A Great Way To Setup POWERUPS In Your Unity Game

Поділитися
Вставка
  • Опубліковано 6 бер 2022
  • Using Scriptable Objects as a driver for your Powerup system lets you create different types of powerups incredibly quick - but the BEST reason to do it is for separation of concerns amongst your components.
    Your Scriptable Object powerup can focus on the one thing it does best, applying a powerup to a target, while all the other things like a Powerup Collider can just focus on detecting collision.
    This is a clean code approach, and by using Delegate Objects you can save yourself from the horrible pain of spaghetti code as your code base gets larger.
    This Unity Tutorial is a MUST LEARN to powerup (hee hee) your skill
    ✨Want to support the channel?
    Buy me a coffee ☕: ko-fi.com/bmoli
    ➤SUBSCRIBE to become the very best game dev, like no one ever was 💘
    ➤Scriptable Object talk by Richard Fine: • Unite 2016 - Overthrow...
    ➤LIKE the video if you enjoyed, it really helps the channel!
    ➤Join our DISCORD SERVER: / discord
    We have channels to help you with your problems!
    Thanks for watching!
    #bmo #unity #tutorial

КОМЕНТАРІ • 93

  • @headed_weast
    @headed_weast 2 роки тому +25

    5 uploads in 5 days. Man’s is on fire.

  • @AaronAsherRandall
    @AaronAsherRandall 2 роки тому +2

    This is one of the few tutorials on UA-cam that I was able to go through the entire thing without any issues. And I am having to modify some of the code to fit my game logic, but this is so well explained. Thank you!

  • @marcelfyi
    @marcelfyi 2 роки тому +7

    These videos are so helpful and well structured. Thank you!

  • @JakeMakesGames
    @JakeMakesGames Рік тому

    holy heck, im currently going through the process of re-writing the item system in my game and the way you've shown in this video is WAY more effective and time efficient to the way i originally programmed it! thank you so much

  • @williamandrade1455
    @williamandrade1455 2 роки тому +18

    Instant sub, the video was clear, precise and you go straight to the point!

    • @BMoDev
      @BMoDev  2 роки тому

      Awesome, appreciate the support!

  • @Dylen
    @Dylen 2 роки тому +2

    This blew my mind, I got a sudden crave to reimplement all the systems in my game just so its nice and orderly like this

  • @bikinisquarepants
    @bikinisquarepants 7 місяців тому +1

    You just saved me from a shitload of stress, and I love you😶. Amazing tutorials, I've been watching your videos for two days straight.

  • @godzillakingkongvenom
    @godzillakingkongvenom 2 роки тому +1

    Loving the rapid fire uploads!!! Keep it up

  • @plutoniumbellamy1912
    @plutoniumbellamy1912 2 роки тому +1

    This channel will be perfect for our school project. Thank you!

  • @Pdr0fsa
    @Pdr0fsa 2 роки тому

    Dude, congratulations on the video. Really helpful! Thanks a lot!

  • @eileeng2492
    @eileeng2492 2 роки тому +2

    Keep them coming.
    Amazing!!

  • @soulessnic1158
    @soulessnic1158 Рік тому

    This is brilliant and clear, thank you for the tutorial!

  • @officialchaser8
    @officialchaser8 Рік тому

    I gotta say this was a SUPER helpful tutorial! Tysm!

  • @CosmicComputer
    @CosmicComputer 2 роки тому +1

    You’re absolutely killin it

  • @FoilGames
    @FoilGames 11 місяців тому

    One of the best Unity/Code/Best Practices/Pattern I've ever seen.

  • @sandycolours641
    @sandycolours641 Рік тому

    never heard of scriptable objects but they seem really helpful

  • @jamescriddle9312
    @jamescriddle9312 Рік тому

    Great tutorial, thanks!

  • @GGGUSZ
    @GGGUSZ 2 роки тому +3

    You are one of the best game developer youtubers I've seen in a while. This is absolutely amazing!!

