Introducing Bolt: Unity's new visual scripting tool | Unite Now 2020
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- Опубліковано 22 тра 2024
- Learn how to make games without writing lines of code! Bolt visual scripting is now available to all Unity users, so join us to learn the basics of Bolt to create your own node-based game logic.
Get Bolt now: on.unity.com/31hUVc2
Ask your questions here: on.unity.com/2EUD7fD
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Check out the Unite Now page to be among the first to watch upcoming sessions: on.unity.com/3i9zsZG - Ігри
To anyone who doesn't know that Unity's dark theme is now free too.
For real?
@@im_silenthysteria yes
ooo yes, but Only 2019.4.8 and up.
That is more game-changer than everything yet...
Just follow the hex editor video if you want dark mode
When your spaghetti code actually looks like spaghetti
I love spaghetti
lol
3:25 Programmers are no humans 😯
It's nice to see Bolt as part of the Unity Family now. :D
so there are two genders...
@@saylasgrivz programmer and designer?
If you ask me, I'd prefer coding. I just don't understand visual scripts because they are hard to read. Of course, it depends on what you've learnt first (or neither of them).
Somewhere between "Hello World" and writing a module that works the first time F5 is pressed, we just _transcend._
Andrii Derhach I see that boltz has a really slow search function for looking for functions. Even when you know what function you want. meanwhile in text scripting you just write your code. you dont need to wait for intellisense. even intellisense is faster than boltz search though.
Bolt shipped with Unity as standard, absolutely incredible, this is a game changer, thank you...
Game changer.. ha ha XD
@@MichaelKire Bruh lol
Yes playmaker is best
really took em this long to realize that keeping a dark theme behind a paywall was the stupidest idea ever made
haaaa there was a movie about it called retardotron
the stupidest idea ever made was to keep light baking behind a pay wall :)
Phew, guess I dodged a bullet by choosing Unreal
@@awesom4ik is it stil behind a pay wall ?
@@Nomore859 no it is not now, but it made me drop this engine long time ago
quite impressive that you can edit the graphs in playmode... NOICE. i can see myself using this inbetwix my normal scripts
really nice video. I like how the logic is visually represented with bolt. this may open up unity game dev for way more people. I'm a fan
This has so much potential, amazing! Thank you for your work unity team!
Thanks for adding this. It will help a lot with prototyping.
I paid full price for Bolt when it first came out and it was worth every penny. I can code just fine but this makes everything so much faster.
Same it's really useful for prototypes
me: Wow now i can make some very high end URP games
my laptop: nononon you don't think about it
Cries in potato w vga port
*Laughs in intel hd 3000
Cries in 8x13 inch display
why do you use a laptop for it?
@@mishalw210 dumb question
I've always wanted to make a game on unity and i think this visual scripting tool is worth a try for every game dev like me that uses ue4 blueprints.
Great introduction to Bolt.
Yes
when I started learning unity somewhere in 2022, I thought that it only supports normal scripting. but I was wrong, this is ...................... AMAZING😃
Looks cool but I know I'm gonna keep learning C# as usual.
Yeah. In my opinion, nodes are more confusing than code.
yes and you totally should keep learning C#, visual scripting is mostly for those who don't need to learn how to code like 3D artists. Everyone else should learn to code as it's a transferable skill to other programs and something you can use to get a Job outside of Unity.
Scripting is basically used by designers to test game mechanics
Yeah keep learning c# because it gives you more control
@@abhishekchhetri8576 your comment makes no sense
Bolt is awesome! What a great tool for beginners, designers, level designers etc. 🤓👍🧡
its 17th today and yt decided finally to send me a notification, congratulations yt XD
I got it today and I'm a sub of this channel
@@Dragoncro0wn xd
I'm in that awkward middle ground where I'm not a true "programmer" but I've also coded so much in GM that I hate anything that isn't just typing it out and being done with it.
Yeah thats how I transferred from GMS to Unity in January, I enjoy coding traditionally
GM => Garry's mod?
@@thattrollagen They're probably referring to GameMaker
@@thattrollagen Referring to Gamemaker.
