Small Hedge Games
Small Hedge Games
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Create FAKE SHADOWS using JUST MESHES (BIG Unity Tool Update)
Mesh Wrapper is a Unity Tool that now allows you to create Fake Shadows at Runtime!
Take a Squiz!
buymeacoffee.com/SmallHedgeHQ/e/266922
Support me :) - buymeacoffee.com/smallhedgehq
Website - www.smallhedge.com/
My games - small-hedge.itch.io
Twitter - SmallHedgeHQ
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UA-cam avatar created by OliGalArt, go check her out! ko-fi.com/oligalart/commissions
Переглядів: 350

Відео

18 BRAND NEW Post Processing Combinations in Unity!
Переглядів 1,3 тис.4 місяці тому
Use bloom, lens distortion, colour grading, and chromatic aberation to make creative effects for your projects! These tools are designed for the built-in render pipeline but can also be altered to work with the universal render pipeline (URP) and high definition render pipeline (HDRP). Github link to the tools used in the video! github.com/SmallHedge/PostProcessingTools Support me :) - buymeaco...
Create Rooms Faster than PROBUILDER - NEW Unity Tool (2024)
Переглядів 1,3 тис.6 місяців тому
Room Builder is a Unity tool which allows you to create rooms in you Unity scene! Take a squiz! buymeacoffee.com/SmallHedgeHQ/e/268119 Support me :) - buymeacoffee.com/smallhedgehq Website - www.smallhedge.com/ My games - small-hedge.itch.io Twitter - SmallHedgeHQ Facebook - SmallHedgeHQ UA-cam avatar created by OliGalArt, go check her out! ko-fi.com/oligalart/commissions
The ULTIMATE Guide to 2D CAMERAS (Updated 2024)
Переглядів 3336 місяців тому
Camera shake, dead zones, and camera boundaries can all be done through the Unity inspector through cinemachine! Not sure why we haven't all converted sooner! Code Used: github.com/SmallHedge/CinemachineCameraShake Get Light Flicker Ultimate: assetstore.unity.com/packages/tools/particles-effects/light-flicker-ultimate-268609 You might like: Unity Sound Manager - ua-cam.com/video/g5WT91Sn3hg/v-d...
Wrap Meshes around OTHER Meshes! NEW Unity Tool (2024)
Переглядів 2636 місяців тому
Mesh Wrapper is a Unity Tool which allows you to create decals! Take a Squiz! buymeacoffee.com/SmallHedgeHQ/e/266922 Support me :) - buymeacoffee.com/smallhedgehq Website - www.smallhedge.com/ My games - small-hedge.itch.io Twitter - SmallHedgeHQ Facebook - SmallHedgeHQ UA-cam avatar created by OliGalArt, go check her out! ko-fi.com/oligalart/commissions
Create MAP BOUNDARIES in 2 seconds with this NEW Unity Tool (2024)
Переглядів 1,1 тис.6 місяців тому
Easy Boundary is a Unity tool which allows you to create perimeters in you Unity scene! Take a squiz! buymeacoffee.com/SmallHedgeHQ/e/265667 Support me :) - buymeacoffee.com/smallhedgehq Website - www.smallhedge.com/ My games - small-hedge.itch.io Twitter - SmallHedgeHQ Facebook - SmallHedgeHQ UA-cam avatar created by OliGalArt, go check her out! ko-fi.com/oligalart/com...
UNITY DEVELOPER takes on their OWN GAME!
Переглядів 1776 місяців тому
Uproot is a rougelike 2d platformer where you must collect coins around the map while avoiding enemies and hazards! Purchase upgrades to level up your character to beat the harder waves! PLAY UPROOT: small-hedge.itch.io/uproot ua-cam.com/video/wQiAOPZJcSc/v-deo.html ua-cam.com/video/yRKjNPNeQX0/v-deo.html HUGE SHOUTOUTS! Programming: Small Hedge (www.youtube.com/@SmallHedgeHQ) Game Art: Oligala...
Create 2D PARALLAX with ONE CLICK - Free Unity Plugin Showcase
Переглядів 5048 місяців тому
Having to code new 2D Parallax effect scripts can be a hassle. So here is a Unity plugin which creates 2D parallax instantly by adding this one script! Hope this helps! Github Code: github.com/SmallHedge/2dParallax LIGHT FLICKER ULTIMATE assetstore.unity.com/packages/tools/particles-effects/light-flicker-ultimate-268609 Assets Showcased: LIGHT FLICKER: assetstore.unity.com/packages/tools/partic...
PLEASE use a Unity SOUND MANAGER! - Full Tutorial
