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Lightning AJ
India
Приєднався 8 вер 2018
Indie Game Developer.
Blender Low Poly 3D Models.
C# Programmer.
UI Dev.
Firebase DB.
Photon Multiplayer.
Unity 3D. Unity 2D.
Game Development Tutorials from Unity and Programming to Game Design.
Follow me on Instagram: tpk1776
Blender Low Poly 3D Models.
C# Programmer.
UI Dev.
Firebase DB.
Photon Multiplayer.
Unity 3D. Unity 2D.
Game Development Tutorials from Unity and Programming to Game Design.
Follow me on Instagram: tpk1776
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Hello
Looks like I just missed the stream.
Khgy
This is so cool! Thank you for showing how this app works😊 (This app is not available in my country )❤
No problem 😊
How you make the animation for the characters?
Again thanks bro 😢😢😭
You won't do it brother, I was searching for this tutorial for 2 months and Finoy I found you. And I want to thank you very much.Thank you
Good morning
Remember me by myself beginning
do you discord i want to show you my problem that i m facing please fix it
nice video
Amazing!!😍😍
Hi how are you please how I can make the joystick throw grenade or object
i have a problem. Why doesn’t my character get hurt if he’s standing still? he takes damage only if he moves (im using OnTriggerStay)
OnTriggerstay is called only when the colliders are in contact. Check also if atleast one of the colliders have isTrigger set to true
amazing my friend
Thank u , can u make next video how to make timer over or inside the button to re enable the attack ? for example if attack i want to wait 30 seconde to attacke again , i want re attack after this time finish
I think it's already there. Let me have a check
@@lightningaj7911 thanks
ua-cam.com/video/Icu6sotYFFA/v-deo.html
What for the y axis
I am kind of busy and not doing vids these days, so I cannot make a vid of it yet. anyways I hope this helps. I'll be back soon though . cameraAngleX += touchField.TouchDist.x * cameraSpeed; camera.transform.position = transform.position + Quaternion.AngleAxis(cameraAngleX, Vector3.up) * cameraOffset; camera.transform.rotation = Quaternion.LookRotation(transform.position + Vector3.up * rotOffset - camera.transform.position, Vector3.up); if (touchField.TouchDist.x == 0) { cameraOffset.y -= touchField.TouchDist.y * touchRate; }
@@lightningaj7911 what is touchrate showing error or ratoffset
@@lightningaj7911 Operator '*' cannot be applied to operands of type 'Vector3' and 'Vector3'
Hello,the camera moves only horizontally, but how to make it move vertically?
pls help me
@@HyperBongGames I am kind of busy and not doing vids these days, so I cannot make a vid of it yet. anyways I hope this helps. I'll be back soon though . cameraAngleX += touchField.TouchDist.x * cameraSpeed; camera.transform.position = transform.position + Quaternion.AngleAxis(cameraAngleX, Vector3.up) * cameraOffset; camera.transform.rotation = Quaternion.LookRotation(transform.position + Vector3.up * rotOffset - camera.transform.position, Vector3.up); if (touchField.TouchDist.x == 0) { cameraOffset.y -= touchField.TouchDist.y * touchRate; }
Finally a tutorial about this situation! Thx! 😃🤘
Do you know how I could edit the interaction script so that items pickup with a keyboard press when in the pickup radius instead of using the mouse?
worked perfect, thankyou <3
It's wonderful now my friend, Congratulations! :)
Thanks bro 😊
Brother can i contact you
What's up what do you wannna know?
I am first view
Nice work keep it up!
Thank you 😄
so usefulll. thank youuuuu
Thank you 😄
So say I'm using this for a lava pit so how can I detect when the player steps out of the pit thus stopping the damage
I think what you are trying to do is a bit different from this. So you want the player to take damage over a certain interval on when he is in the pit. No lasting damage ticks. Is that what you're trying to do? If so I think the best way would be to set a radius within the range of which the player would take damage. So use an coroutine so that you can have a wait period before calling the method to take damage each time
IEnumerator LavaPit() { If(vector3.distance(player.transform.position, lavapit.transform.position)) <=radius { TakeDamage() ; } Yield return new waitforseconds(5) ; } Something along these lines should work.
Check out my latest Video
Can you please share the code of these video tutorials? Firebase-related videos code....