As someone coming from blender with its node-based shading, node-scripting is a godsend, as I can barely wrap my head around scripting. It's possible, thanks to brackey's videos, but it's not easy.
Showcasing Bolt with a character named Penny....... Nice
Good catch
*W a i t. . .*
I can’t believe it. I’ve always wanted to work on a video game but scripting always hold me back. This is incredible!
Unreal already had one of the best visual scripting a while ago bruh
@@ghouldrago360 what's it called buddy?
@@AppyTheApeits called visual scripting 😏 was that the question?
@@pferdschur702 Sorry to say but no buddy I was asking about the programme's name in unreal engine that's allows us to do visual scripting
@@AppyTheApe It is contained in the unreal editor, in the blueprint window. it comes preinstalled, not as a package
Pretty sweet. Looking forward to using this. Programing is great, but this allows less focus on technical skills and more time for design.
Wow, cool! Thanks Ashley!
This is like M4L for visuals! Sick!
Wow that’s incredible. Gonna give this a go
Great addition to the program!
I finally figured it out. So I realized that I'm typically thinking very procedurally and in the order that I'd be typing my code which is top down, left to right. For me, I declare and set variables before I call any function because I'm thinking ahead. I've noticed bolt users, start with the end in mind and usually work backwards. I need to just change my thinking on my approach.
Now that you mention it, when I was doing the Bolt tutorials for my channel, I was thinking it backwards like you mention haha
It's very useful for beginning.
Nice, can't wait for Bolt 2......................................
Amazing ! Visual Scripting !!
I am 13 and it will help me to learn and create more quickly
This will make it easier for GM Studio users to transition to Unity!
Guys this is fantastic tool! Try combine it with c# use them together is a powerfull tooll that can help us!
FINNNNAAAALLLYYYY
I can make games on unity, Thanks
i would like to see a tutorial on animation curves specifically how to add key frame arrays and making game object change key points in curve. also if u could point in right direction to find out more info on specific units.
If these guys can help in environment art (like Unreal and Quixel), I'll return to Unity!
finally a good tutorial, thanks unity
C# is very easy to learn. Much more can be done with it..👍
This really is a game changer. Im a programmer and wont substitute my core programming, but i've been chasing like crazy for a propper way to have visually-editable state-machines, which are incredibly usefull for fast behaviour-prototiping and even final product.
I've iterated various times around the development of designer-friendly tools to hook up chains of pre-defined behaviours or ad-hoc-per-instance behaviours associated with being on different states, but programming a FSM and hooking its state and modularity to a propper and potent editor is a big task. This would just simplifys it 1000% if nodes and graphs are extendable, and their editors.
Does anyone know if this would be the case? *Will official-Bolt be extendable*?
Could you create a full game using Bolt? And if so, are there any major disadvantages to using Bolt instead of coding?
Looking forward to the custom scripts even as a programmer. Might be better to offload the editor portion of my behaviour tree to Bolt instead of doing it all myself.
We need full video guides for Bolt. Let us encourage Brackeys and Sykoo
I have tutorials on my channel called Game Designer Online. However, I have discontinued it as I didn't get enough views or demands. Still should give you an idea of how it works.
@@theplaymakerno1 Thanks man, will check out now.
I'm making some new once on my channel, have 20+ of them already check them out.
Brackeys is no longer posting new videos on the channel
i guess noone told you RIP brackeys
"Included in all plans without cost" is really awkward phrasing. Why not just say "Bolt is now free on the Asset Store"?
Because when you call it free it angers those who bought it.
@@jojobee228 But everyone who bought it got a refund.
Wth it's free? I mean I don't have to pay anything for it? My english is kinda weak so sorry for asking such an obvious thing bud
@@AppyTheApe yes, it's a free download from the Asset Store
@@masonwheeler6536 Wow thanks for letting me know buddy.
It is nice to have short tutorial to show what bolt can do but a nice tutorial series what explains it more in detail would be nice
I use to play with playmaker back in the day... And now I use blueprint In ue... It's about time unity has its own visual scripting tools... Can't wait to try it...
