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Archions
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When To Use Assets vs When To Go Custom
To go broke or go bespoke? That is the question
Переглядів: 140

Відео

Isekai Simulator 3
Переглядів 1018 місяців тому
Oh boy I can't wait for the new Bethesda game
Teaching AI To Identify Lolis
Переглядів 20510 місяців тому
No lolis were harmed in the making of this video All the lolis on my hard drive are for research purposes only officer, I swear I've added the code and model to GitHub in case you want to try it yourself: github.com/JDurriher/Loli-classification (not sure why you'd want to though) Timestamps: 00:00 - Intro 00:19 - What is a Loli? 00:37 - How It Works 00:59 - Building the Dataset 02:03 - Convolu...
Is Simple Always Best?
Переглядів 9611 місяців тому
The problem I’ve explained here is an abstracted version of something quite common in networking Where the name of the game is to transmit the least amount of data possible And in my experience, that often leads to more complex solutions So I do wonder what Occam would think about all this…
Making A Game Just So I Can Be Grandmaster
Переглядів 60Рік тому
A Unity devlog about making Chess / Stratego, but for gamers iOS: apps.apple.com/gb/app/crestfall/id6446232546 Android: play.google.com/store/apps/details?id=com.ArchonIndustries.Pointbreak 1v1 me on Discord: discord.gg/P2uUrgvWpT Crestfall is a 1v1 turn-based strategy game with hidden information that I developed for fun in my spare time using the Unity engine. This video was mostly just for e...
Stop Using Debug.Log
Переглядів 1,4 тис.Рік тому
The only Unity debugging tutorial you need
Multiplayer Games And Murphy’s Law
Переглядів 114Рік тому
When making games, it's best to take the stance that if something can go wrong it will go wrong, and ensure you have measures in place to handle when things go awry.
The Fundamentals Of 3D Graphics In Unity
Переглядів 587Рік тому
The only 3D game Unity tutorial you need - materials, shaders, PBR, modelling, UV maps, we got it.
Why We Can't Get Rid Of Dropshotting
Переглядів 198Рік тому
Many man tears have been shed over being dropshotted. But unlike usual, you can actually blame the game for this one.
Shouldn’t games be getting cheaper?
Переглядів 258Рік тому
Video game budgets have exploded over the last decade. Turns out those in-game explosions are part of the reason...
10 Tips To Release Your First Game
Переглядів 314Рік тому
How many games have you started and never finished? If you're like me then probably quite a lot. Releasing a game is hard and no matter how many videos you watch, or articles you read it will always be hard. But hopefully stuff like this will make things just a little bit easier. Timestamps: 0:00 - Intro 0:08 - Feature list 2:42 - Project structure 3:20 - Gameplay loop 4:28 - Keep things clean ...
What Is An 'Instance' Anyway?
Переглядів 702Рік тому
The only Unity tutorial on instances you need Better explanation of value vs reference types: ua-cam.com/video/KGFAnwkO0Pk/v-deo.html
Why We Can't Get Rid Of Aimbots
Переглядів 164Рік тому
CoD, CS:GO, Warzone, Fortnite, Overwatch. All FPS's are plagued by cheaters and hackers using aimbots. But why haven't game developers banished aimbots to the shadow realm like some other types of cheating? Well sit down and strap in because I'm about to drop some knowledge on you.
You Should Use Toggles in Unity
Переглядів 1,3 тис.Рік тому
You Should Use Toggles in Unity
How Multiplayer Games are Made (in Unity)
Переглядів 833Рік тому
How Multiplayer Games are Made (in Unity)
Profanity Filters Don't Work
Переглядів 317Рік тому
Profanity Filters Don't Work
Games are Superior to Films (and every other form of entertainment)
Переглядів 364Рік тому
Games are Superior to Films (and every other form of entertainment)
The Most Fundamental Concept in Unity
Переглядів 51 тис.Рік тому
The Most Fundamental Concept in Unity
Create VFX & animations with Unity’s particle system
Переглядів 103 тис.Рік тому
Create VFX & animations with Unity’s particle system
How to convert UI points to world points in Unity
Переглядів 2,4 тис.Рік тому
How to convert UI points to world points in Unity
How to keep a timer running while your game is closed | Unity Tutorial
Переглядів 1,9 тис.Рік тому
How to keep a timer running while your game is closed | Unity Tutorial