  • @SelaMalka
    @SelaMalka Рік тому

    Your videos are great dude, keep it up, I subbed

  • @tincoES
    @tincoES 5 місяців тому

    brilliant tutorial thanks a lot

  • @Mine-el3kz
    @Mine-el3kz 4 місяці тому

    thank you bro, keep it up

  • @SeanWonder
    @SeanWonder 5 місяців тому

    This is great! Been trying to find a guide like this. Any tips on how to apply this sort of concept to a weapon system? As in an object that can only access the shooting mechanic after picking up an item upgrade? Been making top down space shooter and trying to implement this type of mechanic. Great video thanks again!

  • @junhyeokjeon815
    @junhyeokjeon815 2 роки тому

    one video per day.. what the hack~~ you are amazing dude

  • @TheEarlPH
    @TheEarlPH 2 роки тому

    You are uploading almost everyday, nice. Quick question, How can i randomly spawn the power ups in the world? And what is needed for temporary power ups?

  • @MosesMatsepane
    @MosesMatsepane 2 роки тому

    Geat tutorial, and clean code. So in practice, would you then use a State Machine to control the power up states?

  • @jakeduncan2721
    @jakeduncan2721 2 роки тому +3

    Best 5 days of my life

    • @BMoDev
      @BMoDev  2 роки тому

      ❤️ We keep it going

  • @jimmyyu3383
    @jimmyyu3383 Рік тому

    Good tutorial. Learned something new. Btw, I use enum to classify PowerUpType to minimize number of scripts. As I am new to programming, not sure if using enum is a better option.

  • @lucianbodnaresku6568
    @lucianbodnaresku6568 2 роки тому +1

    that's actually a good video no cap

  • @suicune2001
    @suicune2001 2 роки тому +8

    Handy! I definitely need to practice this. I feel something like a visual novel would be a good use for scriptable objects.

    • @BMoDev
      @BMoDev  2 роки тому +2

      Yeah that'd be great, anything UI related I think is a perfect match for scriptable objects

  • @jutyubxD
    @jutyubxD 2 роки тому

    great video ser, no bs just as I like

  • @guydoesthings7580
    @guydoesthings7580 2 роки тому +1

    Why do i find this after i have already implemented a powerup system + i don't use unity,
    Still this is an simple to follow understandable, and clean tutorial and i subscribed

  • @roygatz1037
    @roygatz1037 8 місяців тому

    you did a fucking great job! really enjoy your video

  • @Luis96ef
    @Luis96ef 2 роки тому

    I guess it would also work if you used a list of power up effects and a for each in the trigger method if you wanted to make a bigger power up item right? So it applies more than one effect

  • @remigodin9103
    @remigodin9103 2 роки тому +8

    Great video! I have a request; could you show how to to expand on this system to create, for example, a speed buff that decreases over time? Like it gives you 10 move speed buff that decreases linearly to zero in 5 seconds. I have difficulty figuring this out on my own.
    Thanks!

    • @lucasbernard971
      @lucasbernard971 2 роки тому

      using UnityEngine;
      namespace PowerUp
      {
      public class SpeedBuffPowerUp : MonoBehaviour
      {
      [SerializeField] float _currentSpeedBuff = 0f;
      [SerializeField] float _maxSpeedBuff = 10f;
      [Space]
      [SerializeField] float _currentDuration = 0f;
      [SerializeField] float _maxDuration = 5f;
      [Space]
      [SerializeField] bool _isActive = false;
      private void Update()
      {
      if (_isActive)
      {
      _currentDuration -= Time.deltaTime;
      float _normalizedDuration = Mathf.InverseLerp(0, _maxDuration, _currentDuration);
      _currentSpeedBuff = Mathf.Lerp(0f, _maxSpeedBuff, _normalizedDuration);
      if (_currentDuration < 0)
      {
      DisableBuff();
      }
      }
      }
      public void EnableBuff()
      {
      _currentSpeedBuff = _maxSpeedBuff;
      _currentDuration = _maxDuration;
      _isActive = true;
      }
      public void DisableBuff()
      {
      _currentSpeedBuff = 0f;
      _currentDuration = 0f;
      _isActive = false;
      }
      ///
      /// The Player script can get this method and add to his current speed.
      ///
      ///
      public float GetSpeedBuff()
      {
      return _currentSpeedBuff;
      }
      }
      }

    • @abhayanand3115
      @abhayanand3115 2 роки тому

      Use Mathf.Lerp() function.

