- 52
- 87 761
Feed My Kids
United States
Приєднався 24 лип 2020
I'm John and I'm here to make useful videos about coding systems that can be used in games, like how to get into and drive around in a car and get back out again, how to mine items and put them in your inventory, how to save an inventory, how to move around in a game scene like in the editor scene, et cetera.
Unity: How to Regenerate Values (like Health) over time
Unity Game Engine 2021.3.15f1 Personal (Dark mode with the inspector and hierarchy next to each other as God intended)
Github repo for the scene (not the custom assets): github.com/KampinKarl1/Health-Regen/tree/master
We're taking a look at a basic concept here:
How to take a value from it's current state to it's max state over time and after a potential delay.
Doesn't really matter what version of Unity you use for this, there's no use of instructions that are experimental or new.
I used Microsoft Visual Studio 2019 Community.
Github repo for the scene (not the custom assets): github.com/KampinKarl1/Health-Regen/tree/master
We're taking a look at a basic concept here:
How to take a value from it's current state to it's max state over time and after a potential delay.
Doesn't really matter what version of Unity you use for this, there's no use of instructions that are experimental or new.
I used Microsoft Visual Studio 2019 Community.
Переглядів: 78
Відео
How to Fix Mixamo Animations for Unity, Shoot/Kill NPCs and make them Ragdolls.
Переглядів 383Рік тому
One of my favorite games of old is Eidos Interactive's Hitman 2. It was an especially great experience for me (not that I'm a total psychopathy) because of the ragdoll physics applied to the agents you killed in the game. This system was present on the first Hitman game but I never played that one... Since ragdoll physics were introduced, it's been one of the best and easiest ways to give playe...
How to Build in Unity: Build Placer Part 1
Переглядів 1952 роки тому
In this video we build the class that will allow us to see which object we are placing in the world.
How to Make NPCs/AI Run Away (with examples in Unity)
Переглядів 11 тис.2 роки тому
In this video you'll learn how to make one object "run away" from another. Hopefully, you'll learn a little vector math with simple examples. To sum up the entire video: 1. Get the direction to the object you're running from. (Dir = Obj2 Pos - Obj1 Pos) 2. Negate the direction (Dir = -Dir) 3. Run in that direction (Obj1.RunToPos (Obj1 Pos . Dir)) 4. Scale the direction if you want by normalizin...
How to Make NPCs/AI Respond to Sound (How to confuse enemies like in FarCry)
Переглядів 8 тис.2 роки тому
Reupload with better sound quality. This tutorial should be able to teach you the concepts necessary to know how to make an NPC/AI respond to sounds in your game. You are expected to know how to use the Unity editor and how to create scripts and a NavMesh. GitHub repo for this project including the scene and NavMesh. github.com/KampinKarl1/Unity-AI-Behaviours/tree/main/GamePlay mixamo.com to ge...
How to Put Out a Fire in Unity (Part 2)
Переглядів 4,1 тис.2 роки тому
This is the second part of How to Put Out a Fire in Unity where we will write the scripts that will diminish the fire (by decreasing Particle System emissions) and regenerate the fire. I used Unity 2019.3. Anything after Unity 5.6 should work with this system. The code may be at a beginner to intermediate level but there is not a lot of it, so it shouldn't be overwhelming. This regeneration of ...
How to Put Out a Fire in Unity (Part 1)
Переглядів 6 тис.2 роки тому
Second part link below! ua-cam.com/video/eMQ33C4RuhA/v-deo.html In the first part of this project, we will look at how to import the Unity Particle Pack without breaking a current project, modify some particle effect prefabs within that package, and look forward to Extinguishing those fires in the next video. Github repo for scripts: github.com/KampinKarl1/Unity-Extinguish-Fire/tree/main Free U...
Devlog and Ideas for you from my Construction Game Project
Переглядів 3132 роки тому
I'm working on a construction game and I wanted to let y'all know how it's going and how I did some things. The skidmarks pack by Nition I was talking about: github.com/Nition/UnitySkidmarks (flip the skids image in Paint and it looks like tracks). The (free) Unity Standard Assets pack which I used for the Vehicle and Character controllers as well as Effects: assetstore.unity.com/packages/essen...
Object Randomization in Unity (Easily randomize characters in a scene) #gamedevelopment
Переглядів 7342 роки тому
A quick way to add variety to your scenes by interchanging character models. Grab the script here: github.com/KampinKarl1/MultiModelObjectShower Check out the README so you understand whatever you didn't get in the video. I had to re-upload because of an issue with Zoom and Pan. Reasoning behind the short format: Even my "most successful" videos (the ones that get me subscribers or have a highe...
