Hello Teach, great Tutorial, however I have two questions: 1. Do I have to implement PUN2 in order to actually make the game a multiplayer one? 2. Could you guide me on mapping the same controls for mobile? Thanks in advance!!!
Thanks for the awesome tutorial!!! Can you guide me where I can find the free assets if I want to build a carrom game. Also is there a way where instead of c# I can use C++ in majority?
You're welcome! Hmm, I'm sure those assets are somewhere online for free. Try sketchfab.com. The assets for that look pretty simple so if you can't find any, you can easily make them in Photoshop and make a 2D game. Or if you really want it 3D, you can use Blender which is a free 3D modeling program to make the assets yourself. And unfortunately no, Unity doesn't support scripting in C++. If you wanna make your game in C++, you'd wanna use Unreal Engine 5.
Lovely tutorial. I learned a lot and I can't wait to disperse this knowledge to my Students. I'll credit you for sure. How did you master the codes though...is their a logic building course for Unity?
Thank you for the kind words, I'm really glad you learned something! Learning the code for Unity just takes time, repetition, and reading through their scripting API a lot. The more you use specific classes and methods, you'll start to memorize stuff and won't have to look it up anymore.
@@nocturnusmedia For the cuestick I tried importing the fbx in Blender. If you enter edit mode you can select the faces of one cuestick and then separate it and adjust the pivot point. That way you can have the cue stick being separate then export it as fbx
Nice! Yeah I didn't wanna go into Blender or Maya or anything in this tutorial as I know not everybody also wants to deal with 3D modeling, but for anybody willing to at least learn the basics it can be very helpful like with the cue stick issue!
When you install Visual Studio there is an option to install a package for Unity development. It includes the "intellisense" that works with Unity which will then auto complete a lot of the code. In our other 2D tutorial video the beginning shows how to install this extra package.
Yes they physics are a little wonky. For this particular game I just used the Unity physics engine which is usually good unless you want more advanced stuff such as realistic air resistance for example. After I made the video I realized the reason the physics were so off was because of the scale of the objects. The scale of the imported 3D models was not realistic, therefore when importing them, the scale of the world was way off. The Unity physics engine does not work well with super small objects. I didn't try this, but if you make everything in the game bigger, it should fix the physics issues. But then that throws in other potential issues with the physics realism cause a 20 cm diameter ball is gonna behave way differently than a 100 cm ball, but at least it won't glitch out like it is currently. The only real solution would be to implement custom physics, or make sure the models are of the correct scale when they're being made in the 3D modeling program. Unfortunately I didn't make these models.
Hmm, first check to make sure the pivot point is in the correct position, and then double check the math in your code to make sure it's appearing in the right spot relative to the ball.
Tweaking the physics settings is the real deal for this game. But unfortunately it is not included in the tutorial. I tried to make an 8-ball game before and tweaked the physics settings for hours. But couldn't get close to realistic physics even one time. If someone knows any good source about it, please share with us.
I've since realized what the issues were with the physics not behaving how I wanted and am planning on making a new video soon about the physics engine in Unity as well as creating a custom physics system to make up for the things the Unity physics engine lacks.
@@nocturnusmedia I have been trying to get the balls right for hours now and thinking I don't have a great understanding of the unity physics engine so a video explaining that as well as how to create a custom physics system would be amazing. Is this still in the works?
Yes, I'm still planning on doing the in depth physics video. It's about halfway recorded so I hope to release it soon! The physics engine is complex and there's a lot to cover.
Even with the whole pricing debacle, that doesn't mean there aren't at least some people out there who might still want to learn it. If they don't wanna learn it they don't have to.
I think this will be the case for most Unity based university classes at least until next semester. But even next semester, it'll be interesting to see how many curriculums change to something else.
This tutorial is underrated! Thank you so much, it's long but worthy
hi, can you help me with the Camera Controller script? I have a problem with the force of the blow and the repeated blow
Please
or can u give ur contact to send me script, I will be very grateful to you
or let's exchange contacts so that you can send me this script. If you help me with this, I will be extremely grateful to you for it.
You're very welcome!
Hello Teach, great Tutorial, however I have two questions:
1. Do I have to implement PUN2 in order to actually make the game a multiplayer one?
2. Could you guide me on mapping the same controls for mobile?
Thanks in advance!!!
