TOP 10 NEW Systems and Tools APRIL 2024! | Unity Asset Store

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  • Опубліковано 20 тра 2024
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    🔴 RELATED VIDEOS 🔴
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КОМЕНТАРІ • 43

  • @CodeMonkeyUnity
    @CodeMonkeyUnity  24 дні тому +3

    ✅ Up to 70% OFF on the Spring Sale! cmonkey.co/unityassetstore
    🌍 Get my C# Complete Course! cmonkey.co/csharpcourse
    🎮 Play my Steam game! cmonkey.co/dinkyguardians
    ❤ My FREE Multiplayer Course cmonkey.co/multiplayercourse

  • @symmetrybreakstudio
    @symmetrybreakstudio 24 дні тому +4

    Hey thanks for featuring our asset Screen Space God Rays ♥ Really cool asset list, might pick up some of these ourselves!

  • @ElianeGameDev
    @ElianeGameDev 24 дні тому +8

    The Black box for prefabs looks really interesting, things can quickly become overwhelming in Unity!

    • @CiroContinisio
      @CiroContinisio 24 дні тому +1

      Thanks Eliane, glad you like it!

    • @indieguy7297
      @indieguy7297 24 дні тому +1

      It's actually awesome I purchased it a bit ago and love the concept. It blows my mind Unity doesn't scoop up great ideas like this and put a team behind it internally. But that's where we're at with this engine these days.

  • @arkurianstormblade4109
    @arkurianstormblade4109 24 дні тому +2

    I got a suggestion, with DOTS becoming more viable but also a very different beast compared to basic unity, will you do a asset specific video on DOTS compatible or centric assets?

  • @Vellar92
    @Vellar92 24 дні тому +2

    Thank you! :) I really like the Black Box Prefab Idea and will try it out! Bones assistant also looks nice. It looks like a simpler version of UMotion Pro.

  • @suspecm6316
    @suspecm6316 24 дні тому +3

    Cities Skylines 2 really could have used the traffic controller asset lol

  • @CiroContinisio
    @CiroContinisio 24 дні тому +3

    Wow, thanks Hugo for featuring BlackBox! 🤩 What an honour!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  24 дні тому +1

      Great work Ciro! It's one of the most unique useful assets I've seen in a long time!

    • @CiroContinisio
      @CiroContinisio 24 дні тому +1

      @@CodeMonkeyUnity hehe. Like it happened sometime ago with the Unity Playground, in making this I thought "how comes no one thought of this before??" 😄

  • @smallbigsquare
    @smallbigsquare 21 день тому

    Thank you for covering my asset Polygon Cutter! I am amazed seeing my tool in one of your videos. I love your work!

  • @yolokas
    @yolokas 24 дні тому +5

    I've already tested the god ray one. Its really amazing! Can highly recommend

  • @suicune2001
    @suicune2001 24 дні тому +5

    Thanks! That god rays one looks nice.

  • @DigitalCanineGames_
    @DigitalCanineGames_ 23 дні тому +1

    hi code monkey, I just wanted to know if you're going to continue the development of total world liberation, it's been quite a while since you released dinky guardians,and you said that you would work on TWL when you're done with that, and so I waited for a year, please continue it's development, TWL is such a cool idea

  • @ikennaayalogu9846
    @ikennaayalogu9846 24 дні тому +3

    Please can you do a video on how to use the easy save asset to save things like game progress

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  24 дні тому

      Yeah I've been wanting to get back to my Asset Review video format for a while and that one is definitely on the top of my list. Maybe next month!

  • @trevorquinn1939
    @trevorquinn1939 9 днів тому

    thanks for your content! I was curious when is the best time to wait for unity sales? is there a certain month/ season? thanks

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  9 днів тому +1

      They've got big sales every few months and then smaller ones in between. So just recently was the big spring sale, now I guess the next big one will be in the summer
      But every week they have a differently themed sale

  • @UTTheLaw
    @UTTheLaw 24 дні тому

    Dynamite list! Thank you!

  • @NoOpArmy
    @NoOpArmy 23 дні тому

    How do you choose the assets to cover?
    Full disclaimer, I'm an assetstore developer and want to know what increases the chance of people getting included.
    Thanks

  • @Chieseled_Renegade
    @Chieseled_Renegade 24 дні тому +1

    Avoidance is really the one I want to learn. I am working on an Npc System.

  • @javawaguk
    @javawaguk 20 днів тому

    very cool collection of assets as always! was just wondering: is there a way to get my asset featured when it releases next month? or do you just pick a few that you like “organically”?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  20 днів тому +1

      I just go through the entire list of new assets in the past month and pick the ones that I think are interesting. I don't take submissions otherwise the list would just be based on who emails me as opposed to assets that I find interesting.