Cool. More video tutorials (on Unity Learning) please.
Maybe it's just me, but I never got visual scripting. It seems 100x more complicated than just writing code.
Learning the graph system is another thing to learn on top of C# language. Load times are longer on weaker PCs also.
Visual is fine for shaders, but for scripting C# is already easy enough. Unless Bolt implements DOTS it's not really easier.
"It seems 100x more complicated than just writing code." Unless you aren't experienced with code. Then it's heaps easier.
Being accessible to beginners has always been a strong suit of Unity's and I see this addition as another step in that direction. Doesn't mean everyone should switch to visual scripting, but it's a great feature to have to bring newer developers up to speed.
- Developer since 14 years who once started learning on a pinball editor with (you guessed it) visual scripting.
Yeah man... Visual Scripting always looks much complicated
That's a matter of perspective. I assume you are not a visual person and already have more knowledge than can be learned in a year. Do you know how many people started scripting with Scratch? This is scratch but advanced, if this is how Unity gets 10% more people interested in game programming in Unity because they lowered the bar of entry it is well worth the resources they dumped into this.
Question for Unity. In terms of using C# Script, or Bolt, which method performs the fastest after compiled and running?
Can something like this be done for simple programming too. I mean not just limited to game development but a full fledge programming language.
Graph asset file is a script, compiled on build creation step, or it is just an text asset, that will be loaded in run-time?
Have been wanting this!
The killer feature is the runtime coding feature. That's a one up over any other coding editor. If you could figure out an elegant way to keep other parts from disappearing that'd be great (it looks bad in the tute when you have to recreate the variable. Imagine how confusing that is to beginners)
You can copy the values when in Play mode
@@tonywoods1226 Sure, but that's horrible UX for a feature that's aimed squarely at beginners
agree, surely it could just recreate the variables that you made during runtime...
Abhi maja Aenga Na Bhidu 😍😍😍
Cool! But waiting for bolt 2 :)
Is the graph fully converted to code on build? I have performance concerns because I work with phones where the power varies a lot.
Thank you!
Thank you sooooooooooooooooooooooooo much for Bolt. My brain is not good for regular scripting.👏👏🎊🎊✨🎉🎉🎉🎉😄
Hey, is it good if I use directly the animation without extra physic apply.
This is nice for challenges and game jams which has a short amount of time... but I have been learning c# and I think the code gives more control... it's like the difference between tile based and Sprite based workflow (in 2D, if you make 2D games you know the difference).
I hope this brings a shift ton of tutorials?
Playmaker and bolt have so few good tutorials
Thanx. This is good
Looks good. However, this doesn't show how to work with the scripts created by Bolt, or how translation from scripts to Bolt and back again works. I doubt it can represent much of the complexity possible in C# - so does it just display a black box for some functions / classes?
All the best 👍
Amazing👍
would this be comparable for making video player VR apps for oculus or Openxr?
Scratch 2 is looking pretty good
The issue with Bolt is it's using the same terms and concepts as c#, it takes many steps to write the equivalent of a couple of lines of code. To make it truly useful, there needs to be a level of abstraction where instead of variables and other coding constructs it needs to translate plain english to scripts, perhaps ask questions to clarify intent of the user, you want jump or go forward, how fast etc. etc
agreed. that would be much easier for non-programmers. and it should be doable
please add more tutolrials about 3d games ( import objects, import action for animate player )
More Bolt tutos pls!
Can you do that check when other referenced object collides thing in code? 15:55
This seems like a great thing to have!
otherwise bolt seems really messy and complicated.
You need Jesus Romans 10:9-10
This is amazing
does this plugin convert the graph into code to be used without the plugin?
If it is as complete as blueprint, I may consider whether to use unit it unreal.. Me now if unreal can get great graphic out of the box like unreal then...
making a game without programming just feels you didn't make anything , the bad feeling of struggling with coding turns good after you see good results, anyways good job for making Unity easy for everyone to use !
