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
Facebook - SmallHedgeHQ
UA-cam avatar created by OliGalArt, go check her out! ko-fi.com/oligalart/commissions
Переглядів: 277

Відео

18 BRAND NEW Post Processing Combinations in Unity!
Переглядів 1,1 тис.3 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 9105 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 2845 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 2535 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 8605 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 1705 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 4687 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 12 тис.7 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.7 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 9 тис.8 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 2548 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 1878 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 21 тис.8 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 4879 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 8049 місяців тому
This is the EASIEST Way to Create FLAPPY BIRD
Adding ENEMIES to my INDIE Game - Devlog
Переглядів 21210 місяців тому
Adding ENEMIES to my INDIE Game - Devlog
Making a Particle System in C++ from Scratch!
Переглядів 3062 роки тому
Making a Particle System in C from Scratch!
How does a 2D CAMERA actually work?
Переглядів 3522 роки тому
How does a 2D CAMERA actually work?
Coding COLLISIONS in C++ from Scratch!
Переглядів 1312 роки тому
Coding COLLISIONS in C from Scratch!
Create YOUR OWN ENTITY in C++
Переглядів 1112 роки тому
Create YOUR OWN ENTITY in C

КОМЕНТАРІ

  • @AndreuJapan
    @AndreuJapan 2 дні 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 4 дні тому

    FMod the best!!!

  • @SirFrosty84
    @SirFrosty84 9 днів 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 13 днів тому

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

  • @Ririroa
    @Ririroa 13 днів тому

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

  • @im0genim0gen46
    @im0genim0gen46 14 днів 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 14 днів 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 16 днів тому

    Nice vid, good tut. Thanks for your work!

  • @mattglover7273
    @mattglover7273 17 днів тому

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

  • @msmigs1173
    @msmigs1173 26 днів тому

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

    • @radiofloyd2359
      @radiofloyd2359 22 дні 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 Місяць тому

    this is genius! thanks for the video

  • @draskang
    @draskang Місяць тому

    but I can't code...

  • @bourinas1717
    @bourinas1717 Місяць тому

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

  • @crewberggren7669
    @crewberggren7669 Місяць тому

    this video is badass. good work. good system

  • @sewerhrehorowicz
    @sewerhrehorowicz Місяць 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.

  • @Yazzer-w3n
    @Yazzer-w3n Місяць тому

    How do you get it?

    • @SmallHedgeHQ
      @SmallHedgeHQ Місяць 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 Місяць тому

    From where did you get " GetComponent"

    • @SmallHedgeHQ
      @SmallHedgeHQ Місяць тому

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

  • @blasterxt9
    @blasterxt9 2 місяці тому

    Thanks a lot buddy

  • @NightRunStudio
    @NightRunStudio 2 місяці тому

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

  • @MrAfitol
    @MrAfitol 2 місяці тому

    Unity blend trees....💀

  • @nightonmars
    @nightonmars 2 місяці тому

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

    • @SmallHedgeHQ
      @SmallHedgeHQ Місяць 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 2 місяці тому

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

    • @SmallHedgeHQ
      @SmallHedgeHQ Місяць тому

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

  • @ernestsubotic8587
    @ernestsubotic8587 2 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 2 місяці тому

    looks cool. definitely be using it

  • @jonas0608
    @jonas0608 2 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 3 місяці тому

    man I cant Thank you enough😭😭

  • @t33h33studio
    @t33h33studio 3 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 3 місяці тому

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

  • @muskito
    @muskito 3 місяці тому

    amazing! ✨

  • @jamestanubrata6782
    @jamestanubrata6782 3 місяці тому

    That's so cool

  • @Clovenweb
    @Clovenweb 3 місяці тому

    tbh just used first part of video🤣

  • @paradoxQ-k4n
    @paradoxQ-k4n 3 місяці тому

    I liked the background SFX you used.

  • @jonas0608
    @jonas0608 3 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 3 місяці тому

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

    • @xVainear
      @xVainear 3 місяці тому

      Liked and subscribed, is there anything you need?

  • @jcashbeatzrh
    @jcashbeatzrh 3 місяці тому

    Amazing video! Much appreciated works great.💯

  • @servhasvids
    @servhasvids 3 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 3 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.

    • @DonJulioGames
      @DonJulioGames 12 днів тому

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

  • @THE_REDGRAVES
    @THE_REDGRAVES 3 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 3 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 3 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

  • @ReasonMakes
    @ReasonMakes 3 місяці тому

    I'm probably gonna sound like a jerk here but I'd want to know this if I was the content creator so... I saw your thumbnail in my feed and was about to click on it and watch it, until I saw it was for Unity. After they pulled the whole *'you retroactively owe us tons of money because we can'* stunt no one is using Unity anymore. You should try switching to Godot. It supports C# too. Open source and free is the way of the future 👍

    • @Owenmon36
      @Owenmon36 3 місяці тому

      While godot has gotten much popular it is still far inferior to unity in both functionality and popularity

  • @kpm25
    @kpm25 3 місяці тому

    Thanks!, New Zealand??