  • @Bloodlydevil20
    @Bloodlydevil20 24 дні тому

    Unrelated to the topic---->
    I am making a game who's base game set up is taken from slither(io)(Android )(its basically a snake game where you eat food and try to kill other snake)
    The thing is the snake set up is like this->
    Their is a head(2d collider )
    A prefab of body(2d collider)
    And a script which on trigger creates a new snake body
    A snake on average can have 40 body so 40 2d colliders and their are 50 to 60 enemy snake with same set up so total colliders reach 2000 collider2d and then i have nearly 200 to 300 food collider2d
    So in total i have 2500 colliders . It would not be an issue but my game is supposed to be working on Android and i am getting less than 40 to 30 fps on Android (provided i get 300 to 400 fps on pc)
    I have profiled the game and problem indeed lies in collider
    I can not think of a way to batch the colliders of a snake together because each body has collider witch is a huge problem
    Things i have tried ->
    Use spline instead of manual creation of body (spline cashe error-> i believe too many knots elements are there in ) and then use mesh generation by extention but it reduces the fps to 30 to 40 on pc
    I think in the game (slither) they are only creating around 10 snake apart from the player and are using shader to render the snake as whole but how are the collision detection working at such rate is beyond me
    If you can provide any solution then it would be helpful
    Btw love your content

  • @oleksandrbrahynets9595
    @oleksandrbrahynets9595 21 день тому

    Can you please add timecodes for lists of top assets?

  • @user-jq6nr3lw1w
    @user-jq6nr3lw1w 22 дні тому

    Very good

  • @raymk
    @raymk 23 дні тому

    NOA debugger looks promising, but haven't tried yet, and there aren't many reviews to verify its usefulness.

  • @paulr3001
    @paulr3001 24 дні тому

    What was the tutorial for 3D object UI??

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  24 дні тому

      It's this one ua-cam.com/video/tJ_ycboPFmY/v-deo.html

  • @pastuh
    @pastuh 24 дні тому +1

    I got scamed by unity store.
    Purchased plugin, not worked, same day uninstalled. Made refund request and after 4 !!! months, they reply:
    If you download, we cant refund.
    BS.

  • @Doronoss
    @Doronoss 24 дні тому

    I don't think that the black box is as great as you present it. The idea of encapsulation works great when we talk about code maintenance, it shows you which variables you can modify and hide those who are used for internal work of the function (those you shouldn't touch) that's awesome. However, when we talk about prefabs, if you put this black box on a prefab it shows nothing but "This prefab is locked" or some "revealed properties" that you expose. We already have those, it's called "HideInInspector" attribute. You can't know what does the black box prefab do, and if you want to put it as a part of a greater object what are your limits, for example, imagine a sword prefab that you made black box, does it have a collider? should the player ignore the weapon layer? those things should be written in the documentation, however this black box doesn't give you a good way to document. And there's some saying that my CS teacher told me, he said the best documentation is good names, if you have good function names that explain the function, and variables that are self-explanatory, no one would have to read the documentation. So when we black box the prefab we remove the components names which is the best way to know what this prefab is doing.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  24 дні тому +1

      HideInInspector only hides fields, whereas this hides the entire game object sub-structure
      Exactly like you said, it should be self explanatory, so if you use a Sword black box prefab you should be able to assume that it has all the requirements to work as a Sword.
      Just like information hiding in code, you shouldn't need to know the implementation details of some code, you should just expect that it will work with what is exposed.

    • @CiroContinisio
      @CiroContinisio 24 дні тому +1

      Interesting take! But yeah, the point of BlackBox is exactly like you mentioned with code: the properties are still there, and nobody prevents you from opening the Prefab and looking inside to learn what's there (it's literally 1 click), and once you know, you can close it and then the component removes all the complexity you don't need to see ALL the time.
      You can in fact reveal properties and then hide them again, depending on what you need at any given time. No data is lost.
      Someone also suggested to have lists, so you can reveal groups of properties at a time and jump between them. I'm taking that into consideration!
      Finally, I think you gave me an idea. Maybe the component could have one string field to leave a comment when the Prefab is locked? Like instructions or something.

    • @Doronoss
      @Doronoss 24 дні тому

      @@CiroContinisio If you allow the Black Box to communicate its details sort of like a summary of what the prefab does, then it would actually make sense to me to use it. At its current state, it's only useful to the person who created the black box in the first place and he probably doesn't need the black box, and other users who open the black box and learn how it works already broke the black box rule.
      Bottom line, it would be better if the black box supported transparency to a certain degree where the user can easily know what the prefab is doing AND the limitation around it.

    • @Doronoss
      @Doronoss 24 дні тому

      ​@@CodeMonkeyUnity The point I was trying to make is even when you encapsulate some functionality, you want to leave a header file (or an API) for the user to learn about the class (or prefab), I mean that the implementation data is still concealed but you always leave relevant information for the user.
      If you hide ALL the components, it's as if you hid the header, and then it can get very confusing.
      Like you said, it is cool in theory, but when I try to think of real world use cases I find it only making thing slightly harder.

    • @CiroContinisio
      @CiroContinisio 24 дні тому +1

      @@Doronoss BlackBox is born out of my previous experience at Unity during the production of Gigaya. So it's mainly trying to help for the use case of a complex production with a sizeable team. At that point, when you see a BlackBox component it is implicit that whatever it's hiding, you don't need to think about.
      As an example of this, think of a GameManager Prefab that is required in the scene, that has 30 properties but only 2 fields that needs to reference the Player or the Camera. A programmer can prepare it and wrap it in a BlackBox, and expose only those two fields. A designer can drag it in, connect that field to the relevant object, and knows they're good to go. The designer doesn't need to guess, it's something that has been explained to them.
      And if you're thinking "but why would you hide the rest then?" well, you will find out that mistakes like that do happen and quite a lot.
      On that team we had people who had worked at IO Interactive (Hitman) and they said that the "prefabs" in the Glacier engine are completely encapsulated, with no possibility of creating overrides. And they thought that was the best way, better than Unity's permissive system. So I created something that uses that as a base, and expands, bringing some of Unity's flexibility in the form of revealed properties.