КОМЕНТАРІ

  • @user-uk9fd4oq5e
    @user-uk9fd4oq5e 4 дні тому

    Nice introduction to events but as the others said i dont think you have the expertise to be making this types of videos (yet) In a real game, id assume you would have those balls inside a list/array or other datastructure, so you could just inject that into the ball manager, much easier to understand and cleaner. Events are fun but i think they are more useful when used by SYSTEMS to communicate with other systems. For example, having "physicsManager" inform "ballManager" of a collision or something, since you dont want those 2 systems (or 3, 4 or 1000, plenty of systems would want to be modified about collision) to know about /depend on each other :)

  • @theraiden9631
    @theraiden9631 8 днів тому

    Can anyone tell me how to make that lightning animation, please?

  • @hazellee8480
    @hazellee8480 9 днів тому

    wouldn't 'a' plane/car be the concept and 'the' plane/car be the OCCURANCE of that concept instead? since 'the' implies a specific plane/car and 'a' implies its generalized?

  • @elomacaug8254
    @elomacaug8254 9 днів тому

    I like to use interfaces for this pattern. Then you have control over which type of collection the callbacks are stored in (event is always basically a list), and you can add modular logic as needed. For example you may decide you want to store the balls in some specific order - you could then just add an Order property to the interface and use it as needed.

  • @SnakeEngine
    @SnakeEngine 12 днів тому

    Kinda backwards. The balls shouldn't know about the manager at all, as they are at a lower level. So the events should be on the ball side. Because the balls get a dependency now. Imagine you want to replace the manager, now you have to modify the ball code as well.

  • @slasl7637
    @slasl7637 29 днів тому

    can I use particles system from specific game?

  • @officially_leema
    @officially_leema Місяць тому

    You explained the Unity static class and event concepts very clearly. I had trouble understanding the specifics from the Unity chapter alone, but this filled in several gaps. Thank you!

  • @an_wobbly
    @an_wobbly Місяць тому

    This is called the pub/sub pattern. It's only one of many, many ways to do message passing in OOP, and definitely not the end-all be all. The pro is it's simple, but the cons are it's relatively slow and very difficult to scale without major maintainability costs. Great for small projects!

  • @mister_stiff
    @mister_stiff Місяць тому

    To anyone reading this comment: avoid doing this as it will really make your code hard to manage later when you need to add bigger features to your game (think about YandereDev code for example). In this case what you should be doing is have your ball manager NOT BE STATIC, and have it somewhere in a game object. Then in the script where you want to reference the BallManager, have a field in the following syntax: [SerializeField] private BallManager myBallManager; The SerializeField attribute will let your reference the ball manager in your scene directly in the editor when you click on the script to which you want to add the reference. This will make things a lot more manageable as you can clearly determine which objects interact with your ball manager without having to look everywhere in your code! Plus If you want to have multiple ball managers running at once, this solves that issue. To the video creator, please be careful when trying to explain programming concepts as a non-programmer. A lot of these tips can hinder beginners and set them up for failure. Leave it to the pros out there :P (no offense, in my case I wouldn’t teach plumbing just because I fixed a pipe once)

  • @dbweb.creative
    @dbweb.creative Місяць тому

    If you have such a mess of a code that you need to step through with a debugger - you might be doing something wrong. A simple temporary Debug.Log here and there for a quick check should be enough. Otherwise you can also check the call stack to see what was called, and where it went wrong.

  • @TheArachnoBot
    @TheArachnoBot Місяць тому

    DO NOT FOLLOW THIS Thank god this "only" got 46k views. Overcomplicated code, faulty examples and misinformation. Spend more time learning unity than editing funny images on the video if you want to help people.

  • @danielvrsek8370
    @danielvrsek8370 Місяць тому

    This is why people who dont understand a thing should not make videos about it. You are showing people really bad practices...

  • @aryakurd33
    @aryakurd33 Місяць тому

    do you have video on how to make these animations

  • @marc8150
    @marc8150 2 місяці тому

    Correct my if I'm wrong but at 6:56, shouldn't you subscribe to the event in the start method? Cross reference another class in the awake method can be tricky because you'll end up in a race condition. With subscribing in the Start method we make sure that BallManager is 100% initialized before Ball.

