2:05 I never see anyone mention this, but after 9 year of using Unity, I only just realized recently that in addition to WASD, you can use QE to move up and down.
I was having a few performance issues yesterday & had no idea about this profiler window! Couldn't have found this video at a more perfect time. Great content as always, Jason. Thanks!
I've been trying to learn C# sharp for the last two months and pick up Unity tips along the way. Seeing you jump into the animation section and lay down out all that useful information so quickly almost had me out of my chair dancing with excitement.
@Reggie Jackman disagree again .that is something to learn and its the most important thing to be on your list. its a skill that must be learned and exercised. for some it will be easier, for many it is hard ( for me too). of course if you dont plan to publish your games or even make money with it, then its not important. but probably you want to do. And better start gradually building up that skill sooner than many years later without ever finishing and publishing anything.
btw. its about learning how to approach your projects and work through them. design, scope, workestimation, being realistic, timemanagement, etc.. Its probably not a science and everyone can learn it his own way. but going back in time this would be my own advice to me - nr.1 skill to learn -> finish games.
@Reggie Jackman totally disagree buddy. But you seem to be very closeminded to understand even a simple point of perspective. So one last try. Having learned the technical skills to theoretically achieve something may not help you to actually reach your goal of doing it. Knowing everything by book about basketball by book obviously wont make you a basketball champ. having good practice in any specific basketballtechnique ( dribbling etc), being sporty, eating healthy , shooting good, still wont make you win a game or even a champion. You have to play games, you have to play championships, and you have to experience all to the end what it means to play and finish a championship and hopefully become a champion. you learn by experiencing the whole thing. that is doing. you learn by doing. I wont get in a plane with a pilot who is good in theory and on the flightsimulator or who made some rounds with a chessna. I will only get on a plane with a pilot who has experienced what it means to fly a big plane from a to b. So take it or leave it. Either you stay closeminded or you may even learn something today. Its your decision. Again : I strongly disagree -> Learning how to make games means that you make one . At least one !. Otherwise you only know what it means to work on a game or participate on some part of its process, but you have not learned what it takes to make a game.
I know what really tripped me up a lot when I first started using Unity was trying to figure out where to store my game data so that I could access it from the scripts I needed to access it from. Like should you use a static data class to store overall game state data? But isn't that a Singleton and therefore bad coding practice? I'd really love to see a Unity tutorial focused only on these data flow type questions and detailed about the pros and cons of different approaches to the data design element of a game (or any kind of app really) and what options we have in Unity to implement them. I feel like most Unity videos that I've seen (not necessarily Jason's) usually just gloss over these kinds of conceptual design questions and just plow into writing code without a solid data design in mind.
Jason, love your stuff, but all due respect, I think these are fundamentals of what makes Unity powerful... And as such they're some of the first things you learn to properly use as a beginner in Unity. All I'm saying is that maybe the title is misleading, I think I was expecting niche tips that save you time or relatively unknown tools beginners might not know about. Otherwise, keep up the great work and have a wonderful new year!
great tips, thanks. I see lots of tutorials for pc and mobile, I wish to see tutorials for console, like a menu using a controller Dpad to jump between menu items, or specific functions to use the touch pad on a ps4 controller for this use.
Love your videos! One thing I would love to see is a tutorial on ragdoll physics especially on animated characters, such as toggle between animated vs ragdoll. keep up the great work!
awesome! the test runner is one of my favorite parts now. though a lot of the time I'm running my tests directly in rider now (will do a video about that soon)
The asset store's visual assets aren't really necessary especially if they cost money. It's easy to learn the basics of Blender to a high degree in just 1 or 3 tutorials like one on making a plank and making it for games then importing it into Unity. The only reason to use the asset store is if you either watch a tutorial and want to follow the tutorial perfectly to make sure you're doing it right or if you simply want to download Unity's own assets such as Post Processing Stack which should just be in Unity's editor by default as it's free and a vital part for really making good graphics in Unity. It's really easy to learn many features in Unity by simply doing them. Just animated a quick animation in Krita, rendered the images, imported into Unity, put them into an animation onto an empty game object, made a small script to trigger 3 animations when entering a trigger two of them being looping idle animations and through this in less than half an hour I learnt I had to have a sprite renderer and change the default type of the images to sprite 2D UI. And I had never done this before. I usually just animated 3d objects to prototype animation with movement or try root motion. Just did it yesterday and already today improved the animation with extra frames.
