![alex winx](/img/default-banner.jpg)
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alex winx
United States
Приєднався 3 сер 2009
Unity3d AI
Unity 6 Game-Changer: Visual Scripting with Logic Forge AI Enhanced
assetstore.unity.com/packages/tools/visual-scripting/logic-forge-55975
#ai #unity3d #gamedevelopment #visualscripting #logic #unity6 #nocode #ai #artificialintelligence
In the vast landscape of Unity plugins, many appear strikingly similar. This abundance of choice often leads to confusion among developers. Let us explore what sets Logic Forge apart from its counterparts.
0:18 Runtime
Hit play and start designing. What you do is what you see.
0:52 Persistence
Save or discard the changes you made in your design at runtime.
01:37 Hot Reload
Modify scripts while the game was running in the editor.
02:36 Code Generation
Learn coding the easy way or create your own components with minimal effort.
03:03 Timemachine
Enhance debugging by saving a specific time frame, allowing you to go back in time to inspect the values of any graph or node. This helps trace the effects on the game at specific moments.
03:46 Productivity
Increase your productivity with smart nodes. Instead of using 100 separate nodes for every arithmetic function and each unity component, utilize a dozen dynamic components that can adapt their functionality. Minimize the total number of nodes required to achieve your goals by leveraging dataflow connections.
04:35 Superior UI
Instead of hastily adopting a poorly cloned Unreal Blueprint, Logic Forge embodies the Unity spirit, carefully designed from its aesthetics and intuitive prefab workflows, to its foundation on UnityEditor.Graph.dll
05:28 Timeline
Seamless integration with the Timeline.
05:42 AI Enhanced
Let AI handle the heavy lifting for you.
1️⃣ Drag & Drop Flexibility: Yes, you can drag your logic designs into other designs for easy reuse and modular development!
2️⃣ Visual Hierarchy: Create logic groups and visually traverse through the hierarchy, making complex systems more manageable.
3️⃣ Runtime Loading: Dynamically load logic designs at runtime, opening up possibilities for more flexible and efficient game systems.
3️⃣ More then 100MB+ examples in the package.
3️⃣ Special lesson series Zero to Hero.
👉 Like and subscribe Logic Forge tips and tutorials!
#ai #unity3d #gamedevelopment #visualscripting #logic #unity6 #nocode #ai #artificialintelligence
In the vast landscape of Unity plugins, many appear strikingly similar. This abundance of choice often leads to confusion among developers. Let us explore what sets Logic Forge apart from its counterparts.
0:18 Runtime
Hit play and start designing. What you do is what you see.
0:52 Persistence
Save or discard the changes you made in your design at runtime.
01:37 Hot Reload
Modify scripts while the game was running in the editor.
02:36 Code Generation
Learn coding the easy way or create your own components with minimal effort.
03:03 Timemachine
Enhance debugging by saving a specific time frame, allowing you to go back in time to inspect the values of any graph or node. This helps trace the effects on the game at specific moments.
03:46 Productivity
Increase your productivity with smart nodes. Instead of using 100 separate nodes for every arithmetic function and each unity component, utilize a dozen dynamic components that can adapt their functionality. Minimize the total number of nodes required to achieve your goals by leveraging dataflow connections.
04:35 Superior UI
Instead of hastily adopting a poorly cloned Unreal Blueprint, Logic Forge embodies the Unity spirit, carefully designed from its aesthetics and intuitive prefab workflows, to its foundation on UnityEditor.Graph.dll
05:28 Timeline
Seamless integration with the Timeline.
05:42 AI Enhanced
Let AI handle the heavy lifting for you.
1️⃣ Drag & Drop Flexibility: Yes, you can drag your logic designs into other designs for easy reuse and modular development!
2️⃣ Visual Hierarchy: Create logic groups and visually traverse through the hierarchy, making complex systems more manageable.
3️⃣ Runtime Loading: Dynamically load logic designs at runtime, opening up possibilities for more flexible and efficient game systems.
3️⃣ More then 100MB+ examples in the package.