Haha, nobody can understand this thing as easy as programmers can. They have to learn atleast basics i think. But anyways, it's a nice step by Unity
Visual Programming is jus the same as any other high level programming, its jus another (beneficial) layer of abstraction, those who get that, are thos non-elitist, non-stubborn deveopers who are actually releasing games, good example: The First Tree. If writing endless lines of code is your thing, fine, but dont spread disrespect to those who do it visually, its not much easier programming the same logic visually. Coding is jus remembering synthax and more typework. If you are satisfied with typing code, cool.
I program all my stuff, but I can see using this in gamejams or other fast prototyping scenarios. This will also spawn libraries in the community that (should) be immune to unity changes that would normally deprecate or break C# code.
@machine Like Shader Graph is not EXACTLY 1:1 map to shader magic, I expect null checks, caching, and switching from deprecated calls to uptodate calls by the library owners. Bolt is nothing but advantages.
@machine The built-in renderer isn't going away anytime soon. DOTS is amazing in terms of performance, and ECS in general is a much more flexible, performant and powerful architecture. But, Unity isn't going to leave decades of legacy code out in the cold.
Making Bolt free was in great demand
Me 2 Days ago: hmmm... I would like to try out visual scripting, may I should switch to Unreal for some Time
Unity: hold my beer...
This was uploaded 4 days ago tho?
in my opinion, every one should the c# basics at least.if you learned code.Bolt will be so easy
I hope unity stays relatively lightweight with all these new features. UE4 took forever when starting the editor and compiling scripts, which is why i switched to unity.
Try Godot 3 - it's even lighter ;-)
@@igorthelight True to that, it's way lighter
Many of these features are downloadable add-ons, not inherent properties of the engine.
@@atlasveldine6314 True.
That's their new way of doing things.
But still:
Unity 2019.4.14f1= 7.85 Gb
Godot 3.2.3 x64 = 61.9 Mb (yes < 100 Mb!) + ALL export plugins = 700 Mb.
So it's under 1 GB with all the features. Even with mini-IDE for writing your game logic and offline help.
@@igorthelight I wasn't replying to your comment, only the initial post. My statement had nothing to do with what you said.
Lightweight refers to many variables, not just the size of the files. To illustrate how the size of a particular piece of software is pretty much entirely irrelevant, consider that an uncompressed movie could easily be in the 100s of GBs, and the compressed movie (a t a level of compression that is unnoticeable to the human eye) could be under 1GB. If you watch both side by side, and can't see any difference, you'd argue that the 1GB one is more lightweight, yet it's actually taking more of your processing power in lieu of hard drive space in order to uncompress the file and play it back. So, is it more lightweight, now? This is just one example to illustrate the point, it's not a perfect analogy, and I'm aware of that. Rather, it's intended to demonstrate that the term "lightweight" isn't really talking about just one element, but rather all elements. It is in effect saying, "this software uses few overall resources: runs fast on lower end hardware, uses a reasonable amount of hard drive space, uses a reasonable amount of CPU/GPU/RAM/etc., and importantly, the UI is not clunky as a result of additional features." This still doesn't properly explain the term, because it's largely contextual. If you look over at the original posters comment, he's not talking about hard drive space, he's talking about launch time and compilation speed, and if we consider the context of the video, he's talking specifically about "features" like Bolt. Hence my reply, Bolt is an optional component, not built-in, and as such will have zero impact on his experience using the software.
However. Ideologically I personally disagree entirely with both your standpoint, and his. I don't care how much space the engine takes up on my PC, and as long as the space it takes up on my players PCs is reasonable, I don't care about that, either. We live in the era of 1TB SSDs costing $60-100. Space isn't an issue. I am far more concerned with this question: will it run on most machines people use to play games comparable to mine with? That's it. That's all that matters. Sure, compilation speed helps lessen my annoyance, but it doesn't impact me that greatly. Sure, the IDE not taking forever to load is nice, but it's also a small fraction of the time I spend working - and most of the time, it's already up and running on my development system, anyway. At the end of the day, we are designing games and as such, we should be concerned mostly with how our users experience will be. As long as we are able to use the software in front of us, the rest should be focused on how our players needs are met, not our own.