All your tutorials are great thank you! I've been using unity for about 6 years and i feel like I'm finally getting it.I really don't understand after the 2018.3.3 update, i think that is the one in question how to fix materials. A lot of stuff is pink now.I usually try to tackle code first then do art later.My old games that run just fine on old builds when i put them in 2018.3.3 or higher they lag so bad!!!!!! A response here would be just fine but I think there will be a lot of people with this question as well. So maybe a tutorial on that subject would be helpful to many! Thanks Brother keep up the great tutorials . from Darrin
@@dimwood2011 shoot me an email w/ the details, I'd love to take a look and do a video on it if I can make it apply to others too :) address is my first name @ unity3d.college
The asset store isn't a money pit... Synty Studios is! They're just too damn cute to pass up! It's like playing with legos man, it's development crack!
very welcome :) i figured most people would know some of them but still pick up 1-2 useful things at least. and that some would pick up a ton :) definitely a lot of things I wish I knew about when I started
Does your Game Window ever scale in sometimes when you press the play button?? If so do you know how to fix this, been having this problem for awhile and just been dealing with it. But you seem to know Unity very well, and any advise would help, Thx
First of all, I would like to say thank you for all the video tutorials. Related to this video (as far as I remember) I have a question regarding the Debug.Log 1 "delay / slowdown". I use debug Log/Warning/Error extensively and was a kind of shocked to see the performance impact in your video. May I ask you for your opinion on the following topics... 1) Does it help to "write my own Debug.Log Wrapper function/class"? Where I can "toggle off" debug.Log in Production? (Or does this still slow down the whole application?) 2) Are there any unity switches to hide the debug.Log from the final application? (Maybe hide it with some editor / compiler magic? Like if (Application.isEditor) or the directives like if #UNITY_5_0_... (Sorry I do not know the correct naming for this... I hope you understand what I mean) 3) How do you use the Debug.Log functions? Only in the early prototype and then you throw them away? That was a lot of text... Hopefully not too long and understandable. Anyway... Even if you do not answer - Thanks for bringing the "Profiler" to my short-term memory… 😉 I guess this is the next thing I really must take care of - even if it does not advance my gameplay.
Thanks for the tips. I'm still learning Unity & Blender, but have done majority of my animations in Blender. Would you recommend using the Animation Window in Unity instead? I've been using Unity 3-D. Thanks!
Not for models no, but for in-scene stuff I use it all the time. It lets you start animating things beyond bones of a single model, you can actually animate just about any property in the hierarchy with the unity animator :) But for characters/models, I'd use whatever art tools you're most comfortable with :)
Excuse me, my asset store seems not to have filtering options like you showed there. Is it version difference of unity? Or am I missing some settings? Really could not find in my unity.
hi,nice tutorial,Can you make a tutorial on how to make a 3D object make transparent via slider in unity.For example i want to make the outer part of the car transparent and want to see the inner parts of the car like seat steering dashboard etc via slider concept.how to do it.
Changing the animation length changes the time between each frame of the animation. Changing the sample rate changes how many actual images are displayed over the course of the animation. At medium amounts, you may not see much difference. But the farther on either end of the scale you get the worse the animation is going to start working. The smaller the sample rate, the jerkier it will get, and the higher the sample rate, the more it will affect your animation size and CPU usage for processing it.
I always recommend people start by re-creating existing mobile games, either through tutorials or with an experienced friend. Get comfortable making multiple little mobile games where you don't need to think about mechanics or fun and just have to focus on re-creating functionality. After doing a few of those, expand and start doing more complex things. Also make sure you're on my email list :) This is a subject I write about in-depth often... perhaps i should do some more videos on it too :)
You should note in the title that all of that is very basic. I can't imagine even a junior professional unity developer who does not at least know about all of that.
