Hi, to understand what object holds the Script and the Player hierarchy you can check this out- imgur.com/gallery/ciIiU5r watch our Happy Glass game mechanics Tutorial - ua-cam.com/video/v8yQiJ9Bf34/v-deo.html
When I tried this, it didn’t work. One end of the line renderer was at the player’s position and the other end was at where attack trail was, and all the joystick did was rotate the line renderer. Please help! I also noticed you changed a lot of things without saying. You should tell us what you are doing instead of doing this.
Hi did you set the line renderers position at 1 index ? LR.SetPosition(1,transform.position + transform.forward * trailDistance); Important- Make sure the trailDistance value is not 0.
@@Sober-MindedYT Hi there! To change the color of the LineRenderer you can go to the Materials Tab of the Line Renderer, once you give it a material the LR will get that material or texture :)
on the github script there is NO OnPointerUp, which I assume is to make the player start shooting when the finger is released. I dont understand how its shooting on touch release without it
Got a question! How do you make the sprite stick to the last position it was placed and not come back to the origin position of the player? In the last video, you did not do it, but from the starting of this video, you have that integrated, I wanna know how to do that! Please reply. Thanks!
Hi, the fake shadow sprite that i added? I just positioned it that way and made it the child object of our player object! I hope this helps, if I misunderstood then please do ask again!
@@CodingJedi 0:06 in the previous part, whenever the joystick was left idle, the smaller sprite used to come to the initial place, i.e., under the player, but from the starting of this episode, the small sprite is remaining at the position it was last left in with the joystick and does not move to under the player. If you still didn't get what I mean, please drop in your email so that I can talk to you about the problem broadly :D
Okay i got it so actually the same thing is being done still! All i did was i also disabled the sprite when player isnt using joystick anymore. The joystick script should have an OnPointerUp and Down. in Up i did -> sprite.gameobject.SetActive(false); And in down i made it true! In the starting intro of this i actually dint lift the finger off the joystick so it might look that it stayed at that position! But if you want to do something like that in which the sprite stays at last position it’s totally possible! What you should do is only change the sprites position in Joystick’s OnPointerDown so while the player is moving the joystick the position will be changed so it wont return back to default position. If you are using the joystick pack you might find this stuff!
@@CodingJedi but visual studio is not suggesting any function called OnPointerUp() function. It would be so nice, if you could elaborate how to use it in code
Hi. My line renderer is really glitchy and is not like yours. It is always cut into half, and I don't know why. Pleaseeeee help me. Thanks! Great tutorial otherwise
@@CodingJedi Ok, so I am facing the same issue(cutting into half) and I do not know how to fix it. Pleaseee help. If this comment means adding 180 degrees in z, which line? I really need some help, thanks!
Can you please leave the code for player attacking in the comments?? I am facing some issues, and I believe they are with the code. Just wondering, what is the value for TrailDistance variable.
Too fast; Too many changes that you did not describe during the video; There are also many changes that took place between the first and second videos that you did not mention...
Hi, to understand what object holds the Script and the Player hierarchy
you can check this out-
imgur.com/gallery/ciIiU5r
watch our Happy Glass game mechanics Tutorial -
ua-cam.com/video/v8yQiJ9Bf34/v-deo.html
You make me happy, thank you for living in the same world as me and helping others!!! You are an awesome person!!
Hello, I need help shooting my character Because bullets don't fly
I did everything you did in the tutorial, but the bullets don't disappear when they reach the max distance. Any idea what's going on?
When I tried this, it didn’t work. One end of the line renderer was at the player’s position and the other end was at where attack trail was, and all the joystick did was rotate the line renderer. Please help! I also noticed you changed a lot of things without saying. You should tell us what you are doing instead of doing this.
Hi did you set the line renderers position at 1 index ?
LR.SetPosition(1,transform.position + transform.forward * trailDistance);
Important- Make sure the trailDistance value is not 0.
@@CodingJedi Hi, thanks for tutorial, but i cant inderstand how did you changed the colour of linerenderer. Can you explain please?
@@Sober-MindedYT Hi there!
To change the color of the LineRenderer you can go to the Materials Tab of the Line Renderer, once you give it a material the LR will get that material or texture :)
@@alekseplays thanks, I've already solved this problem))
Attack LookAt, What is it for? Please help me!
on the github script there is NO OnPointerUp, which I assume is to make the player start shooting when the finger is released. I dont understand how its shooting on touch release without it
Excellent work, I subscribe, it's great
Thank you!! :))
Incredible Bro !