And really, the last thing I care about is hard drive space. I'm well aware Godot is tiny... When you remove everything from it. It's also open source, not all that well supported, fairly slow in comparison, apparently terrible with 3d, I mean... In general, it plays out like using an early build of an open source software. Because it is. Don't get me wrong, I use plenty of open source things and I generally much prefer to. Godot is a cool project and it's fun to tinker around in. But for building a real title? I'm not risking it with open source, I'll stick with the very heavily funded projects where I know things work well and the team behind them will have actually put a lot of time, energy, and money behind figuring out the best, most optimal way to do things so that I can focus on my product, and not on the bugs and quirks involved in using very early open source software.
But... Yeah. Got a bit off track. Long and short of it, lightweight typically refers to the overall functioning of a software, not the size. Size is an element of it, but probably the least important one. Its definitely entirely contextual, though, as well as subjective.
Tbh, maybe now I'll dive full force into Unity.
It's always the question right? Unreal vs Unity. I was gonna pick Unreal because visual scripting is good to get your feet wet in designing AND I've heard you can get some nice things with the visual scripting.
But Unreal will make my computer run HOT with just a cube on the screen...
Unity I never had that issue, but learning code is always so deep and daunting. I always get past the basic basics, but as I go even deeper, I get more and more lost since I'm doing it mainly as a hobby.
Visual scripting, although maybe not as flexible as ACTUAL coding, will help teach people and get them into it more gradually.
Definitely looking forward to seeing more about it soon!
UE4's Blueprint system is quite in-depth (which is a good thing, lots of control), but you can also write the code in C++ (after all, that's what your blueprints get compiled as, behind the scenes).
Unity has C# and... get ready to cringe... JavaScript. Now it seems they have a (very janky looking) node-based system too. I personally don't like Unity's node editors, the shader graph was a good example of how not to do node graph systems, and this one looks - from the video - almost as poor quality. I'm sure it was rushed.
As a long-time (and entirely self-taught) programmer, I would say writing code is always much better, but of course I have bias. Do whatever feels right for you. What I will say though is that although node-based scripting looks nice on the surface, you can often find that it's missing features or abilities that you can do with code, and can take just as much time, if not more, to achieve the same results (however this is situational). And I am not adverse to node graphs, they can be really good (take Blender or UE4, for example).
Also I doubt Unreal would make your computer run hot. I have one of the poorest CPUs in existence, by rating too (an AMD FX-4300, feel sorry for me! It's like plugging a literal potato into your motherboard), and this ancient relic from 3 thousand years ago can run Unreal perfectly, no problem, smooth 60fps throughout, and no heat.
Node graphs
- Pro: They can look very nice nice - Con: - not in Unity's case though
- Pro: Some people find visual scripting easier to understand, or more intuitive
- Pro: Can recreate a lot of things you could do in code - Con: - not everything though
- Pro: They can help protect you from errors - Con: - I don't trust Unity with that though because their own code and editor is often what's throwing most of (if not all of) the errors and this rushed-lookin-ass node graph will be no different, no doubt buggy for a long time coming
- Pro: Some can show you the flow-of-execution (UE4 does), which helps you understand the chronological order of your script as it runs
- Con: They can get really messy real quick, and are not fantastic when doing anything involving larger sets of data, or more complex data
- Con: You're going to struggle to create things like classes/structures, for example an Item class and an Inventory system, just wouldn't be as good or as easy to create with a node-based system (not impossible, just... tricky)
Code:
- Pro: You can do anything, anything, ANYTHING!
- Pro: Code is an art form in and of itself and it is very satisfying to learn new techniques or ways of doing things
- Pro: You have total control over your code (great for APIs), whereas with node graphs you don't, because the code is generated behind the scenes (unless they give you access to the generated code)
- Pro: Code can be applied to other projects externally, whereas node systems cannot generally. Meaning, if you program in C#, you can use that code in other (non-Unity) projects or translate that code to other languages with relative ease, but a node graph can't be transferred, you'd have to recreate it from scratch (if your other project even has node graph capability in the first place)
- Con: It's harder to learn for some people
- Con: JavaScript. Just... just steer clear if you have -and would like to hold on to- some sanity! C# all the way, C# is love, C# is life!