3️⃣ Special lesson series Zero to Hero.
👉 Like and subscribe Logic Forge tips and tutorials!
Переглядів: 4 196
Відео
Unity Visual Scripting - Logic Forge Meets AI
Переглядів 712 місяці тому
#ai #logic #visualscripting #unity #tutorial Generating Logic Forge nodes by help of AI. Stay tuned for more AI utilization.
Events Forge (Unity Visual Scripting)
Переглядів 1,2 тис.4 місяці тому
Are you tired of spaghetti references when communicating between scripts and game objects? Say hello to events. But wait, should you use UI events, Unity Events, Signals, Notifications, Animator events, Physics events, Time-line events, Inputs... What a mess? 0:06 UI Events to selected GameObject targets 0:27 Handle Mecanim Animation Events Enter, Exit 0:58 Combine UI Events on the same source ...
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Переглядів 9611 місяців тому
SerializedInterface - github.com/Bunny83/Utilities/blob/master/SerializableInterface.cs UnityField - assetstore.unity.com/packages/tools/visual-scripting/logic-forge-55975 Animator Parameter Property Drawer - github.com/anchan828/property-drawer-collection/blob/master/AnimatorParameter/AnimatorParameterAttribute.cs
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Logic Forge: assetstore.unity.com/packages/tools/visual-scripting/logic-forge-55975 More: winx.ws/logic-forge/ In this exciting UA-cam video, we explore the seamless integration between Logic Forge's top-notch visual programming asset and the new Unity Input System. Watch as we demonstrate how to effortlessly add a new Input component and Key Input Actions while Unity is running. With just a fe...
Unity Visual Scripting - Comparator Demo
Переглядів 762 роки тому
Logic Forge: assetstore.unity.com/packages/tools/visual-scripting/logic-forge-55975 More: winx.ws/logic-forge-comparator/ Demo shows flexibility of Logic Forge best visual programming asset. Designing of the logic and changes are in Play mode, those you are saved of 100 boring Play Stop Plays.... When you connect input of some type, comparator automatically adjust to compare against options of ...
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Переглядів 4222 роки тому
Logic Forge: assetstore.unity.com/packages/tools/visual-scripting/logic-forge-55975 More: winx.ws/logic-forge-timeline/ Shows perfect symbiosis between Logic Forge best visual programming asset and Unity Timeline. Reuse of Logic Forge asset, universal state-machine, for Dialog control, and Unity Timeline Smart Makers in Label, Stop, Jump, Invoke modes. Require no scripting to create Complex dia...
Unity Visual Scripting - Logic Forge (Generic Serializable Class)
Переглядів 1952 роки тому
Logic Forge: assetstore.unity.com/packages/tools/visual-scripting/logic-forge-55975 More: winx.ws/logic-forge-custom-components/ Generate Generic Serializable Class or Mono Behaviour using best visual scripting Asset for Unity, Logic Forge. Just select properties , type of the properties in Logic Forge, visual scripting generator will create new script for you. We have auto created 2 Generic Cl...
Zero Backend Code - Json, Java, Hibernate, Criteria API, SpringBoot
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User friendly filter statements Based on Hibernate and CriteriaAPI Support multiply sources and custom SQL dialects. CRUD, paging, sorting, projecting or mapping - zero backend code required. Only one endpoint to rule them all.
Unity Visual Scripting tutorial - Hello Input part7 - Logic Forge Unity Visual Scripting InputSystem
Переглядів 5163 роки тому
Logic Forge: assetstore.unity.com/packages/tools/visual-scripting/logic-forge-55975 More: winx.ws/logic-forge-input-default/ Unity Visual Scripting. Learn State Machine basics visually in Unity. Learn how to use States to organize game logic. Learn how to create transitions between states, how to create conditions, using visual programming, that will trigger state transition and track transitio...