Great Low Poly Assets for your Unity or Unreal Project (Tons of Characters)
Переглядів 7142 роки тому
Synty Studios is providing us with some great assets at a huge discount via this Humble Bundle pack. One small caveat is that you'll have to download directly from their website and import their packs manually (Not hard; just giving you a heads up). These assets can be used in Unity or Unreal. I don't get paid or get any discounts for this (I wish). I just think it's a good deal and I use Synty...
Traffic Preview: Traffic System with Passing and Stuff
Переглядів 2182 роки тому
Merry Christmas and all that. Hope y'all are well. I've been working on a traffic system to make my projects more lively. I wanted to see vehicles moving around in the background but the systems I'd created before always had cars clipping through each other or not passing or anything cool like that. This system is based on Road nodes where a node is either occupied or not and vehicles will only...
How to Make NPCs Drop Items in Unity
Переглядів 2,2 тис.3 роки тому
How to make your NPCs drop items (not exactly spawn loot) like guns and other weapons in Unity. Discord Server for Support: discord.gg/rhah7ddj You'll need a version of Unity with Transforms, Colliders, and Rigidbodies (any version). You will have to do a small amount of coding for this to work. In total, there are about 20 lines of code in the Droppable class, including whitespace and bringing...
Build Manager - How to Build in Unity: Episode 6
Переглядів 2283 роки тому
In this video, we are going to create a build manager so that it consolidate control of the building process. We are going to take control of building away from classes that shouldn't be doing it and put it in the Build Manager's hands as well as create the basic logic/conditions for whether or not building should be allowed. The mouse clicking is off in parts of the video. I thought it would b...
How to Get in and out of a Car in Unity (with car and character controllers)
Переглядів 17 тис.3 роки тому
Here you'll learn how to do some Grand Theft Auto-like getting in and out of a car. This is pretty useful for prototyping the functionality of getting into a car from a character controller and getting out from a car controller. UNITY STOPPED OFFERING VEHICLE CONTROLLERS FOR FREE: Here is one solution I found, assetstore.unity.com/packages/tools/physics/prometeo-car-controller-209444. Theoretic...
Unity Dev Log: Crafting Items in a Smelter and NPCs Mining/Depositing Resources
Переглядів 1853 роки тому
Unity Dev Log: Crafting Items in a Smelter and NPCs Mining/Depositing Resources
Project Plan and Simple UML - How to Build in Unity: Episode 5
Переглядів 7033 роки тому
Project Plan and Simple UML - How to Build in Unity: Episode 5
Building Objects at Mouse Position - How to Build in Unity: Episode 4
Переглядів 1563 роки тому
Building Objects at Mouse Position - How to Build in Unity: Episode 4
Camera Controller - How to Build in Unity: Episode 3
Переглядів 913 роки тому
Camera Controller - How to Build in Unity: Episode 3
Raycaster - How to Build in Unity: Episode 2
Переглядів 783 роки тому
Raycaster - How to Build in Unity: Episode 2
Setting Up - How to Build in Unity: Episode 1
Переглядів 1143 роки тому
Setting Up - How to Build in Unity: Episode 1
Planting and Harvesting in Unity (Early Prototype)
Переглядів 1503 роки тому
Planting and Harvesting in Unity (Early Prototype)
How to Save Your Inventory in Unity - (No PlayerPrefs and No JSON)
Переглядів 7 тис.3 роки тому
How to Save Your Inventory in Unity - (No PlayerPrefs and No JSON)
How to Drop Items from Inventory in Unity
Переглядів 2,7 тис.3 роки тому
How to Drop Items from Inventory in Unity
How to Mine in Unity (and craft, make a shop, inventory, and pickups)
Переглядів 1 тис.3 роки тому
How to Mine in Unity (and craft, make a shop, inventory, and pickups)
How to Upgrade Skills in Unity (using Animation Events): Skyrim-Like Skill System Part 6
Переглядів 5303 роки тому
How to Upgrade Skills in Unity (using Animation Events): Skyrim-Like Skill System Part 6
How to Target Enemies using Free Animations/Controller - Skyrim-Like Skill System Part 5
Переглядів 1354 роки тому
How to Target Enemies using Free Animations/Controller - Skyrim-Like Skill System Part 5
Hello bro, please ask me how work calling to Sound class from another classes, you not use static instance and you not add public or serialized field on top of head script, how this work? 😮😅 I'm new in unity 9:00 🎉
Hey, Sound is in the GamePlay namespace, so you can either make a Sound instance by calling something like (say a rock collided with the ground and you want the sound to "happen" at that point, you'd use the rock's position, a sound radius for a rock [say a rock hitting concrete carries farther than an impact on grass], and pass the type of sound [optionally]): "GamePlay.Sound sound = new GamePlay.Sound(rock.transform.position, rock.GetComponent<Attributes>().soundRadius, SoundType.Interesting);" At the top of your script file you could use the "using" keyword to bring in the GamePlay namespace or encapsulate your class in the GamePlay namespace to avoid the GamePlay.Sound call and just call Sound.
