Unity Videos (Julien Lynge)

Unity Videos (Julien Lynge)

Tutorials and information videos about game development in Unity. These are a few of the videos I've created for courses that I teach that will hopefully be helpful to other developers.

Normal Maps (in Unity)

Normal Maps (in Unity)

UI Events in Unity (uGUI)

UI Events in Unity (uGUI)

Sprite Basics

Sprite Basics

Intro to Unity UI

Intro to Unity UI

Compiling in Unity

Compiling in Unity

Reflection Example in Unity

Reflection Example in Unity

ILSpy and Unity

ILSpy and Unity

Delegates (and Singletons)

Delegates (and Singletons)

Пікірлер

  • @icyfeather8651
    @icyfeather865125 күн бұрын

    Thanks a lot, very helpful video

  • @LightningBoy479
    @LightningBoy479Ай бұрын

    thanks

  • @BenjiKahveBocuu
    @BenjiKahveBocuuАй бұрын

    thanks, it helped me

  • @TheEmirist
    @TheEmirist2 ай бұрын

    For such a long time I couldn't understand why can't I resize my images like all others do and my images just get broken. Thank to you I now know that the issue was with Pixels Per Unit field! Thanks a lot!

  • @knowledgeseeker8735
    @knowledgeseeker87352 ай бұрын

    "I'm gonna call this SaveMe," BLINK TWICE IF YOU'RE BEING HELD HOSTAGE Before the nerds say 🤓🤓Akshually that was because the part needed to be saved to the next levels🤓🤓 its just a joke

  • @leiafrench6631
    @leiafrench66313 ай бұрын

    Thank you so much for this! Great refresher.

  • @Pablo500904
    @Pablo5009043 ай бұрын

    Ur videos sucks

  • @ZigzagKazak
    @ZigzagKazak4 ай бұрын

    Amazing explanation

  • @ZigzagKazak
    @ZigzagKazak4 ай бұрын

    Good tutorial. I just don't get how does the script implementing the IPointerClickHandler knows which mesh/collider/layer needs to be clicked for this callback to be called? If I would have multiple scripts implementing IPointerClickHandler, each doing unique stuff. How does unity know if I click on object A, it should call OnPointerClick of a script on object A? And not, OnPointerClick of another object.

  • @bacayne7039
    @bacayne70394 ай бұрын

    Thanks for this!! Will try it today for my game :)

  • @rubellite5766
    @rubellite57664 ай бұрын

    What a legend!!! Thanks man

  • @jreffjeff7909
    @jreffjeff79095 ай бұрын

    How can I lerp a recttransform's position?

  • @adeladam2325
    @adeladam23258 ай бұрын

    Thanks for this

  • @JohnnyThousand605
    @JohnnyThousand6058 ай бұрын

    Very handy, succinct tutorial =)

  • @siddharthkothari3930
    @siddharthkothari393010 ай бұрын

    Thank you for making this! Really helpful

  • @mohokhachai
    @mohokhachai10 ай бұрын

    Half of final

  • @mohokhachai
    @mohokhachai10 ай бұрын

    How to run scene in 📂

  • @BasonIndieDev
    @BasonIndieDev10 ай бұрын

    Thanks! Это то что я очень долго искал

  • @Skully8P1234
    @Skully8P1234 Жыл бұрын

    I was having a big problem with player prefs and this... thank you for explaining it so well XD

  • @user-cs8xj9cw1d
    @user-cs8xj9cw1d Жыл бұрын

    i love you

  • @urmomlolgottem
    @urmomlolgottem4 ай бұрын

    😮

  • @awwad222
    @awwad222 Жыл бұрын

    Excellent information. Exactly what I want!!! Thank you Sir.

  • @stuffedmannequin
    @stuffedmannequin Жыл бұрын

    I'm having a bizarre issue where, when the Additive scene is loaded, it loads several times in the hierarchy. I only have the second scene unloaded in one instance on my hierarchy, but the moment the scene loads, the engine loads five of them. Do you know what the issue is here? using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; public class OpenDoorBar : MonoBehaviour { public float TheDistance; public AudioSource CreakSound; public GameObject fadeOut; public GameObject Raquel; public GameObject CameraBack; void OnTriggerStay (Collider other) { if (Input.GetButton("Use")) { StartCoroutine(FadeToExit()); CreakSound.Play(); } } IEnumerator FadeToExit() { fadeOut.SetActive(true); yield return new WaitForSeconds(1); Raquel.transform.position = new Vector3(0.6f, 0.6f, -6.3f); CameraBack.SetActive(false); fadeOut.SetActive(false); SceneManager.LoadScene(3, LoadSceneMode.Additive); } }

  • @elepot5168
    @elepot5168 Жыл бұрын

    I didn't try out your code but I think the problem is that Input.GetButton() returns true every frame that the "Use" key is held. Try replaceing Input.GetButton("Use") with Input.GetButtonDown("Use")

  • @baldipogchamp8926
    @baldipogchamp8926 Жыл бұрын

    You may have solved it already, but one thing I would check is your OnTriggerStay function. Sometimes depending on the object structure you have, multiple colliders could be triggering that function, leading to the code executing multiple times. One way to avoid this is to have a variable called CurrentCoroutine (of type Coroutine) and trigger coroutines with CurrentCoroutine=StartCoroutine(namehere()); Before that line if you have a check to see "if CurrentCoroutine == Null", you can have only one coroutine running at a time. When your coroutine is finished in the ienumerator code you should set CurrentCoroutine to "null"

  • @kayneth4899
    @kayneth4899 Жыл бұрын

    Easy and simple explanation! Much more useful than all this detailled overly complicated stuff

  • @businessstork3279
    @businessstork3279 Жыл бұрын

    Could you add this function to plane detection for augmented reality?