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Logic Forge: assetstore.unity.com/packages/tools/visual-scripting/logic-forge-55975 More: winx.ws/logic-forge-input-default/ Hello Input part#6 LF 1.41 Unity2020 #logicforge #unity #visualscripting #Unityvisualscriptingtutorial, #Unityvisualscriptingdocumentation, #Unityvisualscriptingpackage, #Unityvisualscriptingfree, #Unityvisualscriptingmovement, #Unityvisualscripting2d, #Scripting, #Visual...
Unity Visual Scripting - Logic Forge (Persistence & Customization Demo)
Переглядів 553 роки тому
Logic Forge: assetstore.unity.com/packages/tools/visual-scripting/logic-forge-55975 More: winx.ws/logic-forge-customization/ You can design your logic in full in Play mode. What is that? You can hit Play button and start designing. You can track how your design affect the game. Hit Stop when you finished. You will option to save what ever you have created or revert. The best visual scripting as...
Unity Visual Scripting - Hello Unity Hello Logic Forge part 3
Переглядів 2303 роки тому
Logic Forge: assetstore.unity.com/packages/tools/visual-scripting/logic-forge-55975 More: winx.ws/logic-forge #logicforge #unity #visualscripting Unity Visual Scripting. Learn Input basics of visual scripting in Unity. by using visual scripting asset. Create game logic and track the data flow in the visual scripting editor. Learn how to control when visual scripting node is enabled, and when di...
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Переглядів 1,6 тис.3 роки тому
Logic Forge: assetstore.unity.com/packages/tools/visual-scripting/logic-forge-55975 More: winx.ws/logic-forge In the beginning, there was a Forge. God has use this Forge to create Human Logic. #logicforge #unity #visualscripting Unity Visual Scripting. Learn Input basics of visual scripting in Unity. by using visual scripting asset. Create game logic and track the data flow in the visual script...
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Logic Forge: assetstore.unity.com/packages/tools/visual-scripting/logic-forge-55975 More: winx.ws/logic-forge In the beginning, there was a Forge. #logicforge #unity #visualscripting Unity Visual Scripting. Learn Input basics of visual scripting in Unity. by using visual scripting asset. Create game logic and track the data flow in the visual scripting editor.
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All tutorials are compatible even with latest version LF2.1
This is an older tutorial but Logic Forge tutorials are compatible, although LF received visual transformation ua-cam.com/video/j-E1WsD0nXM/v-deo.htmlsi=IEZXckIjv7LWeQZ0
YES YES !! this IS what I have been waiting for ... this will put LF light years ahead of BOLT!
Yes I agree ,,, people that help others ..are to far and few between these days
It will take me a month to go thu all these tutorial... glad the knowledge has not changed much .
I agree ,,, a hidden gem in plain sight
I will need to download these am gald to have a starting point
Thank you for these tutorials .. I am wondering if you could us some of the newer .. Unity tutorials and use LF instead ?
more well thought out then Bolt.. and now .. Bolt no .. Use LF
Agree .... Unity should buy this!!!
Agree !!
This is helping me a lot in Unity ,,, Thanks so much for all this hard work :)
SO much better than BOLT
WOW nice . thank so much for the tutorials !! I was hoping to see some newer tutorial for Unity using the new learning they have updated ?
😁 Looks great !! I only found this now.... looks very good!!!
I only found this a few days ago ... looks good... it has AI now ?
Can't wait till I see this in action with AI :) Thanks for making this cool Tech !!
Looks Great !!thx
I am not getting the little dropdown next to the ExposedReference serialized property in the Inspector...
Thank you for taking care explaining the concept!
do you have a github page where we can see the source code?
The 3 interfaces can be implemented automatically in visual studio when you hover over the IExposedPropertyTable Class
This looks like a promising visual scripting language.
The voice is hard. And the silence ankward :) Thanks for the tuto. If you improve those two point you will be top !
ua-cam.com/video/8TGE1lwtF1s/v-deo.html , lately I've been working on Logic Forge
Alex, could you please share the code in the video?
interesting! Need trial version or something like that to try!
Send me email at gmail I'll send you trail :)
Excellent!