@FeedMyKids1 thanks for answer ❤ rocks. GetComp<Attributes>.soundRadius ( it's can be script on rock object? I right understand, I use u code, this awesome mechanic ❤❤❤
@FeedMyKids1 and one more stupid question bro, respond to sound in npc behavior execution is not update just function, it's work because using Gameplay namespace, or this hide internal functions csharp? 😭 I'm really stupid🙄
@@66ogg Here's what the call stack would look like: Rock hits ground. Calls -> Create Sound -> Sounds.MakeSound(pass the sound just created) Sounds.MakeSound checks for any IHear objects nearby. If there are any, for each one it calls -> IHear.RespondToSound(passes the sound from before). IHear/Child Class, 'npc behaviour', -> gets its RespondToSound implementation called and that's where the action happens. Everyone is "stupid" when they start. The truly stupid are those who never begin.
@FeedMyKids1 awesome logic, now I understand how this work, you genius I like this tutorial, you very help me 🙏❤🌌🖐👽
by any chance do u've any idea how to make a really good sophisitcated escape npc. (should have same speed as player). so the npc just tries to trick the player velocity/direction you know like random zigzag or something. i'm trying to find the best way possible to make it really hard to the player to touch the npc. (even if it spossible but still challenging)
Health.cs you shouldn't use Time.time to control RegenCanStart. If you do then when you pause the game in the editor, or hit a breakpoint, or even save the game the timer is still going and when you come back regen will start. Rather in OnTakeDamage *set* startRegenTime to timeBetweenDamageAndRegen, then in Update, subtract Time.deltaTime from startRegenTime as long as it's > 0.
Incorrect: Pausing the game (timescale 0) doesn't affect it. Pausing the Game tab from the editor doesn't affect it. Pausing using Debug.Break doesn't affect it. Saving does not affect it. Save a value like "TimeUntilRegenStarts" (value = startRegenTime - Time.time) and upon load do "startRegenTime = Time.time + TimeUntilRegenStarts"
wb
Thanks for the script!
You bet!
Your voice...... its beautiful
Very helpful, thanks 🙂
I needed this about 4 days ago. Still some great advice 🙂
I really liked this one. Thank you 🙂
Interesting, thank you 🙂
Absolutely awesome
I finally found what I was looking for. Thx a lot!
Great! Hope you're able to find the Standard Assets.
Great and informative video! Do you have any plans to continue on with part 3 of this video that you mentioned?
I'm going to do a video on regeneration over time (think COD/Halo health system) which could be used to make fires regenerate if they're not constantly doused.
This is how tutorials should be, i love how you dig through scalability and the design choices. Simple, scalable and not over engineered. Perfect thanks sir
Thanks a lot!
Thanks a lot. I may be fiddling around with Godot, but you helped me a lot.
Good! I'm hoping to make more videos soon and make them more software/engine agnostic.
Thank you so much for this video. I really appreciate the time and effort that you put into this work. If possible can you please make a simple video in which you just freely explore the environment in the game mode or maybe let's say when the game is running just like I do in the scene view with my mouse as well as WSAD you know something like this?
Sorry for not getting back to you sooner. As soon as I'm done with Exams and Final Projects (end of May/June), I'll get that out and start posting new videos.
COOL
Quick question : Can I use any car or is just needs to be from the standard assets?
Hi, You can use whatever car you want but you'll see that the car I used in this tutorial (from Standard Assets) is pretty intertwined with the CarController scripts provided. If you used a different car, you'd have to make sure it has all the moving pieces that this one does. My suggestion is to create an interface like IEmbarkable which has a methods called Embark and Disembark or something and then implement that from whatever car controller script you want.
@@FeedMyKids1 Can you provide the link for your Standard Assests cause I can't seem to find the one you've mentioned in the video.