  • @MasonTheGamer2022
    @MasonTheGamer2022 Жыл бұрын

    Cool, but how do I import the texture in the first place? I got an image, but it isn't importing.

  • @MakeItWork256
    @MakeItWork256 Жыл бұрын

    Thanks man!

  • @CloudTricity
    @CloudTricity Жыл бұрын

    SO UNDERRATED

  • @simonschmid4781
    @simonschmid4781 Жыл бұрын

    Great video, thanks a lot! 🙂

  • @jaiden116
    @jaiden116 Жыл бұрын

    okay so how do i do this in code

  • @PeterSedesse
    @PeterSedesse Жыл бұрын

    Doesn't this create all kinda issues with references to the object? You can't reference an object that is in a different scene. So if the original placement is in one scene, then it gets chucked into the ' dontdestroy' scene, any references to that object would cause errors. I'm not sure any advantage this method has over just having a scene with all your persistent objects, and then additive scene loading the other stuff, at least that way you are way less likely to screw up a reference since it wouldn't be allowed to compile in the first place.

  • @RadzoI
    @RadzoI Жыл бұрын

    thank you so much!!!!!!!

  • @zed3ty
    @zed3ty Жыл бұрын

    i have plenty of questions lol at the end you say that on our main scene we would have our player character and logic and on others additive scenes we would have actual geometry does it mean we would have all the colliders and triggers and stuff on the main scene and only the actual meshes in additive scenes ? also how does the light interacts between scenes when loaded additively ? does the game prioritize the directional light from the main scene or does it "override" it with the one from the new scenes ? does this also affects the skybox ? im guessing this would only affect dynamic lighting since baked lighting would be scene-dependant

  • @nickf9024
    @nickf9024 Жыл бұрын

    amazing, so simple and direct got up and running in a matter of minutes

  • @ShackMan
    @ShackMan Жыл бұрын

    Very cool videos! You totally deserve more views! They could be a bit louder though, I have a very hard time watching them on a laptop with max volume. You can right click any video and check 'stats for nerds' and compare the volume to other videos or youtube's target (this video is -22db). Hope it helps and thanks for your videos!

  • @SirDMX
    @SirDMX Жыл бұрын

    Awesome video, thanks!

  • @AleySoundz
    @AleySoundz Жыл бұрын

    Thank you for the in-depth tutorial. It was very helpful.

  • @jakenirmal5441
    @jakenirmal5441 Жыл бұрын

    Your deserve 1MILLION Subscribers, thanks for your support!

  • @rikrishshrestha5421
    @rikrishshrestha5421 Жыл бұрын

    To easily get million subs, 1. must be a girl 2. if 1 is true, shake ass in microbikinis. Easy money !!!

  • @russ2636
    @russ2636 Жыл бұрын

    ρяσмσѕм 🙈

  • @irminverhoeff5592
    @irminverhoeff5592 Жыл бұрын

    Thank you

  • @DevCoreFelix
    @DevCoreFelix Жыл бұрын

    Why nobody leaves link?

  • @RedaHaskouri
    @RedaHaskouri2 жыл бұрын

    what if i want intaller for my game !! i want to one file of my game ( installer setup.exe ) to install game in program files

  • @infiniteeternalandunchangeable
    @infiniteeternalandunchangeable2 жыл бұрын

    Very helpful video. Clearly explained 9-slicing and why I would want to use it.

  • @sliceggjd
    @sliceggjd2 жыл бұрын

    Hello, do you know how to save objects from arrays? because i have a function which tells what not to destroy but it destroys it either way do you know how to solve it?

  • @arrcommdwr
    @arrcommdwr2 жыл бұрын

    Very easy and to the point. Now I know how to save my SAVED items in my INVENTORY. I never need to return to previous Scenes in my game

  • @moeingharib6857
    @moeingharib68572 жыл бұрын

    after a while of playing with rectTransform, I came to need to change my UI elements through rectTransform component within C# script and basically I need to Instantiate multiple rectTransforms with different sizes and places from my data array. and any of the rectTransform component parameters won't work. I'll be very thankful if you make a video teaching that. thank you again

  • @moeingharib6857
    @moeingharib68572 жыл бұрын

    I still watched 5 min of your video and I'm falling in love with your mind! I love the way you explain. I've been using unity for 4 years now and I still had problem fully undrestand rectTransform. thank you. you eased the confusion of my mind and that means a lot to me

  • @timothyappel2205
    @timothyappel22052 жыл бұрын

    Great video and really good intro to reflection i think. One question though, let's say for instance Character inherited from something else like say "MainBaseClass" (just a random name). How could i then use reflection to instead place the CopyWith and PasteWith Reflection methods in the "MainBaseClass" and have it know that Character is inheriting from it and get the inheriting type from the base class. This way i could create a replacement for MonoBehaviour that always has the CopyWithReflection and CopyFromReflection ContextMenus available

  • @pedrodesanti6266
    @pedrodesanti62662 жыл бұрын

    thanks

  • @leomurillo4621
    @leomurillo46212 жыл бұрын

    graciassssss

  • @rafalkowalski8651
    @rafalkowalski86512 жыл бұрын

    Great and to-the-point tutorial. Could you please elaborate and show an example of how to check if a specific gameobject exists and delete it?

  • @WolverineCry
    @WolverineCry2 жыл бұрын

    Create a singleton pattern where it checks if there is an instance of that script, and if there it destroy it.