Thank you! :))
What is inside the LineRenderer object?
Solved it!
I didn't get no Debug.Log message until I changed Update() with FixedUpdate(), any idea why is that?
Did you save the code with Update? It could be that! It should work with both!
@@CodingJedi I did save it with Update() at first, but it didn't work
Good day! You do not know at the time what angle of the camera, on the higher view, in Brawl Stars?
Got a question! How do you make the sprite stick to the last position it was placed and not come back to the origin position of the player? In the last video, you did not do it, but from the starting of this video, you have that integrated, I wanna know how to do that! Please reply. Thanks!
Hi, the fake shadow sprite that i added?
I just positioned it that way and made it the child object of our player object!
I hope this helps, if I misunderstood then please do ask again!
@@CodingJedi 0:06 in the previous part, whenever the joystick was left idle, the smaller sprite used to come to the initial place, i.e., under the player, but from the starting of this episode, the small sprite is remaining at the position it was last left in with the joystick and does not move to under the player. If you still didn't get what I mean, please drop in your email so that I can talk to you about the problem broadly :D
Okay i got it so actually the same thing is being done still! All i did was i also disabled the sprite when player isnt using joystick anymore.
The joystick script should have an OnPointerUp and Down.
in Up i did ->
sprite.gameobject.SetActive(false);
And in down i made it true!
In the starting intro of this i actually dint lift the finger off the joystick so it might look that it stayed at that position!
But if you want to do something like that in which the sprite stays at last position it’s totally possible!
What you should do is only change the sprites position in Joystick’s OnPointerDown so while the player is moving the joystick the position will be changed so it wont return back to default position.
If you are using the joystick pack you might find this stuff!
@@CodingJedi okay, let me try and I'll tell you what I will go through, and if I encounter problems, hopefully you'll be here to help...
@@CodingJedi but visual studio is not suggesting any function called OnPointerUp() function. It would be so nice, if you could elaborate how to use it in code
Can't figure out how to setup the scene. Could you please share the scene file or explain, which script should be added to which object et cetera?
Hi, did you watch the first part of the video?
@@CodingJedi Yes i did. But in part 2, some steps are not well explained, so i cannot figure out,where to add the scripts und so on..
I hope this helps-
imgur.com/gallery/ciIiU5r
@@CodingJedi Thank you, i will try that..
It works. Thank you so much.
how i can add brawlers?
There is a new part were you can choose! In this Menu you can add Brawler, like the way before. Sry for my english!
Great work! thanks for the tutorial dude
Thank you and No problem! :))
Hi. My line renderer is really glitchy and is not like yours. It is always cut into half, and I don't know why. Pleaseeeee help me. Thanks! Great tutorial otherwise
Ok, so, I fixed it. It was a silly mistake
Was it by adding 180 rotation in z?
@@CodingJedi Ok, so I am facing the same issue(cutting into half) and I do not know how to fix it. Pleaseee help. If this comment means adding 180 degrees in z, which line? I really need some help, thanks!
Ok! I fixed it by adding 180 rotation in z, just like you said
Hey man great tutorial, glad you uploaded a follow up to your previous video. Looking forward to seeing more from you :)
Thank you!! :))
Can you please leave the code for player attacking in the comments?? I am facing some issues, and I believe they are with the code. Just wondering, what is the value for TrailDistance variable.
I uploaded the scripts for the first 2 part
You can find the player attacking script in this!
github.com/DivijManik/Brawl-Stars-Unity-scripts
Great tutorial!
Thank you! :))
Great!!!!
Thank you! :))
Not working........ Please explain everything
dude can you make a open source
next video : building system from fortnite in unity
I actually went ahead and did this!
Thank you for the suggestion, the first part for Build system is on youtube now!
Too fast; Too many changes that you did not describe during the video; There are also many changes that took place between the first and second videos that you did not mention...
Dowload link pls
Like it >v
Thank you!
YES YHX
goood tutor
Thank you! :))
Hey, why do you hush so much in your videos? the content is amazing but the speed makes really hard to follow for noobies....
Hi, I’ll make sure to make new videos at a slower pace.