GetComponent<Renderer>(); } private void Update() { if(_renderer.isVisible == false) { if(indicator.activeSelf == false) indicator.SetActive(true); Vector2 direction = target.transform.position - transform.position; RaycastHit2D ray = Physics2D.Raycast(transform.position, direction); if (ray.collider != null) indicator.transform.position = ray.point; } else { if(indicator.activeSelf == true) indicator.SetActive(false); } } }
Hi, is there any follow-up teaching, or can you provide a reference to the project website?
Hi Sir,May i know why i unable to play the button click sound after i attach all the script?😢
could you help me to fixed these 3 errors: Could not parse version System.Collections.Generic.KeyNotFoundException: The given key 'VERSION:branch' was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <4b234520e36749be9cf6b053d911690f>:0 at Pathfinding.AstarUpdateChecker.ParseServerMessage (System.String result) [0x0006c] in D:\chainsaw\Assets\AstarPathfindingProject\Editor\AstarUpdateChecker.cs:265 UnityEngine.Debug:LogWarning (object) Pathfinding.AstarUpdateChecker:ParseServerMessage (string) (at Assets/AstarPathfindingProject/Editor/AstarUpdateChecker.cs:267) Pathfinding.AstarUpdateChecker:RefreshServerMessage () (at Assets/AstarPathfindingProject/Editor/AstarUpdateChecker.cs:121) Pathfinding.AstarUpdateChecker:get_latestVersion () (at Assets/AstarPathfindingProject/Editor/AstarUpdateChecker.cs:64) Pathfinding.AstarPathEditor:DrawAboutArea () (at Assets/AstarPathfindingProject/Editor/AstarPathEditor.cs:438) Pathfinding.AstarPathEditor:DrawMainArea () (at Assets/AstarPathfindingProject/Editor/AstarPathEditor.cs:393) Pathfinding.AstarPathEditor:OnInspectorGUI () (at Assets/AstarPathfindingProject/Editor/AstarPathEditor.cs:270) UnityEditor.InspectorWindow:RedrawFromNative () Could not parse version System.Collections.Generic.KeyNotFoundException: The given key 'VERSION:beta' was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <4b234520e36749be9cf6b053d911690f>:0 at Pathfinding.AstarUpdateChecker.ParseServerMessage (System.String result) [0x000a9] in D:\chainsaw\Assets\AstarPathfindingProject\Editor\AstarUpdateChecker.cs:271 UnityEngine.Debug:LogWarning (object) Pathfinding.AstarUpdateChecker:ParseServerMessage (string) (at Assets/AstarPathfindingProject/Editor/AstarUpdateChecker.cs:273) Pathfinding.AstarUpdateChecker:RefreshServerMessage () (at Assets/AstarPathfindingProject/Editor/AstarUpdateChecker.cs:121) Pathfinding.AstarUpdateChecker:get_latestVersion () (at Assets/AstarPathfindingProject/Editor/AstarUpdateChecker.cs:64) Pathfinding.AstarPathEditor:DrawAboutArea () (at Assets/AstarPathfindingProject/Editor/AstarPathEditor.cs:438) Pathfinding.AstarPathEditor:DrawMainArea () (at Assets/AstarPathfindingProject/Editor/AstarPathEditor.cs:393) Pathfinding.AstarPathEditor:OnInspectorGUI () (at Assets/AstarPathfindingProject/Editor/AstarPathEditor.cs:270) UnityEditor.InspectorWindow:RedrawFromNative ()
How to make them adjustable? I am trying to say like I want the jump in the middle of the screen like that is that possible in unity to do
Hmm, a bit confused delta time is already in seconds no? Why we need to do that calculation for seconds can't we directly convert it into int? Can you please help understand this thanks
i am not here to copy stuff tell me the theroy behind it you idiot
is it working for 3d if not please provide for 3d :(
how do you get such fast startup?
thank you bro, really helped
what is pp
I CANNOT find ur road sprite sheet
why dont i see the shadows settings
I really want to know how do you created the whole UI, pealse
12:50 yes
this helped me a lot. Thank you
THANK you Merlin
tysm
if i am changing the layer of my cars it is colliding with my previous codes is there any another way to do that
where can i get the waypoint circuit script
GREAT VIDEO!!
what's the solution for hdrp? Ther's no matererial sky box option for it
thanks man, you have saved my game
Thanks, man. This is so useful
Thank you, very nice tutorial.
Excelente video, es un metodo con muy poco codigo, solo hay que tener en cuenta el orden de las scenas en el build, debido a que la scena que este en ese orden es la encargada de desbloquear ese mismo numero de nivel.
Layer mask is not working
*To make this work with TextMeshPro:* using System.Collections; using System.Collections.Generic; using UnityEngine; using TMPro; public class TimerScript : MonoBehaviour { public float TimeLeft; public bool TimerOn = false; public TextMeshProUGUI TimerText; // Start is called before the first frame update void Start() { TimerOn = true; } // Update is called once per frame void Update() { if (TimerOn) { if (TimeLeft > 0) { TimeLeft -= Time.deltaTime; UpdateTimer(TimeLeft); } else { Debug.Log("The Timer is at 0 bozo"); TimeLeft = 0; TimerOn = false; } } } void UpdateTimer(float currentTime) { currentTime += 1; float minutes = Mathf.FloorToInt(currentTime / 60); float seconds = Mathf.FloorToInt(currentTime % 60); TimerText.text = string.Format("{0:00}:{1:00}", minutes, seconds); } }
very thank you ,you a god job a proggramist!This game very good for me ,i am starting work at proggram games
Use GPU instancing instead of Static flagging to improve performance as it pushes the work onto the GPU instead of the CPU.
Very nice tutorual bro ❤❤
some reason when i pick up the object it just go's in to the air until stop holding the mouse button
Bro please tell me why after creating prefab jump button not working😢
I have the same have you got a solution for this yet?
@@hamishhart6064 nah
Solved it put the control canvas under the player as a child
@@hamishhart6064 I can't understand
if someone is having problem with that code for the dash here is a simple movement script with a dash (don't forget about the child object for the ground check): private Rigidbody2D rb; public float speed; public float move; public float jump = 6f; public Transform groundCheck; public float groundCheckRadius; public LayerMask groundLayer; private bool isTouchingGround; public int MaxHealth = 100; public int CurrentHealth; public float DashForce; public float StartDashTimer; float DashDirection; float CurrentDashTimer; bool isDashing; bool isgrounded; private bool wasTouchingGround; // Start is called before the first frame update void Start() { CurrentHealth = MaxHealth; rb = GetComponent<Rigidbody2D>(); } // Update is called once per frame void Update() { if (isDashing) { HandleDash(); } else { HandleMovement(); } } void HandleMovement() { isTouchingGround = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer); if (Input.GetButtonDown("Jump") && isTouchingGround) { rb.AddForce(new Vector2(rb.velocity.x, jump)); } move = Input.GetAxis("Horizontal"); rb.velocity = new Vector2(move * speed, rb.velocity.y); if (Input.GetKeyDown(KeyCode.Q)) { Debug.Log("dash initiated"); isDashing = true; DashDirection = Mathf.Sign(move); CurrentDashTimer = StartDashTimer; } } void HandleDash() { rb.velocity = new Vector2(DashDirection * DashForce, rb.velocity.y); CurrentDashTimer -= Time.deltaTime; if (CurrentDashTimer <= 0) { isDashing = false; // Reset velocity to regular movement speed after the dash rb.velocity = new Vector2(move * speed, rb.velocity.y); } } }
It works similarly in a 2D URP project, but the edges don't glow as brightly as in this video. It's probably a difference in preprocessing settings.