Переглядів 14 тис.8 місяців тому
Sound Managers are crucial when using audio sources in Unity. It really helps to organise your sound events in a structured way! Github Code: github.com/SmallHedge/SoundManager LIGHT FLICKER ULTIMATE assetstore.unity.com/packages/tools/particles-effects/light-flicker-ultimate-268609 Assets Showcased: LIGHT FLICKER: assetstore.unity.com/packages/tools/particles-effects/light-flicker-ultimate-268...
Say Goodbye to the Animator! NEW Unity Plugin Showcase
Переглядів 14 тис.8 місяців тому
AnimatorCoder is a new Unity plugin which allows you to play animations entirely from script. It also includes animation parameters and animation chaining. Thanks everyone for your amazing input into this project! Download the plugin! github.com/SmallHedge/AnimatorCoder Assets Showcased: BACKGROUND: assetstore.unity.com/packages/2d/textures-materials/nature/free-pixel-art-hill-133118 WIZARD: as...
Never use the Unity Animator EVER AGAIN - Full Guide
Переглядів 10 тис.9 місяців тому
Tutorial of how to manage animations entirely through script in the Unity game engine! Tired of struggling with the Unity Animator? In this tutorial, I'll show you how to create smooth and efficient animations entirely through scripting, eliminating the need for the Unity Animator once and for all! Say goodbye to clunky animations and hello to smooth, customizable movements in your Unity projec...
Creating 2D Worlds with PROCEDURAL GENERATION - Devlog
Переглядів 2709 місяців тому
Procedural Generation is a popular choice for indie games such as rougelikes, open-world, and sandbox games. Now it's time to add it to 2d platforming, where the entire world is procedurally generated... Support me :) - buymeacoffee.com/smallhedgehq Website - www.smallhedge.com/ My games - small-hedge.itch.io Twitter - SmallHedgeHQ Facebook - SmallHedgeHQ UA-cam avatar ...
Light Flicker Ultimate - Now Available on Unity Asset Store
Переглядів 1939 місяців тому
Get on the Asset Store! 50% OFF assetstore.unity.com/packages/tools/particles-effects/light-flicker-ultimate-268609 Tutorial Video: ua-cam.com/video/6WmJpudXUa0/v-deo.html Have complete customisation of your light flickers! This asset includes the standard features of light flickering such as light intensity, light colour, material switching, and sound. Why stop there? Light Flicker Ultimate ad...
Don't use the Unity Animator, Use Code Instead! - Tutorial
Переглядів 24 тис.9 місяців тому
Unity developers often create messy animator tabs. Animating like a programmer allows you to clean it up, and have more control of your animations. This is how to set up your animations in any project. Assets Showcased: ENVIRONMENT: assetstore.unity.com/packages/3d/environments/platformer-game-show-pack-195080 POST PROCESSING: assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/...
What Developers DONT TELL YOU about 2d Platformers
Переглядів 51410 місяців тому
Wonder how games like Hollow Knight, Ori, and Celeste have such good character controllers? Here are 9 tips to help you out in your game development journey! Assets Showcased: FULLSCREEN: assetstore.unity.com/packages/tools/utilities/fullscreen-editor-69534 2D: assetstore.unity.com/packages/2d/characters/sunny-land-forest-108124 Support me :) - buymeacoffee.com/smallhedgehq Website - www.smallh...
This is the EASIEST Way to Create FLAPPY BIRD
Переглядів 81811 місяців тому
This is the EASIEST Way to Create FLAPPY BIRD
Adding ENEMIES to my INDIE Game - Devlog
Переглядів 21711 місяців тому
Adding ENEMIES to my INDIE Game - Devlog
Making a Particle System in C++ from Scratch!
Переглядів 3512 роки тому
Making a Particle System in C from Scratch!
How does a 2D CAMERA actually work?
Переглядів 3912 роки тому
How does a 2D CAMERA actually work?
Coding COLLISIONS in C++ from Scratch!
Переглядів 1332 роки тому
Coding COLLISIONS in C from Scratch!
Create YOUR OWN ENTITY in C++
Переглядів 1152 роки тому
Create YOUR OWN ENTITY in C