  • @modelworkzseo
    @modelworkzseo 2 роки тому

    Subbed!!

  • @SirJawesome
    @SirJawesome 2 роки тому +4

    Love the video, this was a super practical breakdown of scriptable objects. But, how would you go about adding a temporary effect? If you wanted to only give the player increased speed for 5 seconds, how would you take away the power up?

    • @lucasbernard971
      @lucasbernard971 2 роки тому +2

      I think the Player could have a Monobehaviour with the effect method and the Scriptable Object just get the component and invoke it.

    • @pchas1
      @pchas1 2 роки тому +1

      You could also use a coroutine in order to regulate powerup times

    • @marjoaesp
      @marjoaesp Рік тому +1

      I'm kinda late but did u find a way to do it ? i couldn't.

  • @_Garm_
    @_Garm_ 2 роки тому

    Awesome ++ :D

  • @Fragler01
    @Fragler01 2 роки тому +16

    Nice video! I have a question though. How would you fade a speed buff away? Usually a speedbuff of this kind only last for 15-20 seconds or so (they are temporary). Where would you inplement the logic? I don’t think that it would fit in the scriptabale object part, since it depends on time, but if you write it in the script which inherits from the monobehaviour class, then it would loose its sense, since it would not be a general solution anymore…🤔🤨
    I’m very curious of your anwer.
    Keep up the good work! 😁

    • @Xelfist
      @Xelfist Рік тому +1

      i think it should be on the player controller and the powerup simply activates it, in this case it starts a timer

    • @MrValiantrobe
      @MrValiantrobe Місяць тому

      For anyone reading this now, what I did was similar to what Xelfist suggested. On my Player class, I made a PowerupEffect currentBuff variable and a bool for whether or not we're buffed, and a timer for the buffs. I also added an "UnApply" function to PowerupEffect. For non-timer based powerups, we just leave this function empty. In timer based powerups, we send in the buff being activated to the player, so now the player has access to the UnApply method for this buff.
      The player has a "BuffMovementSpeed" method that has taken in the buff and amount, applied it to the Player's movement speed, started the buff timer which counts down in Update, and once it hits 0, we call "currentBuff.UnApply(this.gameObject)" in Update function. We send the player gameobject back to the speedbuff, so the speedbuff can unapply the exact speed boost it applied to the player's movement. I send a gameobject in because my PlayerMovement script is a separate script from the player and it's easy to access through GetComponent in the speedbuff class.
      My way means you'd only have one buff active at a time, but if you want multiple buffs active you may have to play with a dictionary that maintains the duration of each buff and a collection of each buff on the player, and update is continuously updating the dictionary with new timers for each buff. If player walks over a buff that already exists in their activebuffs dictionary, just add time to that buff's timer.

  • @justahuman4862
    @justahuman4862 2 роки тому

    great vid

  • @mandamoon9149
    @mandamoon9149 2 роки тому +6

    After watching this, I really powered up my boss moves 💥

    • @jakeduncan2721
      @jakeduncan2721 2 роки тому +2

      Every time I see a BMO vid drop i feel like i just picked up a powerup

  • @Chowbogan
    @Chowbogan 2 роки тому +2

    I always assumed that if you did Destroy(gameObject) that nothing after that would run because the object with the script on it would have been destroyed, but is that not the case? Does it finish running that code block even though the object has been destroyed?

    • @Chowbogan
      @Chowbogan 2 роки тому +2

      "The object obj is destroyed immediately after the current Update loop, or t seconds from now if a time is specified." I looked it up, good to know!

  • @r3mc102
    @r3mc102 Рік тому +2

    my player is a prefab and it throws an error when it tries to apply health to the player, how to fix it with a spawned player as it is tagget as a clone?

  • @azazelgaming6573
    @azazelgaming6573 11 місяців тому

    I was always scared of Scryptable Objects but it doesnt look that hard anymore, thanks.