@@sbmusicclub5739 I will remake this with free assets that hopefully don't get deprecated... Sorry but Unity is trying to make money (by making it harder to use the engine I guess).
Thank you for the tutorial! it works great.
Glad it worked for you!
I used Unity version 2023.2.11 & the only thing that did not work from your tutorial was in the script, using [Serialized Field], I just changed that to "public" & was good to go.@@FeedMyKids1
Unity cant find auto cam :(
Usually happens if we forget to place the follow camera into the scene or forget to put it into the autocam field. Make sure to place it into the scene and EITHER plug it into the autocam field of the script that uses it OR use autocam = GameObject.FindObjectOfType<AutoCam>() (or whatever the name of the AutoCam script is) in Awake or start.
Would this work with an animated horse? I am trying to create a horseback riding system in my Unity Game, and I believe that it would be similar to a car system, but could somebody tell me if that is correct and if this would (atleast in theory) work?
Hi, yeah it would work the same with a horse.
I should have made an interface like IEmbarkable (the car or horse) that would make the concept easier to apply to other stuff.
Great video but i want know how can i access to the burst parameter
Yeah, good question because it's kind of a weird process. Access and save to a variable the emission module of the ParticleSystem - ex var em = ps.emission; You can directly create ParticleSystem.Burst structs in the EmissionModule.SetBurst /SetBursts methods or create a new Burst separately. ex. em.SetBurst (new ParticleSystem.Burst (.5f, 30)); //that sets the time at .5f and count to 30 I created a more detailed example here: github.com/KampinKarl1/How-to-use-Unity-Particle-System-Burst-in-Script/blob/main/Code/EmissionBurstAccessor.cs
@@FeedMyKids1 Thanks for the help, it worked for my project and if its not too much can you make a tutorial of how work with Visual Effects parameters(Unity VFX)?
Oh man, sorry but I don't know anything about them to be honest.
@@FeedMyKids1 Don't problem thanks anyway
Hello BROTHER, I am Working on VR i have used your idea but the Fire is Dissolving very Fast Even i increase or Decrease the "amount" of that TryExtinguisher Function Can You Help Please ??
really great tutorial ,but in my game i have a particle system water ,it is a VR game so i want to put the fire of only if the water collides over the fire ,how should i change the extinguish script???please help sir because i am a beginner thanks in advance
I'm not sure how it would be any different. I don't use VR but I imagine it's about the same in terms of using raycasts or spherecasts. If you aim the water at the fire, it should extinguish.
@@FeedMyKids1 thanks considering me I somehow solvd this problem I used the guns raycast to extinguish the fire
Does anyone have a fix for this? Assets\GettingInAndOutOfCars.cs(17,22): error CS0246: The type or namespace name 'carController' could not be found (are you missing a using directive or an assembly reference?
Ok I fixed this but now I am getting this error: Assets\GettingInAndOutOfCars.cs(46,19): error CS1061: 'CarController' does not contain a definition for 'Move' and no accessible extension method 'Move' accepting a first argument of type 'CarController' could be found (are you missing a using directive or an assembly reference?)
I also cant assign anything to the feild
Are you using the Unity Standard Assets CarController script? It doesn’t make sense that you had the class named carController since the standard for unity and C# is class names with a capital letter.
@@KampinKarl1 I don’t exactly remember, Just had to restart unity and it worked fine 👍
The CarController.Move method accepts 4 float parameters I believe: it’s like vertical movement, horizontal, brake, and something else I can’t remember. You don’t pass the CarController to itself
thank you!
You bet!
As far as I understand this you implemented a variant of an Event bus for this, right? It's a good idea. My question now: The sound propagation here works via an OverlapSphere and a direct distance value, so the sound travels linearly. What if the sound has to travel through rooms? Or what if there are walls between the sound source and the AI agent?
To the extent that IHears are event listeners and an NPC deciding what is more important (the sound or whatever it was doing before), yes; it’s an event bus. Good questions. These are pretty basic tutorials because the lower level the audience, the more people the video generally appeals to, so I don’t even get into cases of being in a room or sound occlusion. Normally what a dev team will do in a room based scene (or for example in COD Warzone) is have a sound map for propagation (and in the case of call of duty, whether a gunshot will have a tail sound). A simple map would have a room and a list of connected rooms. The connected rooms might hear the sound and if they do, possibly tell the listener the originating room. In the case of walls: you might do the overlap sphere to check what could potentially hear the sound then do a raycast to check for occlusion. Say you have an obstacle like a wall between the listener and sound maker, you could say that the obstacle has a sound dampening effect and throws the sound to the closest edge of the wall. As far as linear distance: you can definitely make the AI seem more realistic by sending them to kind of wander in the vicinity of where they think the sound came from. So say the sound came from far away, you send the NPC to a random spot in the direction from which the sound came. Hope this helps.
great vid
Glad to hear you liked it!