КОМЕНТАРІ

  • @ParisLuHv
    @ParisLuHv День тому

    for anyone making a 3D game, specifically XR, find another solution. this is great for small scale games, and some parts of it are applicable to larger projects. but imo, its not the greatest solution for something like an FPS, RPG, dungeon crawler, rogue-like, etc.

  • @Pite7419
    @Pite7419 2 дні тому

    ok, but how to get te mesh wrapper? ????

  • @nidhishsingh4122
    @nidhishsingh4122 4 дні тому

    How does this only have 300 views

  • @A5tr0101
    @A5tr0101 6 днів тому

    I'd say animator is the better approach though, its a matter of learning how to properly use it if you get into a spagetti mess

  • @minisauri1312
    @minisauri1312 9 днів тому

    How shall I Import this? I don¡t have Small Hedge when I right Click in the hirearchy.. I just imported the folder, probs did that wrong

    • @SmallHedgeHQ
      @SmallHedgeHQ 4 дні тому

      The folder you download is a zipped folder! So it will need to be extracted before putting into your projects.

    • @minisauri1312
      @minisauri1312 4 дні тому

      @@SmallHedgeHQDid that! Slapped it into my project but still have no way of using it :,3

    • @SmallHedgeHQ
      @SmallHedgeHQ 9 годин тому

      @ Very strange! Flick me a message on the discord server and I’m sure we can figure it. Alternatively flick me an email with screenshots of the hierarchy and project tab. I hope it’s not a Unity 6 problem.

  • @sim_storm
    @sim_storm 10 днів тому

    Escape from animator hell, into a new code hell

  • @kenknudsen675
    @kenknudsen675 13 днів тому

    This is fine for managing 2D sounds - like in your side scroller example - but what about 3D sounds? How does this deal with sounds that are localized to objects moving through a 3D scene? When an airplane flies over for instance, the sound should get louder and move across the scene as it approaches, and Doppler shift as it passes. I just find it easier to put a sound source on the moving object, and let the Unity audio manager handle it, than to manually process each sound clip to fake all of that. So this approach may not work as shown in every use case.

    • @SmallHedgeHQ
      @SmallHedgeHQ 10 днів тому

      That’s an incredibly crucial distinction to make. This particular sound manager utilises one shot/instant sounds at a specific volume. This script can be tweaked to include a Transform and 3D float parameter so it spawns a gameobject with an audio source attached under the parent Transform. Then start a coroutine that lasts until the end of the audio clip duration, then it destroys itself.

  • @CommonManMTahoorH
    @CommonManMTahoorH 14 днів тому

    You content is really good, and I am imagine the amound of effort it takes to produce one video, keep it up.

  • @humanharddrive1
    @humanharddrive1 22 дні тому

    thanks, I was looking for something like this. RealtimeCSG is a buggy mess since unity 2022, very awkward to select faces and change modes.

  • @arulwinrex4956
    @arulwinrex4956 26 днів тому

    will it work 2d aswell

    • @SmallHedgeHQ
      @SmallHedgeHQ 4 дні тому

      Not for this tool. For 2d, Unity provides polygon colliders, which has similar effects.

  • @sankgoku
    @sankgoku 28 днів тому

    Nice video great Sound Manager script and explanation

  • @ThatHBDude
    @ThatHBDude Місяць тому

    Is there a way to make pits in the floor, holes in the walll or ceiling?