Nope, firebase code is based on the project you make there. The project I created in firebase has my unique ref id, which is referenced in the code you get when you download from firebase. So I can't share that code with you nor will it update the db you create in firebase. Pretty much everything else is in my github. Kindly follow the video and make your own project in firebase.
@@lightningaj7911 yes I did that
Cool
Here before 1k subs
How to make pick up Item and Drop out Inventory ???
I will post soon
Next video please my friend
Much love my friend
Awesome great job next video please Much love
Ware is the scripts and I hope next video show my how programming all Inventory & Think you so much .
Yeah
Is this a mobile game? Any tips where i can learn?
Hey, Yeah currently working for mobile, might improvise for other platforms later. If you looking to add damage text spawner ua-cam.com/video/eSBI-YsLcZg/v-deo.html. This is a videos where I have done that.
Can you help me please with my game . Iam making a Android game my problem is with the joystick .for first player joystick works fine but on the second clone not working at all
Are you having bot the players on the scene at the same time?
@@lightningaj7911 thank you i all ready followed the tutorial and every thing right now is fine
Good luck brother
thx
wow thats cool my friend!
Thanks brother
where is the full video ;)
Hi bro, sorry been a little busy lately. But I will upload soon. Probably after next week.
good video ..can you translate this ..tengo un problema estoy creando un juego de pataformas y estoy utilizando los standard assets pero al momento de saltar a la otra plataforma mi player se queda flotando
Nope Sorry I do not know this language
@@lightningaj7911 try google
@@sohankaushik7 oh that I did. But I cant translate this video to Spanish because i do not know the language.
Thanks my friend! :)
Sure Brother
Nice tutorial my friend!
Cool chracters my friend!
Nice👍
Thanks Bro
Great work man, I need your help in Unity. How can i reach you easily
Hey whatsup brother? facebook.com/lightning.aj.566 This is my fb :)
It was help ful
Thanks Bro, Good luck
Thanks for your help man I am guy from fb
Sure Bro anytime :)
much better thanks bro
Thanks 😁
hi Aj its me great tutorial once more im having a new issue with nav mesh the editor keep saying the script is trying to access the nav mesh and its not on the player how you solve that.
Hi bro thank you very much. Which type of movement are you using? Point and click or Keyboard button press. If you are using keyboard button press please uncheck the point and click script if you have that attached to the player. If you are using point and click to move then you will need a nav mesh agent on the player. So please attach it or if it is unchecked, check it. If this is still not resolved send me a screenshot of you player's inspector and the movement script you are using.
@@lightningaj7911 here is the script bro
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; public class EnemyControl : MonoBehaviour { [SerializeField] GameObject Player; [SerializeField] NavMeshAgent navMesh; [SerializeField] float chaseDistance = 29f; [SerializeField] float originalPosOffset=0.3f; [SerializeField] Vector3 originalPos; [SerializeField] float attackDistance= 10f; [SerializeField] Projectiles enemyBullet; [SerializeField] float coolDownTime= 3f, nextFireTime= 0f; // Start is called before the first frame update void Start() { originalPos = transform.position; Player = FindObjectOfType<Move>().gameObject; navMesh = GetComponent<NavMeshAgent>(); } // Update is called once per frame void Update() { if(GetDistanceFromPlayer()<= chaseDistance && GetDistanceFromPlayer() > attackDistance) { navMesh.isStopped = false; transform.LookAt(Player.transform); navMesh.SetDestination(Player.transform.position); } else if(GetDistanceFromPlayer() < attackDistance) { navMesh.isStopped = true; StartAttack(); } else { if(GetDistanceFromOriginalPosition()>= originalPosOffset) { navMesh.isStopped = false; navMesh.SetDestination(originalPos); } } } private void StartAttack() { if(nextFireTime < Time.time) { Projectiles instance = Instantiate(enemyBullet, transform.position, transform.rotation); instance.Setinstantiator(tag); nextFireTime = coolDownTime + Time.time; } } float GetDistanceFromOriginalPosition() { return Vector3.Distance(transform.position, originalPos); } float GetDistanceFromPlayer() { return Vector3.Distance(transform.position, Player.transform.position); } private void OnDrawGizmos() { Gizmos.color = Color.red; Gizmos.DrawWireSphere(transform.position, chaseDistance); } }
@@prodiggyson Add a NavMeshAgent to your Enemy
@@lightningaj7911 i added nav mesh @AJ but its not working and the option you showed me on facebook to click on is not present on the unity version im using
Nice
Thanks Bro