Thanks for the awesome tutorial!!! Can you guide me where I can find the free assets if I want to build a carrom game. Also is there a way where instead of c# I can use C++ in majority?
You're welcome! Hmm, I'm sure those assets are somewhere online for free. Try sketchfab.com. The assets for that look pretty simple so if you can't find any, you can easily make them in Photoshop and make a 2D game. Or if you really want it 3D, you can use Blender which is a free 3D modeling program to make the assets yourself. And unfortunately no, Unity doesn't support scripting in C++. If you wanna make your game in C++, you'd wanna use Unreal Engine 5.
@@nocturnusmedia Thanks teach!!
Lovely tutorial. I learned a lot and I can't wait to disperse this knowledge to my Students. I'll credit you for sure. How did you master the codes though...is their a logic building course for Unity?
Thank you for the kind words, I'm really glad you learned something! Learning the code for Unity just takes time, repetition, and reading through their scripting API a lot. The more you use specific classes and methods, you'll start to memorize stuff and won't have to look it up anymore.
@@nocturnusmedia I'll keep practicing for sure. Best wishes in your endeavors
@@nocturnusmedia For the cuestick I tried importing the fbx in Blender. If you enter edit mode you can select the faces of one cuestick and then separate it and adjust the pivot point. That way you can have the cue stick being separate then export it as fbx
Nice! Yeah I didn't wanna go into Blender or Maya or anything in this tutorial as I know not everybody also wants to deal with 3D modeling, but for anybody willing to at least learn the basics it can be very helpful like with the cue stick issue!
what is the extension that you are using in Visual studio, i am seeing that it automatically most of your code
When you install Visual Studio there is an option to install a package for Unity development. It includes the "intellisense" that works with Unity which will then auto complete a lot of the code. In our other 2D tutorial video the beginning shows how to install this extra package.
Brigado seu lindo
De nada!
Based on the video, the physics appear a bit off. Does the game utilize the Unity physics engine, or is a custom physics system implemented?
Yes they physics are a little wonky. For this particular game I just used the Unity physics engine which is usually good unless you want more advanced stuff such as realistic air resistance for example. After I made the video I realized the reason the physics were so off was because of the scale of the objects. The scale of the imported 3D models was not realistic, therefore when importing them, the scale of the world was way off. The Unity physics engine does not work well with super small objects. I didn't try this, but if you make everything in the game bigger, it should fix the physics issues. But then that throws in other potential issues with the physics realism cause a 20 cm diameter ball is gonna behave way differently than a 100 cm ball, but at least it won't glitch out like it is currently. The only real solution would be to implement custom physics, or make sure the models are of the correct scale when they're being made in the 3D modeling program. Unfortunately I didn't make these models.
Thanks man...
hey how do i fix my cuestick playing under the table?
Hmm, first check to make sure the pivot point is in the correct position, and then double check the math in your code to make sure it's appearing in the right spot relative to the ball.
Tweaking the physics settings is the real deal for this game. But unfortunately it is not included in the tutorial.
I tried to make an 8-ball game before and tweaked the physics settings for hours. But couldn't get close to realistic physics even one time.
If someone knows any good source about it, please share with us.
I've since realized what the issues were with the physics not behaving how I wanted and am planning on making a new video soon about the physics engine in Unity as well as creating a custom physics system to make up for the things the Unity physics engine lacks.
@@nocturnusmedia it would be great 👍
@@nocturnusmedia Great set of skills! When is the video on the physics engine in Unity coming?
@@nocturnusmedia I have been trying to get the balls right for hours now and thinking I don't have a great understanding of the unity physics engine so a video explaining that as well as how to create a custom physics system would be amazing. Is this still in the works?
Yes, I'm still planning on doing the in depth physics video. It's about halfway recorded so I hope to release it soon! The physics engine is complex and there's a lot to cover.
Bro who learns unity after they've done the thing with pricing?
Even with the whole pricing debacle, that doesn't mean there aren't at least some people out there who might still want to learn it. If they don't wanna learn it they don't have to.
@@nocturnusmedia Sure yeah.
Just saying 👍
Trust me we're just as upset about it as everybody else haha
well my university class uses it so no choice
I think this will be the case for most Unity based university classes at least until next semester. But even next semester, it'll be interesting to see how many curriculums change to something else.