  • @Blitx924
    @Blitx924 2 роки тому +1

    Great vid but I believe it’s over complicated you could do a on collision put whatever buff you want and then destroy the game object

  • @hamsg
    @hamsg 2 роки тому +4

    This is great for little simple games. Could you make a video on a more complex system like handling buffs from a BuffList on the player with durations etc?

    • @FullMe7alJacke7
      @FullMe7alJacke7 Рік тому

      That sounds like a less than ideal implementation. The buff should be responsible for it's own behavior.

  • @gabangang5093
    @gabangang5093 2 роки тому

    this is great, how about a power up with a timer, lets say for 1 1minute the power up stays on the player and then player back to normal..

  • @AugustMeyer
    @AugustMeyer Рік тому

    need a tutorial for that last power

  • @crazyfox55
    @crazyfox55 2 роки тому

    Duration seems tricky to implement. How would pausing work? How would a turn based game work?

  • @NodrapLego
    @NodrapLego 2 роки тому

    So when you want to add different images and perhaps particles to the pickup wouldn't you use a prefab for that and so don't need to use SO's at all? Wouldn't prefabs and variants be perfect for that?

    • @max.playsgames
      @max.playsgames 2 роки тому

      the SO is handling the actual changing of the stats, the object that is sitting in the scene is just a container to hold the SO so you can use prefabs to make it look however you like, as long as that object in the scene has a trigger collider it will give a powerup using the SO

  • @paranoia985
    @paranoia985 2 роки тому

    Please, make a video on how did u make Isaac animation. I'm new to Unity and it is very difficult to me.

  • @cuchud3266
    @cuchud3266 10 місяців тому

    Thanks for the tutorial, easy to follow. Do you know how can I destroy the game object the scriptable object is referenced in? Or how can I NOT destroy the gameobject if the health is full?

    • @mateovajda6078
      @mateovajda6078 Місяць тому

      i think i would know the answer to the second question. try to make a bool in the health script which checks if the health is full or not. reference the health script in the powerup script an make an if statement: if !healthIsFull then destroy the game object. i may be 9 months late to your question but i so hope it helped and it will work.

  • @Fremdscham-uu3xv
    @Fremdscham-uu3xv 11 місяців тому +1

    Thank you bro but what about if I want to achieve overtime effects? Like how can I make heal over time or get a speed buff for 10 seconds?

    • @mateovajda6078
      @mateovajda6078 Місяць тому

      i think i would know how to make a speed buff for 10s. so try to make a timer, which you can look up on yt how to do, which counts for an x amount that feels right (you make it with time.deltaTime) and you put the code that gives you the buff in that while loop where your timer is also try to make the timer stop when it finishes, because if your game lasts long, the timer might count high up which may cause lag. i am awfully sorry for a 10 month late answer, but i hope this worked and helped

  • @789blablajaja
    @789blablajaja 2 роки тому

    Dont forget to make the field private though. As everything written to the SO will be serialized and stored.

  • @russmacc316
    @russmacc316 2 роки тому +2

    Hey BMo, thank you for your concise yet informative videos, you take the time to explain what is going on and I really appreciate it. I have a question, would you mind showing how you have your player health and max health set up? Are they scriptable objects as well? I followed pretty closely and I think I have everything set up correctly, but my existing health script is making the target.GetComponent part of the buff script throw a NullReferenceException, and I'm 99% sure it's due to my scripts, not yours :)

    • @BMoDev
      @BMoDev  2 роки тому +3

      Hey thanks! I'm using a special scriptable object variable for my health/maxHealth (ua-cam.com/video/VFOGGml_N6g/v-deo.html)
      ...but you can 100% just use floats!
      public float health;
      public float maxHealth;
      public void TakeDamage(float amount) {
      health -= amount;
      }

    • @russmacc316
      @russmacc316 2 роки тому

      @@BMoDev Awesome, thank you! I am going to watch your video and likely rip my code up because your way seems to be much more efficient to keep track of in the long run. Watching the other video now :)

  • @Ryan-pm3bg
    @Ryan-pm3bg 2 роки тому

    You can destroy a game object and the next line of code will still be run? I always assumed it would just end.