  • @thewolf2296
    @thewolf2296 Місяць тому

    Thank you mate! This is definitely a manager I am going to add in my game and the future ones! Big up to you 🙌

  • @AndreuJapan
    @AndreuJapan Місяць тому

    Hi, nice tutorial! I hate Unity Animation system ahahahaha and this tutorial made me really happy, thank you!! Just one point FYI and another people with the same problem I was : Inside the file OnParameter.cs, line 16: - animatorBrain = animator.GetComponent<AnimatorCoder>(); - If we have a parent GameObject and the Player GameObject like child, is required to change that line to: - animatorBrain = animator.GetComponentInParent<AnimatorCoder>(); - Parent_GameObject |_ Player |_ Animator Thank you again!!

  • @wsgamesbr007
    @wsgamesbr007 Місяць тому

    FMod the best!!!

  • @SirFrosty84
    @SirFrosty84 Місяць тому

    Ok but what about movement in the diagonal directions? Like do you need 4 more animations for that or is there a way to blend the 4 you already have?

  • @nizardiab8851
    @nizardiab8851 Місяць тому

    Would it be possible to provide your player script in the Git repo please?

  • @Ririroa
    @Ririroa Місяць тому

    whats the success thing how do i hace to make it work?

  • @im0genim0gen46
    @im0genim0gen46 Місяць тому

    how can i change the time where my sounds start , for example if i want to Play a sound but starting at 2 seconds in the sound not from the start .

  • @Magma-uw7yo
    @Magma-uw7yo Місяць тому

    [SOLVED] When I add the "AnimatorCoder" instead of the MonoBehaviour, I have "error CS0118: 'AnimatorCoder' is a namespace but is used like a type" [SOLUTION] After on the video

  • @ZigzagKazak
    @ZigzagKazak Місяць тому

    Nice vid, good tut. Thanks for your work!

  • @mattglover7273
    @mattglover7273 Місяць тому

    any way to support height adjustments within a room without leaving gaps between wall/floor/ceiling?

  • @msmigs1173
    @msmigs1173 2 місяці тому

    What if i don't want to choose a random sound and just want to have multiple i can choose from?

    • @radiofloyd2359
      @radiofloyd2359 2 місяці тому

      You can simply create different methods for the manager that will look for different sounds in different ways. Example: playRoundRobin() playIndex() playName() playClip() Etc. The implementation is quite simple. Round robin needs only to have the index increment and then modulo the list size. Index needs an index integer (might wanna modulo the list size just in case) Name would want to find the clip name within the array (slow but you can make it so that it keeps it in inventory until told to get a different one, to make it O(1) on subsequent calls Clip would just make it so it doesn't read the sound manager's list at all and just plays what you give it, OR you could have it check if the clip is contained within the manager and play it if it is.

  • @magickomchanell4556
    @magickomchanell4556 2 місяці тому

    this is genius! thanks for the video

  • @draskang
    @draskang 2 місяці тому

    but I can't code...

  • @bourinas1717
    @bourinas1717 2 місяці тому

    Instead of having a string to hash array for your animations you can directly use the enum with .ToString() Great vid !

  • @crewberggren7669
    @crewberggren7669 2 місяці тому

    this video is badass. good work. good system

  • @sewerhrehorowicz
    @sewerhrehorowicz 2 місяці тому

    This has some drawbacks though. Consider large game with large codebase with lot of legacy code, or case when you even don't have access to some code. Then you are porting some features and in that case using animator is really convenient. Otherwise your visuals are tightly bound to code, which is not good. Or you can't give some tasks to tech / ui artists who are not that familiar with code.

  • @Yokiharra866
    @Yokiharra866 3 місяці тому

    How do you get it?

    • @SmallHedgeHQ
      @SmallHedgeHQ 2 місяці тому

      buymeacoffee.com/smallhedgehq/e/268119 The link’s in the video description which shows all the details of it! It’s compatible with Unity 2022 upwards and works with all render pipelines. Works straight out of the box once installed in your project.

  • @vileider
    @vileider 3 місяці тому

    From where did you get " GetComponent"

    • @SmallHedgeHQ
      @SmallHedgeHQ 2 місяці тому

      GetComponent is a function tied to the GameObject class! It allows you to get any component exisiting in the inspector.