  • @Robin-xk1pp
    @Robin-xk1pp 3 місяці тому

    Thanks dude you saved me from hell!

  • @usercontent2112
    @usercontent2112 3 місяці тому

    Awesome tut!

  • @ArrisStotle
    @ArrisStotle 3 місяці тому

    How do you make a moving ball in 2d make a noise when it colides with another object that is rigid. I cant find it, everyone does 3d

  • @Jubez81
    @Jubez81 4 місяці тому

    Could not get this working hit up hedge no reply :( Stripped my game of it.

    • @SmallHedgeHQ
      @SmallHedgeHQ 4 місяці тому

      Sucks to hear. If you have a specific question, I can help you out with it :)

  • @MrBOI-1
    @MrBOI-1 4 місяці тому

    Hey, i am getting errors when i use (On Parameter), the error is : NullReferenceException: Object reference not set to an instance of an object. its saying at line 23 in OnParameter.cs. Thanks

  • @travis391
    @travis391 4 місяці тому

    Does this support skinned meshes??

    • @SmallHedgeHQ
      @SmallHedgeHQ 4 місяці тому

      Not at the moment, but there will be an update in 2-3 weeks including that feature.

    • @SmallHedgeHQ
      @SmallHedgeHQ 3 місяці тому

      The latest update of Mesh Wrapper now supports skinned meshes. ua-cam.com/video/DSptzgj8uu0/v-deo.html

    • @travis391
      @travis391 3 місяці тому

      @@SmallHedgeHQ Awesome! Thanks for the update. :)

  • @pablovillegas2898
    @pablovillegas2898 4 місяці тому

    Nice video but i have a problem, How can I lower the volume of the walking sound independently?, my walking sound is very loud and I would like to decrease it without altering the others

    • @SmallHedgeHQ
      @SmallHedgeHQ 4 місяці тому

      I actually found this exact issue! On the GitHub link, you can now change each sound volume in the Unity inspector, as well as its audio mixer. So the sound manager shown in the video is a little bit outdated.

    • @pablovillegas2898
      @pablovillegas2898 4 місяці тому

      @@SmallHedgeHQ Oh, ok i'll try it

    • @radiofloyd2359
      @radiofloyd2359 22 дні тому

      Although I see that the fix was implemented on the code, I do think, as an audio producer first and foremost, that it's best to properly batch normalize the audio on audacity before trying to implement it (maybe even slightly mastering it as well). It's generally better practice to have every sound file be uniformly functional from the get go than tweaking each individual sound.

  • @justinrush7463
    @justinrush7463 4 місяці тому

    Hello, I'm aiming to be a new user of this system, but I have one worry. See, when making the system on your own like in the last video, I can use inheritance to give every entity in my game access to their own brain, as I can just make a new class that contains functionally the same things but with the proper data for the entity it will be used with. How do you handle separate brains with this plugin version of it? Because if I'm reading this right, there's only one AnimatorValues script, and all implementation of this plugin will call back to that script, with no way to tell it what values it should be using.

    • @SmallHedgeHQ
      @SmallHedgeHQ 4 місяці тому

      I suppose this is where there is a balance for convenience and optimisation. This method prioritised convenience (having one global AnimatorValues) and ease of use rather than each animator having their own set of values. A design decision that I thought was a good trade off.

  • @Tiff_Dragoon
    @Tiff_Dragoon 4 місяці тому

    THANK YOU SO MUCH THIS IS TRULY AMAZING, Like back then I have to find freaking multiple animations online just for it to be slightly different, now this is so much better on so many levels!

  • @Equisdeification
    @Equisdeification 4 місяці тому

    Nice video! A simple dictionary of <SoundType, AudioClip> that you create at runtime feels much easier to read. Also be careful with having all your sounds in a single script, specially on mobile, because if the game grows, this means having all the game audio loaded into memory from the start, even sounds that you don't even need in the current scene

    • @radiofloyd2359
      @radiofloyd2359 22 дні тому

      Is there no way to replace the audio clips with pointers to them until a given condition is hit?

  • @alekjatuszyk4976
    @alekjatuszyk4976 4 місяці тому

    i actually used a system similar to this in my AI framework asset, and it is waaaaay easier and nicer than the transitions (asset name: Alek AI Framwork). nice work!