  • @therendeath4886
    @therendeath4886 Рік тому

    Honestly your videos are really good but you know whats better than that?
    me being pin- Your picture, that picture is a solid 10/10

  • @AndrewYakymetsLS
    @AndrewYakymetsLS Місяць тому

    Hi, please note, the ScriptableObject doen't have Start and Update functions. From your video it sound like removing them is an option (1:40+-), but that;s wrong... From the official documentation, ScriptableObject only has Awake, OnEnable, OnDisable, OnDestroy, OnValidate, and Reset.

  • @brodakarat6340
    @brodakarat6340 Рік тому

    Is this pretty close to the decorator pattern

  • @Pedro-zh6kk
    @Pedro-zh6kk 13 днів тому

    cant drag the powerup inside the power up effect variable in inspector.

  • @mrloquendo3
    @mrloquendo3 Рік тому

    how to create a lootbag system with this power up or buff objects?

    • @BMoDev
      @BMoDev  Рік тому

      I have a loot system tutorial

  • @jimmyljr95
    @jimmyljr95 2 роки тому +1

    My comments on the next few videos will have a secret message you must put together in order to save the hooman race.... TeeHEE

  • @VEOdev
    @VEOdev 2 роки тому

    I rather make a normal script as a parent and then powers as child so I don't have to create minor and major buff for each one or a debuff when the only this that changes is a value , just make 1 script and than duplicate the game object and change the value and that's all

  • @retiredvegta6697
    @retiredvegta6697 2 роки тому

    Character? You mean issac from the binding of issac

  • @noisemaker0129
    @noisemaker0129 2 роки тому +1

    Amazing tutorial. I was confused a bit by the apply method, and I think you could spend another minute or two explaining some of that c# magic for us humanities programming noobz ;)
    Still, this is great

  • @KrucLeo
    @KrucLeo 2 роки тому +6

    This is a common mistake we've seen juniors make.
    This approach is highly error-prone as it requires you to mirror duplication and subtraction code, forces specific method invocation order, and obscures debug information.
    Use the interface decoration. An immutable parameter struct data object, and stack of modifiers that expose a single Modify method that accepts and returns mutated parameter objects down the chain. This will give you a highly expressive and dynamic stack that allows more complex effects, application order visibility and comfortable debugging. An additional effect of modifier stack is an ability to preview stack changes without affecting the modifiable entity until you need to.
    Having a change preview for parameters applied by items or effects, is a common feature. It's a hell to adapt add/sub approach for that.

    • @chronicle325
      @chronicle325 2 роки тому +1

      Would love to see a video about that :)

    • @johnleorid
      @johnleorid Рік тому +3

      Why do you use such complex words? Just say that there should be a list of modifiers added by an interface instead of GetComponent() calls to directly modify variables.
      What I don't quite understand is how you know which variable to modify. A Dictionary with an Enum? String? Reference? And what you mean by preview before applying.

    • @robbybobbijoe
      @robbybobbijoe Рік тому +2

      Make a video about it then if you're going to give such harsch criticism with no actual proof of you being able to create something like that.

  • @IlLupoAC
    @IlLupoAC Рік тому +1

    Hi, I'm getting an error regarding the target.GetComponent().jumpForce.value += amount; section of this tutorial. Debug message states 'float does not contain a definition for 'value''. I'm looking around for clues for fixing this, but I would love some help if you have the time :]
    EDIT: I removed .value and it works now. Hopefully!

    • @mochimochi1857
      @mochimochi1857 Рік тому

      have the same problem but removing .value didn’t work :’) asking for any help!

  • @jeffzak6790
    @jeffzak6790 Рік тому

    How would we get this to work on say a bullet prefab for a weapon powerup? I made a field in the new script for a prefab like "amount" in the video called BulletPowerUp. In my Player script my prefab is named BulletPrefab. What do I have to do to the target.GetComponent part for this to work, if possible.
    target.GetComponent().BulletPrefab