  • @blasterxt9
    @blasterxt9 3 місяці тому

    Thanks a lot buddy

  • @NightRunStudio
    @NightRunStudio 3 місяці тому

    Learned a couple of neat tricks here. Thanks for the helpful video!

  • @MrAfitol
    @MrAfitol 3 місяці тому

    Unity blend trees....💀

  • @nightonmars
    @nightonmars 3 місяці тому

    Not tried it yet but wondering if using Cysharp's Unitask could be a way to reduce garbage?

    • @SmallHedgeHQ
      @SmallHedgeHQ 3 місяці тому

      The difference does seem pretty minimal but might work slightly faster if you have a mega animation chain :D. Otherwise not sure how much difference it would make.

  • @typhereus
    @typhereus 3 місяці тому

    Does this work with bone animations? (2D Skinning)

    • @SmallHedgeHQ
      @SmallHedgeHQ 3 місяці тому

      Yes should work, if your animation is an animation state in the animator window

  • @ernestsubotic8587
    @ernestsubotic8587 3 місяці тому

    My favorite part about this video is when he says "that's literally all we need" and then proceeds to type more code

  • @AlirezaR5
    @AlirezaR5 3 місяці тому

    looks cool. definitely be using it

  • @jonas0608
    @jonas0608 4 місяці тому

    Hi, I'm running into a problem where when I Jump i go through the FALLING Parameter into my IN_AIR Animation and then with the GROUNDED Parameter into the JUMP_LAND Animation. When I'm in Idle Animation (I've got 5 idle Animations that i loop through) and press JumpButton, the JUMP_START Animation plays but I think it's affected by the Idle Animation before. I would guess it's because of Crossfade. But then again, when I'm in WALKING or RUNNING Animation this Error doesn't occur even though I have crossfade on these as well. Also the JUMP_LAND Animation does often not play when I'm not moving and it goes straight back to IDLE. If anyone seem to recognize this or may know where I made a mistake, please answer. Help is greatly appreceated! 3D Game I used another Script for my Character Controller My Code: using System.Collections; using UnityEngine; using SHG.AnimatorCoder; public class NewAnimationSystem : AnimatorCoder { public static NewAnimationSystem instance; private BasicPlayerMovement basicPlayerMovement; private Vector2 movement; private bool playIdle; private bool isCautious; [Tooltip("The time between Idle Animation switch when standing")] public float switchIdleTime = 7f; private int randomIdleAnimation = 0; private int randomCautiousIdleAnimation = 0; Animator anim; void Awake(){ instance = this; } void Start() { Initialize(); basicPlayerMovement = GetComponent<BasicPlayerMovement>(); anim = GetComponent<Animator>(); StartCoroutine(ChangeIdle()); IEnumerator ChangeIdle(){ while (true){ yield return new WaitForSeconds(switchIdleTime); randomIdleAnimation = Random.Range(0, 6); randomCautiousIdleAnimation = Random.Range(0, 2); } } } void Update() { movement.x = Input.GetAxisRaw("Horizontal"); movement.y = Input.GetAxisRaw("Vertical"); DefaultAnimation(0); StandMoveAnim(); CrouchAnim(); JumpAnim(); if(playIdle) LoopThroughIdleAnimations(); } void FixedUpdate(){ SetBool(Parameters.GROUNDED, basicPlayerMovement.grounded); SetBool(Parameters.FALLING, !GetBool(Parameters.GROUNDED) && basicPlayerMovement.rb.velocity.y < 0); SetBool(Parameters.MOVING, movement != Vector2.zero); SetBool(Parameters.WALKING, basicPlayerMovement.currentMoveSpeed <= basicPlayerMovement.sprintSpeed -1.5f && basicPlayerMovement.currentMoveSpeed >= basicPlayerMovement.crouchSpeed + 0.1f); SetBool(Parameters.SPRINTING, basicPlayerMovement.currentMoveSpeed > basicPlayerMovement.sprintSpeed - 1.5f); } void StandMoveAnim(){ if(Input.GetKey(KeyCode.LeftControl)) return; if(GetBool(Parameters.GROUNDED) && GetBool(Parameters.SPRINTING)){ PlayNormalAnimationWithCrossfade(Animations.RUNNING); } else if(GetBool(Parameters.GROUNDED) && GetBool(Parameters.WALKING)){ PlayNormalAnimationWithCrossfade(Animations.WALKING); } else if (GetBool(Parameters.FALLING)){ PlayNormalAnimationWithCrossfade(Animations.IN_AIR); } } void CrouchAnim(){ if(!GetBool(Parameters.MOVING) && Input.GetKeyDown(KeyCode.LeftControl)){ SetLocked(false, 0); Play(new(Animations.STAND_TO_CROUCH, true, null, 0.1f)); } if(Input.GetKey(KeyCode.LeftControl)){ playIdle = false; if(GetBool(Parameters.MOVING)){ PlayNormalAnimationWithCrossfade(Animations.CROUCH_WALK, 0.15f); } else{ PlayNormalAnimationWithCrossfade(Animations.CROUCH_IDLE_01, 0.135f); } } if(!GetBool(Parameters.MOVING) && Input.GetKeyUp(KeyCode.LeftControl)){ SetLocked(false, 0); Play(new(Animations.CROUCH_TO_STAND, true, new(), 0.1f)); } } void JumpAnim(){ if(GetBool(Parameters.GROUNDED) && Input.GetKeyDown(KeyCode.Space) && !basicPlayerMovement.readyToJump){ Debug.Log("Current Transition: " + anim.GetAnimatorTransitionInfo(0)); SetLocked(false, 0); Play(new(Animations.JUMP_START, true, null, 0.1f)); } } void LoopThroughIdleAnimations(){ if(!isCautious){ switch (randomIdleAnimation){ case 0: PlayNormalAnimationWithCrossfade(Animations.STANDING_IDLE_01); break; case 1: PlayNormalAnimationWithCrossfade(Animations.STANDING_IDLE_02); break; case 2: PlayNormalAnimationWithCrossfade(Animations.STANDING_IDLE_03); break; case 3: PlayNormalAnimationWithCrossfade(Animations.STANDING_IDLE_04); break; case 4: PlayNormalAnimationWithCrossfade(Animations.STANDING_IDLE_05); break; } } else{ switch (randomCautiousIdleAnimation){ case 0: PlayNormalAnimationWithCrossfade(Animations.STANDING_CAUTIOUS_IDLE_01); break; case 1: PlayNormalAnimationWithCrossfade(Animations.STANDING_CAUTIOUS_IDLE_02); break; } } } //Just to make it shorter private void PlayNormalAnimationWithCrossfade(Animations _animation, float _crossfade = 0.2f){ Play(new(_animation, false, null, _crossfade)); } public override void DefaultAnimation(int layer) { if(Input.GetKey(KeyCode.LeftControl)) return; if(!GetBool(Parameters.MOVING) && GetBool(Parameters.GROUNDED) && !GetBool(Parameters.FALLING)) playIdle = true; else playIdle = false; } } My Parameters in the Animator Editor are: On JUMP_START: Falling Parameter -> Play IN_AIR Animation On IN_AIR: Grounded Parameter -> Play JUMP_LAND Animation -> Next Play RESET On JUMP_LAND: Walking Parameter -> WALKING Animation ; Running Parameter -> RUNNING Animation ;

  • @H1D3_15
    @H1D3_15 4 місяці тому

    man I cant Thank you enough😭😭

  • @t33h33studio
    @t33h33studio 4 місяці тому

    I think this is great! But I take some minor architectural issues with how some of this logic was explained. Animation should be a layer on top of your game to give context as to what is happening, NOT something that manages direct control over how your game plays. More specifically that reload bit at the start, because what you said implies (A) reloading has a zero waiting period or hangover time where you aren't reloading anymore but animation lasts longer, and (B) possibly is purely aesthetic which serves no purpose than an extra button press that interrupts a game's core combat mechanic. In the first case, that means you have an issue where the animations are feeding players with misinformation on the state of what is happening in your game. In the second case, its self explanatory that its poor game design to have such a purely aesthetic feature be in the way of players utilizing your core mechanics without it being one itself. Reload times are supposed to be uninterruptible from shooting again by its game design to support more tension / periods of vulnerability, and should already be in your non-animation game logic meaning your animation shouldn't ever be in that position in the first place. Bah, I am just nitpicking your examples though. The video was great nonetheless, and tackles issues Unity's animator gets in the way of. Good work!

