This video was made, partially, in response to Unity's proposed runtime fee. Unity have since changed their pricing structure, for more information see their open letter here: blog.unity.com/news/open-letter-on-runtime-fee
I think the simplest intuitive way to explain what was happening when you had the parent-child relationships on the cylinder wrong is that your invisible physics object was falling out of your visible cylinder when you ran the scene.
GDScript is optionally typed like TypeScript or Python and, as a heavily Python-inspired language, uses Pascal-style colon-separated postfix syntax for types like Python, TypeScript, and Rust do, rather than space-separated prefix types like C and C-descended/inspired languages like C++, Java, C#, and Go do. (In other words, "force: float", not "float force") (Bearing in mind that, in Python, you need an external type-checker like MyPy while Godot, the TypeScript compiler, and the Rust compiler all do type-checking by default.) Basically, in any language where you don't want a C++-style explicit `auto` on every variable definition with an inferred or dynamic type, Pascal-style syntax is a more appealing choice... especially if you're retrofitting an existing syntax like Python or JavaScript.
I think its more normal to make a MeshInstance3D and provide it a "capsule" shape, and for you to have a more "normal" sized window you need to disable "hidpi" in the project settings :D
Even tho Godot its nice, its not ready for games on a bigger scale at the moment it seems, the pipeline its really confusing, counter intuitive at best, for me, i'm gonna stick with Unity, until Godot is on a place that its easier to work with.
The changes they made were much better than many people were expecting, and as someone who was worried about continuing to use Unity when they first announced the fee, I'm now happy to keep using it.
Dude, They are a company, they broke people's trust and many are not gonna come back, and the reason of why it was so hard, it's because he's not used to the engine nor he learned how to do what he wanted to do. And not to mention, Road To Vostk Dev ported his entire game from Unity to Godot in 615 hours, when other game devs delayed their game for a year because of learning unreal engine to port the game, it's important to note that he tried Unreal Engine before trying godot, he explains why he prefered Godot on his "A new beginning" video. And now Godot is the new emgine for Road To Vostok, and although i can't try it right now, i suggest you check the demo on steam. Remember, *Companies are not your friends.*
I knew that Unity would be changing their pricing and, following their announcement, I'm really happy with the changes that they've made. So while I do think Godot is important, and that some people may never return to Unity after what's happened, I'm not switching, and I'm relieved that I don't feel I have to.
Honestly. it's prudent to learn to use the software you're using before even using it instead of just try to use it like you would with the software you used to work with 😑
As much as I'm sad/mad/disapointed with everything that happened in the past 2 weeks, I have absolutely zero motivation to take my 10 years of experience in Unity/C# and move on to Godot, new pipelines, new language... what a shit-show all of this has been.
you have to move on my friend this is life and it's happen sometimes . when you switch you're not starting from zero that "10 years of experience" will make a lot of changes and your progress will be faster ;)
If you need 3D then Flax seems to be very close to Unity, plus it has near Unreal level quality. There's also the open source Stride, which is 3D, but may be able to do 2D. However, it's updates are slow
Unity is... not looking great, even ignoring the payment debacle. Such is the way of large corporations-their primary goal is making money and the engine is, above all else, a product they're selling. Doesn't hurt to at least dip your toes into another option. Hope for the best, prepare for the worst, and all that.
This video was made, partially, in response to Unity's proposed runtime fee. Unity have since changed their pricing structure, for more information see their open letter here: blog.unity.com/news/open-letter-on-runtime-fee
I think the simplest intuitive way to explain what was happening when you had the parent-child relationships on the cylinder wrong is that your invisible physics object was falling out of your visible cylinder when you ran the scene.
GDScript is optionally typed like TypeScript or Python and, as a heavily Python-inspired language, uses Pascal-style colon-separated postfix syntax for types like Python, TypeScript, and Rust do, rather than space-separated prefix types like C and C-descended/inspired languages like C++, Java, C#, and Go do. (In other words, "force: float", not "float force")
(Bearing in mind that, in Python, you need an external type-checker like MyPy while Godot, the TypeScript compiler, and the Rust compiler all do type-checking by default.)
Basically, in any language where you don't want a C++-style explicit `auto` on every variable definition with an inferred or dynamic type, Pascal-style syntax is a more appealing choice... especially if you're retrofitting an existing syntax like Python or JavaScript.
I think its more normal to make a MeshInstance3D and provide it a "capsule" shape, and for you to have a more "normal" sized window you need to disable "hidpi" in the project settings :D
I know this wasn't meant to be a tutorial but as a Godot newcomer I learnt a lot. Thanks.
This was exactly the functionality I did my very first time using Unity 8 years ago.. took me like 20 hours. But that was my first game engine.
this is art mr white.
Even tho Godot its nice, its not ready for games on a bigger scale at the moment it seems, the pipeline its really confusing, counter intuitive at best, for me, i'm gonna stick with Unity, until Godot is on a place that its easier to work with.
GD Script is akin to python. So you need to understand python syntax and you should be half way there.
As a godot dev, this is painful to watch.
I'll bet!
Well i hope that unity changes their policy fee if not that i have to switch to a new engine.
They have a little bit
The changes they made were much better than many people were expecting, and as someone who was worried about continuing to use Unity when they first announced the fee, I'm now happy to keep using it.
Dude, They are a company, they broke people's trust and many are not gonna come back, and the reason of why it was so hard, it's because he's not used to the engine nor he learned how to do what he wanted to do.
And not to mention, Road To Vostk Dev ported his entire game from Unity to Godot in 615 hours, when other game devs delayed their game for a year because of learning unreal engine to port the game, it's important to note that he tried Unreal Engine before trying godot, he explains why he prefered Godot on his "A new beginning" video.
And now Godot is the new emgine for Road To Vostok, and although i can't try it right now, i suggest you check the demo on steam.
Remember, *Companies are not your friends.*
No please I can’t lose you to godot 😓
I knew that Unity would be changing their pricing and, following their announcement, I'm really happy with the changes that they've made. So while I do think Godot is important, and that some people may never return to Unity after what's happened, I'm not switching, and I'm relieved that I don't feel I have to.
@@GameDevBeginner thank you for staying with Unity, I really learn a lot from your tutorials on it. Glad you won't have to change either!
Honestly. it's prudent to learn to use the software you're using before even using it instead of just try to use it like you would with the software you used to work with 😑
Noted. Thanks for the feedback
As much as I'm sad/mad/disapointed with everything that happened in the past 2 weeks, I have absolutely zero motivation to take my 10 years of experience in Unity/C# and move on to Godot, new pipelines, new language... what a shit-show all of this has been.
Godot supports C#
but the feel isn't bro @@galacticicewave4451
you have to move on my friend this is life and it's happen sometimes .
when you switch you're not starting from zero that "10 years of experience" will make a lot of changes and your progress will be faster ;)
If you need 3D then Flax seems to be very close to Unity, plus it has near Unreal level quality. There's also the open source Stride, which is 3D, but may be able to do 2D. However, it's updates are slow
Unity is... not looking great, even ignoring the payment debacle. Such is the way of large corporations-their primary goal is making money and the engine is, above all else, a product they're selling. Doesn't hurt to at least dip your toes into another option. Hope for the best, prepare for the worst, and all that.
haha
👏 Promo_SM