Check Logic Forge for Unity, Even more runtime fun
I really recommend Logic Forge for everyone who is looking for alternative of Animation Controller. You won't be limited in creation of logic of any complexity. No need to keep hundreds of variables in the code and everything will stay manageable
I just bought this cool thing and will explore it. Where can I ask my questions if i will have them?
You can try www.winx.ws/logic-forge or facebook.com/logicforge or forums forum.unity.com/threads/released-logic-forge-1-2-code-generation.568720/#post-5349360 or email me
that shit looks so cool
It feels so good to see more people in the community trying to educate. Keep up bro
interesting!
I hope would have time to watch some of the others in the list too.
Please tell me your E-mail address. I have some questions to ask
winxalex on google mail
Dope Video! Sending blessing your way, Keep inspiring!🎒🙌🏻
Where are the assets from?
?
Recognizing the parts going on the track and handled by robot hand.
Your moving too fast so that i can't follow you exactly what I have to do x.x
In some part you are right, maybe play video at lower speed and ask what you not understand.
Good point. I am a bit in a rush to finish my school project, to be fair. This obvisouly influences how I input information.
Check new series: ua-cam.com/video/LexYs0a10Po/v-deo.html
Could you post the source code somewhere?
gist.github.com/frideal/a55961c696acea49d54600c9f66c13ff
Maybe you should show the benefit of the $paid Sequencer app vs the free Cinemachine app to show how yours is better and why people should pay for it?
Joseph Stott Dude I build it before Unity with 400 employees have delayed 2years the Timeline. Cinemachines is for camera view/shots control. Please subscribe so get info when I release 1.00 of Logic Forge expected ice break. Thx
Okie doke, I think I know what you mean. Cinemachine doesn't actually control the characters, but only the camera after the characters actions and movement are made. Also Unity bought Cinemachine to release free to fill a gap in the functionality of Unity, they didn't actually develop it in-house. But you could still make a video showing doing the same thing in Cinemachine and Sequencer to show all the steps you DON'T have to do with Sequencer, I think it would really show how good Sequencer is for indie-devs and why they should spend a little money instead of wasting so much time without Sequencer ;)
Where can i get this plugin for unity 5.6
Last version submitted to asset store was <5.6 and probably you be fine if you work with RuntimeController. I'm working on Playables version but I need Wait for Unity to stabilize PlayablesAPI or wait for Unity Timeline, all in all better wait big change is happening...
Ok, thanks. All i found is this forum thread with beta download forum.unity3d.com/threads/timeline-experimental-preview-release-1.455265/
Current Timeline doesn't work with videos(you can see how I did it and inject there), particals aren't working in edit mode, you can't animate chars and that Timeline works only with beta6 I've b11 no Timeline dll, So ....
sorry after I saw the tutorial, I don't see the script alert state in the State Machine. just seen the script chase state and patrol state while alert state not. could you show the script alert state. thank you..
Am I right, that your asset is able to check any kind of input independent of the main thread? Why I ask: I have integrated an idle mode with a lower targetFrameRate like 5fps in my project to save power consumption. I started a Timer to watch for any input. But if I ask for the Input.touchCount from inside my timer function, I get the error message "get_touchCount can only be called from the main thread". That leads me to the opinion, that unity is checking for Input only just before any frame. That wouldn't help, I need to catch inputs earlier. Now I search for a asset, where I can "ask" for any Input, independent of the main thread and hopefully iOS, Droid, Mac, Win. What do you think, could your asset be the solution?