Hello sir, i appreciate your hard work and awesome channel but i have trouble with your script. PLEASE HELP! OR REPLY... Assets\GettingInAndOutOfCars.cs(5,1): error CS0116: A namespace cannot directly contain members such as fields or methods.
github.com/KampinKarl1/GTA-style-Get-In-and-Out-of-Vehicle/blob/main/GettingInAndOutOfCars.cs can you try it now?
Here's the repository for this one: github.com/KampinKarl1/Ragdoll-Tutorial I got a little carried away with this one, use chapters to navigate the video, please. 53:34 is where the animal ragdoll is set up. @DitzelGames has a fantastic animal ragdoll tutorial that you can watch here: ua-cam.com/video/oVPI2ESkgIw/v-deo.html. That one is more versatile than the one I've created here and is a much shorter video. More thoughts: The Ragdoller script uses GetComponentsInChildren anytime EnableRagdoll or DisableRagdoll are called. Some people might say that'll slow your game down; it might if you have cool ass explosions going off and killing a bunch of agents in which case it might be a good idea to cache all the ragdoll's rigidbodies. I wrote this so that the scripts would be easy to read more than so that this would be hella performant.
I remember when making this sort of game felt like an achievement. After few years of Unity experience, you can make one of these within few hours (assuming you use ready models and animations). Turning these sort of projects in to a real game takes months or years.
yeah this took about 10 minutes.
Thanks for your awesome video😍🙂
Hey, really happy with the progress i've been able to make due to this video!! My one problem is that my extinguisher is not affecting my fire in any way, even with the scripts attached exactly as they are in the video to the main camera, and with the extinguisher being a child to the main cam too. Any idea what this could be? Thankyou.
Same issue with me
I’ll make a video this week as a follow up to this one since a few people have the same problem
Hi sir, i real love this inventory system so i downloaded the GitHub project but on deployment in Unity i got 2 error on the InventorySaveSystem.cs script. 1.The name 'String' does not exist in the current context. 2.error CS0126: An object of a type convertible to 'Dictionary<Item, int>' is required. PLEASE!!! help...
Sorry i am new to Unity Engine still learning scripting as well.
Good job pointing that out: On line 77 of the InventorySaveSystem, change "String.Empty" to "". (the empty string is defined by writing two " marks) On line 83 write "return null". Theres not an inventory saved, so return nothing. You could also return an empty inventory by writing "return new Dictionary<Item, int>();" Thanks for the heads up. You can also copy the script from Github.
@@FeedMyKids1 Awesome, the script is copied from GitHub sir, but still same errors. I will definitely change it thank you and you got my support. Great Channel.
@@RUDERUDYTUTORIALS I mean that now it's fixed and you can copy again from GitHub.
Thank you very much, works fine in VR too
Great to hear.
Can you help me? I am facing issue
@@ATHIRAlSharyaniWhat's the issue?
@@FeedMyKids1 when the smoke particles touches the fire particles nothing happen
Do you have any recommendations of alternative particle packs? I was looking at testing this in a URP scene, but the unity pack isn't compatible.
I wish I could give you a different recommendation since this one is also pretty dense and can potentially “ruin” a projects settings but since it’s free and the effects look good, I haven’t looked for anything else. Sorry.
This is really good. I want to take this and turn the chaser into a walking humanoid downloaded from Mixamo. I tried adding an animator controller and got my guy to walk. But, when I tried adding a chaser script along with a nav agent, now my guy just goes bonkers. What am I doing wrong? Any help to my understanding would be greatly appreciated.
Hi, check if on your animator component the Apply Root Motion box is ticked. If it is, untick it. It applies motion based on the animation and could conflict with the motion the navmeshagent is trying to apply.
@@KampinKarl1 Thanks for the prompt reply. When I have Apply Root Motion checked, but no chaser script or Nav Mesh Agent, it walks exactly how it's supposed it, just not towards the target. When I turn that off, but enable the script and Nav Mesh Agent, it follows the target, but it floats and glides rather than walks.