  • @erikm9768
    @erikm9768 2 місяці тому

    Excellent stuff, thanks for breaking it down so well.

  • @peri3138
    @peri3138 2 місяці тому

    this was very, very informative

  • @alexanderdenisov226
    @alexanderdenisov226 3 місяці тому

    The best!

  • @beziboba9458
    @beziboba9458 3 місяці тому

    U explode my brain. I didn't even suspect such a powerful potential of the particle system

  • @Zedrickocool
    @Zedrickocool 3 місяці тому

    Dani

  • @morganmulholland6654
    @morganmulholland6654 3 місяці тому

    Youre a hero

  • @mirm0n
    @mirm0n 3 місяці тому

    awesome vids.

  • @gorkemucar13
    @gorkemucar13 4 місяці тому

    Great explanation. Super helpful

  • @phatpingu
    @phatpingu 4 місяці тому

    I've seen good tutorials in the past. This was a game changer for me. Thank you.

  • @lorenzosampietro4904
    @lorenzosampietro4904 4 місяці тому

    Thank you, with your great tutorial I save a lot of work and heachache

  • @Statchy
    @Statchy 4 місяці тому

    Good video, thank you!

  • @SMA503
    @SMA503 4 місяці тому

    Great video!!! thank u! <3

  • @macaroo0
    @macaroo0 4 місяці тому

    Thanks for sharing

  • @ryuu5392
    @ryuu5392 4 місяці тому

    It's amazing, I only needed to watch the first 4 minutes to click subscribe

  • @Helloworld20109
    @Helloworld20109 5 місяців тому

    For every beginners watching this video, please don't take it as a good practice (I mean it). This is actually the opposite, and you should absolutely avoid to program like this. Let me explain a bit more : Singleton design pattern (ensuring that a class has a single instance, and providing a global access point to this instance ) is what the creator wants to show you. First, the singleton pattern is not correctly designed, and doing like it's done in the video can lead to errors. Exposing global variables like that, accessible everywhere in the code, is of course the easiest (read : laziest) way to make components communicate. The biggest issue with that, is the control flow of your application. In the example that is shown in the video, it is all fun and games, everything works properly, because it is a super simple example, with a manager and a ball. Let's say you want to create a big project, with NPCs, World Building, Quest system, inventory etc etc ... If you design your application like this, it means that every system you create, has the possibility to communicate with every other systems of the application. As the project will grow, this will (100%) lead to systems that should have no connection whatsoever communicating together, and therefore, create an absolute undebuggable / unscalable project. The way to go, is first to read actual real books or articles about software design before going to youtube for some obscure tutorials. Advice number one, and probably the most important : learn the SOLID principles , apply it whenever you can. Learn about inversion of control, read articles about design patterns that are ACTUALLY real scalable, good practices. Of course it seems harder, but if you really want to progress, and make real projects, this is the only way to go. And basically, every "problems" that the creator thinks he is solving by using a singleton are actually only problems when you don't know how to handle them (this is no criticism, just a fact). First example : when he says "If you have a lot of balls that you want to communicate, it is tedious to assign them in the editor manually". Solution : Create a serialized array of balls. You can then select them all in the editor, and drag and drop directly to the ball manager script. Second : When he says "If the manager instantiates a ball, he won't be able to communicate with it" : Wrong ! Create a prefab of the ball, with the script Ball attached on it , and do like this in the manager : [SerializeField] private Ball ballPrefab; void OnEnable() { Ball ball = Instantiate(ballPrefab); ball.DoSomething(); } It is as simple as that. If you want to create multiple balls, iterate through an array of the size you want, and instantiate the number of balls you want (and it is actually not even the best way to do that, a pooling system is better to avoid garbage collection overhead, but this is another topic). If you want to keep a reference to the balls in the scene, create a list at the top of the class, and add the balls that you instantiated to this list. I hope this will help a poor soul seeking for answer about unity, which is of course a big, complex topic ! But please, don't take advices like this, this is bad practice. Read before youtube ;)

  • @faroukthenoob-ftn9610
    @faroukthenoob-ftn9610 5 місяців тому

    Thanks mate!

