Something to keep in mind when using the `Update()` function in unity, is `Time.deltaTime()`. You'll want to multiply by that when moving your player around to keep the experience smooth across multiple systems whose specs may differ and effect the framerate. Really like the format of your videos and your energy. Thanks so much!
Thank you!! The end music is cozy right! It's from a pokemon mystery dungeon game - which I've only played one of way back when I was young haha! Just found it when looking for a new theme to use online :-)
Something to keep in mind when using the `Update()` function in unity, is `Time.deltaTime()`. You'll want to multiply by that when moving your player around to keep the experience smooth across multiple systems whose specs may differ and effect the framerate. Really like the format of your videos and your energy. Thanks so much!
Another fire video. That ending music just bring nostalgia. Keep at it!
Thank you!! The end music is cozy right! It's from a pokemon mystery dungeon game - which I've only played one of way back when I was young haha! Just found it when looking for a new theme to use online :-)
finally a recent video that works T_T
Thanks for this video! Im so excited for this top down series 🎉🎉
You're welcome!! The episodes should get more and more exciting as they go along :-)
I usually use GetAxisRaw to get instantaneous movement without acceleration or deceleration, does the new input system have an equivalent approach?
The context.ReadValue(); should give you the current value of the input axis without any smoothing, so it should be the same behavior of GetAxisRaw!
when i type input action it is working but in unity it shoves error (there is no red underline under InputAction)
Have you installed the Unity Input System package shown at 2:40?
What is the error it's showing?
Oh i figured it out. ineeded to add using UnityEngine.InputSystem;
@@adriandvoracek2305 Hurray nice!