  • @H1D3_15
    @H1D3_15 4 місяці тому

    omg I always hated to animated in the animator now I can do it through code TYSM!

  • @muskito
    @muskito 4 місяці тому

    amazing! ✨

  • @jamestanubrata6782
    @jamestanubrata6782 4 місяці тому

    That's so cool

  • @Clovenweb
    @Clovenweb 4 місяці тому

    tbh just used first part of video🤣

  • @paradoxQ-k4n
    @paradoxQ-k4n 4 місяці тому

    I liked the background SFX you used.

  • @jonas0608
    @jonas0608 4 місяці тому

    Hello there, I wanted to organize my Animations with state machines. Now the Animation won't switch anymore. I think it's because it's not in the "area" anymore. Does anyone know if it's possible to switch between state machines and how? Thank you for any answers! Edit: I'm able to access the AnimatorController and through that the Base Layer as an AnimatorStateMachine. How could I switch the StateMachine...?

  • @xVainear
    @xVainear 4 місяці тому

    Brother, I cannot believe the amount of work you just provided us. THANK YOU.

    • @xVainear
      @xVainear 4 місяці тому

      Liked and subscribed, is there anything you need?

  • @jcashbeatzrh
    @jcashbeatzrh 4 місяці тому

    Amazing video! Much appreciated works great.💯

  • @servhasvids
    @servhasvids 4 місяці тому

    These are so bad; post processing isn't as simple as "throwing some filters" onto things. Cheap lazy devs do this all the time and it makes me pull my hair out every time I see an overblown bloom and unnecessary chromatic aberration that destroys the entire clarity. Thankfully people who do these are incompetent, so they aren't making games worthy of playing.

    • @SmallHedgeHQ
      @SmallHedgeHQ 4 місяці тому

      I understand where you’re coming from. It can be frustrating when it seems most devs use a generalised/one size fits all approach to graphics. But that is not what I’m here to do. I strive to spark inspiration and deliver niche concepts surrounding the game dev tutorial scene. These ideas should be treated as a starting point, rather than a complete solution. For example, I pulled Chromatic Dizziness from SOMA as an inspiration and in the video I show how to approach making this similar effect in your own projects. All I’m here to do is spark inspiration, I love seeing what my viewers can create with these concepts.

    • @FullYardLabs
      @FullYardLabs Місяць тому

      This video is great. Guy who commented this needs a Xanax. Thanks for the great vid

  • @THE_REDGRAVES
    @THE_REDGRAVES 4 місяці тому

    Pretty cool and handy tool Professor SHG. Ever considered working on distance based scene /room/Area/Zone Loading . I've tried making this system multiple times but it either crashes or assets don't properly load in and out.

    • @SmallHedgeHQ
      @SmallHedgeHQ 4 місяці тому

      Ho ho thank you! So it sounds like the tool you’re going for is some type of distance-based occlusion culler. I did make something similar when I made the Mutantity demo. For it I made a mountain range and caves for the player to explore. But I did cheat a little bit with loading objects in (shh don’t tell anyone 🤫). I made colliders around the map so when the player walks on them, it would disable all game objects the isn’t tied to the particular section of the map. Such as I had Outside, Cave 1, Cave 2, Water Cave, and Mines. The children of those gameobjects were the meshes related to those sections, and only one was active at a time (unless it was transitioning between sections). Not sure if that helps, I just went for the easy, cheeky approach.

    • @THE_REDGRAVES
      @THE_REDGRAVES 4 місяці тому

      @@SmallHedgeHQ oh , that does sound like it could work thanks ill try that approach. keep up the good work professor your content is a blessing