  • @CartoonVFX9X
    @CartoonVFX9X 5 місяців тому

    thank you so much for your tutorial

  • @urbielatenightgamingadvent567
    @urbielatenightgamingadvent567 6 місяців тому

    Can you just use "FindObjectOf..." to do all this?

  • @pikachufan25
    @pikachufan25 6 місяців тому

    So its like a Hearer and Speaker.... (Just Guessing) Where the Hearer is the static BallManager NameInstance; and the Speaker are the event static Action OnEnableBALLS; Hmmm.... so to talk to Statics Objects i "need" a Action On.... ok... theres probably other methods but im guessing this works in most Situations

  • @nocoreal
    @nocoreal 6 місяців тому

    i like the ball counter

  • @viraj3944
    @viraj3944 6 місяців тому

    Thanks for this informative video

  • @fndTenorio
    @fndTenorio 6 місяців тому

    bro what are y doing? Just use a List<Ball> balls in the manager class? You are mixing a lot of weird stuff ( I didn't watch the events stuff though).

    • @512Squared
      @512Squared 15 днів тому

      But then you still have to register and unregister balls from the list, if some are being created and destroyed. That's about the same amount of overhead as using an event manager class or just a localised observer pattern. And seriously, there is absolutely nothing weird about using singletons for managers or the observer pattern for decoupled code. He's not 'mixing' anything. He explained two approaches that are both valid.

  • @DerZeroHero
    @DerZeroHero 7 місяців тому

    Nice video. At the end, might be beneficial to comment out the "timer -= Time.deltaTime" so that the timer is not changing on update, but will change for however many seconds you've paused. :)

  • @saqibjaved1900
    @saqibjaved1900 7 місяців тому

    a perfect tutorial, thank you for your hard work and time

  • @clintonmansfield6364
    @clintonmansfield6364 7 місяців тому

    lol. I liked the video, then read the caption about taking a shot every time you said ball.... and I was sold on subscribing. That is the solid comedy.

  • @titanovsky
    @titanovsky 7 місяців тому

    Thanks.

  • @VladislavMusicBand
    @VladislavMusicBand 7 місяців тому

    hi! I'm trying to upload a 3d model to unity store, they say "Check Model Import Logs Model assets should work without issues. Please make sure that there are no errors or warnings when these models are imported." what do I do wrong? What does it mean?

  • @srossiter81
    @srossiter81 7 місяців тому

    I rolled my own power plant.. best decision I ever made. The money I make from being an energy mogel far exceeded what I could have made with my 2d metroidvania platformer.

  • @TehAntares
    @TehAntares 7 місяців тому

    A complicated problem demands a complex solution. Using the simple solution can come with the cost of neglecting or overkilling certain aspects. In an example of a baby shape sorter, round hole is needlessly large for a small square piece, but a large square piece would fit in only with its corners cropped.

  • @AaronAsherRandall
    @AaronAsherRandall 7 місяців тому

    I think I watched this video a year ago, and I didn’t understand it at all. Recently I’ve been working on a lite RTS game with 100s of different objects, systems, managers. I have actually been using this exact pattern and it works so well! It gets really powerful if you make a scriptable object for the balls. Then each can have specific properties and data you can either pass through the event or reference for very precise control.

  • @jarrettonions3392
    @jarrettonions3392 8 місяців тому

    It is important for a manager to communicate correctly with their balls

  • @miloverreijt6396
    @miloverreijt6396 8 місяців тому

    You're really underrated man, like your last video was awesome and now you suddenly appear with this piece of art! The warning sign XD 0:20

  • @ЖмыхАирлейнс-о8м
    @ЖмыхАирлейнс-о8м 8 місяців тому

    Thank you bro!

  • @KhaledHossamShosha
    @KhaledHossamShosha 8 місяців тому

    your explaining is amazing thanks [ : )]

  • @wanc2382
    @wanc2382 8 місяців тому

    3:16 I didnt expected to be insulted like that lol Amazing video btw thanks

  • @blazingpotato642
    @blazingpotato642 9 місяців тому

    thanks dude