@@edhalsim "When I have Apply Root Motion checked, but no chaser script or Nav Mesh Agent, it walks exactly how it's supposed it, just not towards the target" what? you downloaded an animation that actually *moves* eg "translates" moves across a distance? no no. you want to zero root so it's "walking in place" the navmesh strictly is making it move, enhanced by the script
Do you know of any way to make it possible for the prey to turn left or right instead of only one angle? Possibly according to the position of the predator (if predator is more to your left, you go right, and vice versa)
You can multiply the direction in which the prey is supposed to run with Quaternion.AngleAxis(degreesAwayFromOriginalAngle(negativeForLeft), Vector3.up). If you want to know which side the predator is on use Vector3.Dot.
Hey! I just saw your video and downloaded the particle asset, though I couldn't find that water house prefab. Do you know where can I find it? It's no nowhere to be found in my prefabs folder
assetstore.unity.com/packages/vfx/particles/particle-pack-127325#content Looking at this and examining the Package Content and EffectExamples Folder, under Water Effects you will find WaterLeak.fbx. I think I modified that to look like a hose.
crazy this is exactly what i need! Thank you.
Thx for tutorial master!
Hey man, do you have a github repository for the above project?
I will refactor and put one up. I'll update you when that happens.
@@FeedMyKids1 Thank you so much brother!! I'm working on a college project and this video was quite helpful.. what I got in my output is little different from what you have in the video and that's the reason I was asking for the same. Nonetheless thank you so much for your work!!
@@satyabale9471 Hey, it turns out I had created a repo for this and it's here: github.com/KampinKarl1/Unity-Extinguish-Fire I still have to refactor but there's the basic scripts (no project files since it uses a lot of Unity Standard Assets and Particles)
Thanks A lot @FeedmyKids1 this tutorial is great and very informative, i used it on my vr for assigment task in my university. i want to ask about the timing of the water output from a hose or an object? i want to combine with a fire extinguisher but i cant trigger it and it always spraying the water Thanks
i kinda have it worked in vr but the particles didnt extinguish it i just shove my object that have a camera and its automaticly extinguish how to work around on this?????
@@arikurniawan7698 Well, it's not the particles that extinguish the fire. It's just pointing the camera at the fire for a while that makes it go out. So, all you need is a timer on your fire extinguisher and a timeToExtinguish value. Once you're aiming at the fire (unobstructed hopefully), you add to the timer (or subtract to zero) until it's at the timeToExtinguish.
@@FeedMyKids1 Ok thanks for the advice
you saved time, Really helpful , thanks
I can't seem to redirect the water leak... anyone any ideas?
Scratch that, issue solved... I am however wanting to attach the water hose to an object and pick up and turn on water if anyone has any ideas??? I have managed to attach but it doesn't extinguish :(
@@Duplicity3D Hi, if I remember correctly, the extinguisher has to raycast in order to check if it's hitting a fire. It's possible that your object has a collider that is essentially "blocking" or absorbing the raycast and doesn't allow for checks in front of it. Try setting the object's layer to IgnoreRaycast and see if that works.
I want to know about your Raycast script, That is attached in your main camera Please tell me
Shit, sorry about that. This is the exact script that I have in that project: github.com/KampinKarl1/Unity-Camera-Components/blob/main/CameraComponents_FeedMyKids/Scripts/Camera/Raycaster.cs I'm pretty sure if you revise the fire fighter code in this, you won't find anything that references the Raycaster.
thanks a lot, you saved my ass
Awesome! Glad to hear it.
I love the video, but I have a problem - my AI is not reacting to the stone when the stone is thrown, My script is same as yours [Please Help ]
If you mean that you want the AI to react to the sound you make when you literally throw it (release it from the hand), just call Sounds.MakeSound and pass in a new Sound with your position and the range over which the sound can be heard. If you mean the AI doesn't respond when the stone collides with the floor: Make sure that your stone has a script calling OnCollisionEnter in the body of which it calls Sounds.MakeSound and creates a new sound. Hey, sorry I didn't get back to you sooner. I really do have kids so sometimes it takes a while.
En serio muchisimas gracias por ayudarme a mejorar mi codigo!! <3
Me alegro de que le fuera de ayuda.
hey can you make it as an asset so we all could rake from it instead of bugs and problems please answer im waiting for response. Thanks VoltyZ...
Sorry for not responding sooner but this is available via Github if you'd like the 'asset'. I can't offer it on the Asset Store as it relies on other assets, some of which have become unavailable through Unity.