I hope this helps at least somewhat. Be safe and happy developing :)
@@logix8969 didn't like unity removed javascript long time ago?
Maybe it's just my misunderstanding and didn't worked with unity in past 5 months
@@Akyomi777 They might have, I never use it and haven't used Unity properly for a while now. But last I remember the option was at least still in the context menu
All i can say is WOW.
How will Bolt VS improve AEC AR when using BIM or Revit 3d models?
this looks awesome, but how is this different from Unity's current visual scripting feature
Can you *NOT* make Bolt an extension and more of a prefab that comes with the next Unity update (Like you don't have to download Bolt on the Unity Asset Store or the Unity website, but rather it comes with the next Unity update)?
Time to try Unity :)
how does it compare to regular c# scripting is what I am wondering, can you use it as an alternative or can you use it in conjunction. Like start in c# move to visual scripting and vice versa?
I think they should work in the same project, and interact perfectly fine.
You can freely combine both.
is it possible to make an indicator or even an expert advisor with this program?
is bolt ok just to start with unity cause programming is a bit confusing for me. and my question is: is it gonna help me with real scripting in the future
awsome 🔥
If you want to snap to grid in Bolt Graph:
Edit-Preferences-BOLT_EX
Check snap to grid box
In short this tool is usefull for those who know how to do it but dont know exact code for that
Haha... 💯
Can't wait for someone to make a multiplayer game with this :D - Works fine for small things, I wanna see how one codes networking with it :D
good for AI as well and animation events but i refuse to use bolt for more than that especially player controller
@@Onidourou You might be surprised. Going through IL2CPP / LLVM produces some seriously tight, performant code.
@@xnadave Didn't mean it in terms of performance, at the end of the day that thing is turned into assembly code and should be somewhat optimized. I'm talking at the huge mess that will be at the end :D if it's maintainable at all.
What is the performance like? Will this be able to replace coding in a large project or is it just a prototyping tool?
I have the same question
Could you please make a video on how to make your game look better?
They took some notes from Dreams, which is awesome!
Huh? What are you talking about?
@@doufmech4323 Programming 100% based in chips and connections between them, share your assets and logics with other Unity users, etc.
I may be wrong, though. I'm not into Unity so it probably already had these features before, but that's also how Dreams works.
Paulo Lameiras but what is Dream
@@doufmech4323 Ah. Dreams is a game creation engine released early this year for PS4. Check my youtube channel to see some of my projects made with it.
My bolt still not be refund to me but that's not a big deal.What i mostly concerned is when the bolt 2 coming out or whether bolt 2 will come out?
VERY helpful tutorial. It's every bit as helpful as the ones I have paid money for. One question I have though -- Does anyone know if I will run into issues trying to use a combination of both BOLT and INK (Inkle)? I'm learning Bolt, using UA-cam and training courses from other websites. I will continue to platy with it in my quest to design a visual novel. As this flow chart style programming mechanic is very similar to my actual game design document, it's the perfect choice for me. I discovered Bolt while researching tutorials for NaniNovel. Sadly, there is a lack of project tutorials for NaniNovel, but there are many for Bolt and Ink. I just wonder if I might be wasting trying trying to write dialogue in Ink, if it isn't necessary to combine it with Bolt. UPDATE: I did find a Naninovel Ink Adapter on Github which Aallows Inkle's Ink script to run Navinovel's script commands. So maybe that is all I need since Bolt also works with Naninovel.
+1 for DOTS BOLT
That is cool, nos you can code without coding!!!
Omg this is amazing just hope it runs on myp trash pc...
The state machine is really usefull, now i dont have to code it myself anymore. You can use it for NPC behavior, bossfights, etc...
Unity's Animation system is also a State Machine and much better than Bolt.
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