Timer handlers are multi thread delgates so u dont know on which thread will be called after timer finishe and even can be called on multiply threads.
so in Unity Update function make addition of Time.deltaTime until ur sum reach desired value ex. 0.02s then check Input.touchCount and reset sum
if machine under any Os gives 60fps and u want to check Input.touchcount every 5fps. Then u check in Update rough evry 12th call :)
Wow - hat was fast! I don't want to check Input.touchCount only 5 times in the second. The opposite - I want to check Input.hasAnyKindofInput 60 times in the second with a targetFrameRate of 5fps. The problem is, if I set targetFrameRate to 5fps, any Input is only detected 5 times per second. So I tried an other approach. I keep the 60fps for targetFrameRate and manage the 5fps with multiple Thread.Sleep in an while loop, like (simplified) void Update() { while(true){ if( HasAnyKindofInput() ) break; // listen for new input if( NextFrameTime() ) break; // overtime? Thread.Sleep( 10 ); // wait for 10 milliseconds } } In this while loop, I try to listen for any Input. It seems like the unity Input modul measures any input before the frame. So I can not recognize any changes in HasAnyKindofInput(). I downloaded your asset from Github and will take a deeper look inside tomorrow. Can I ask: 1) Is the InputManager able to give a "live" Input result from inside a while loop in a Update() function (see above) 2) I saw, you use states. I there a simple function like InputManager.hasAnyKindofInput()? 3) Is your asset running on iOS and Android? Thanks in advanced and sorry for the mess here. ;)
Could you give me this project file?
see the github link
OK. Thank you very much.
go to asset store and download beta www.assetstore.unity3d.com/en/#!/content/55138. Playables become more stable so soon will move to Playables and move to UnityField from UnityVariable.
This sequencer looks great, I am looking forward to using it! Its been a year do you have any idea when it will be available in Beta? Thanks!
Thanks so much. It is really hard to find some Rx tutorials especially the ones for unity. It is so nice of you to publish this one. But may I request you to distribute the code somewhere? Following a video is good for getting the idea of the workflow, but reading code benefits more for getting and revisting the overall idea of the structure
+buxingdeyinmo The idea was people to see the difference. To take the original tutorial to understand and then to redo following the video. I've update the source links. Hope part2 will show real power of Linq+Events=Rx
+alex winx Thanks so much and I am looking forward to part 2
When opening your demo I can't seem to get the virtual Wii Remote to move. The face buttons work fine, but how do I set it up so that the gyro moves the Wii Remote?
+SuperSonic68 github.com/winalex/Unity3d-InputMapper/blob/e49f8909a60805f870f8d616aa1425cb119632de/Assets/Scripts/ws/winx/input/components/TestInputManager.cs
Looking really nice. It'd be great to have some realtime record mode. Where you set a loop point and it just records your value tweaking, realtime, into an animation. That could be used to animate full skeletons even. A feature which is bizarrely missing from dedicated animation programs! That's like having a music program that doesn't let you record yourself playing!
+Octamed You manually move point in time and you do changes on cube or full skeleton all the same. All changes in that point in time are recorded directly into an animation. If I understand you well you propose that point in time to auto move progress. If that point or frame is progressing with 30fps, you are too slow as human to make any reasonable change. If we slow down to 1 frame per 30s than you will have time of 30 seconds to make change on that frame. I could compare music recoding only with motion capture.
Exactly. So the solution is the same as music programs. They have selectable playback tempo/speed so you can record slower :)
can you help me how to properly install your input mapper so that I can use this for my projects?
+John Peter McGrath contact me on skype "winxalex" or email me on gmail
+alex winx I am on Mac OSX using Unity 5.1 I am attempting to get your input mapper to store the information on the controllers, but I am stumped since I cannot get the input mapper to recognize what buttons are being pressed. I have installed the latest version.
What controller u r using. Did ur controller wired on USB is recognised showing PID and name try default driver. Give me more info so Im not questioning u. Give me log screehshot something
Where is the State Machine script? I can not find ConditionUnityEvent. I have replayed this many times but no luck. Thankyou
+Dale Droesse Dude 3rt part is custom StateMachine Implemented by myself. It wasn't planned to get into details in this video. ConditionUnityEvent is using UnityEngine; using UnityEngine.Events; namespace ws.winx.unity.statemachine{ [System.Serializable] public class ConditionUnityEvent :UnityEventEx<GameObject> { } } UnityEventEx is subclass of UnityEvent.... write me email if you want to learn more about....
Check new series ua-cam.com/video/LexYs0a10Po/v-deo.html