"Plenty of Unity professional developers out there that didn't know them all" How? These are literally the most basic fundamental things in Unity. It'd be harder to get more basic than this. Don't get me wrong, this is a great video for beginners, but you probably should've titled it for beginners, and I'd be kind of baffled if I met any professionals that didn't know about one of these.
@@Unity3dCollege Wasn't it Unity3D once upon a time? Guess they dropped that part when they provided 2D tools. But if I'm not mistaken, a 2D game in Unity is still 3D. :P
I think they just went with Unity3d.com as the domain name because unity.com was already taken way back in the day. They have both now, but I think it just kinda stuck w/ the 3d part. The nice thing w/ 3d on the end is when you search it doesn't pop up the Unity DI framework :) I've seen a lot of programmers get confused who hadn't heard of unity the engine and thought I was talking about a DI framework lol
0:52 Project View
1:22 Scene Hierarchy
1:45 Scene View
2:13 Asset Store
3:15 Animation Window
5:04 Animator & Controller
7:26 Sprite Editor
8:37 TextMeshPro
9:55 Console Window
-> 11:35 Profiler Window
-> 13:22 Debug View (Components)
14:38 TestRunner
Thank you. Saved me 15 minutes of my life :)
Thx ❤️
Thanks very much 👍
2:05 I never see anyone mention this, but after 9 year of using Unity, I only just realized recently that in addition to WASD, you can use QE to move up and down.
Did you know you can rebind them and asssign multikeys for everything? I used it once to make a keyboard controlled camera.
I was having a few performance issues yesterday & had no idea about this profiler window! Couldn't have found this video at a more perfect time. Great content as always, Jason. Thanks!
I've been trying to learn C# sharp for the last two months and pick up Unity tips along the way. Seeing you jump into the animation section and lay down out all that useful information so quickly almost had me out of my chair dancing with excitement.
As a programmer top things to learn (advanced),
1. ECS
2. Zenject DI Framework
3. UniRx Unity reactive programming extension
4. Editor Scripting
Disagree
Top Things to learn: finish games
@Reggie Jackman disagree again .that is something to learn and its the most important thing to be on your list. its a skill that must be learned and exercised. for some it will be easier, for many it is hard ( for me too). of course if you dont plan to publish your games or even make money with it, then its not important. but probably you want to do. And better start gradually building up that skill sooner than many years later without ever finishing and publishing anything.
btw. its about learning how to approach your projects and work through them. design, scope, workestimation, being realistic, timemanagement, etc.. Its probably not a science and everyone can learn it his own way. but going back in time this would be my own advice to me - nr.1 skill to learn -> finish games.
@Reggie Jackman totally disagree buddy. But you seem to be very closeminded to understand even a simple point of perspective. So one last try. Having learned the technical skills to theoretically achieve something may not help you to actually reach your goal of doing it. Knowing everything by book about basketball by book obviously wont make you a basketball champ. having good practice in any specific basketballtechnique ( dribbling etc), being sporty, eating healthy , shooting good, still wont make you win a game or even a champion. You have to play games, you have to play championships, and you have to experience all to the end what it means to play and finish a championship and hopefully become a champion. you learn by experiencing the whole thing. that is doing. you learn by doing. I wont get in a plane with a pilot who is good in theory and on the flightsimulator or who made some rounds with a chessna. I will only get on a plane with a pilot who has experienced what it means to fly a big plane from a to b. So take it or leave it. Either you stay closeminded or you may even learn something today. Its your decision. Again : I strongly disagree -> Learning how to make games means that you make one . At least one !. Otherwise you only know what it means to work on a game or participate on some part of its process, but you have not learned what it takes to make a game.
Sir, You literally taught me a lot in just 2 videos than any other tutorial series ever did. Really grateful to you.
I know what really tripped me up a lot when I first started using Unity was trying to figure out where to store my game data so that I could access it from the scripts I needed to access it from. Like should you use a static data class to store overall game state data? But isn't that a Singleton and therefore bad coding practice? I'd really love to see a Unity tutorial focused only on these data flow type questions and detailed about the pros and cons of different approaches to the data design element of a game (or any kind of app really) and what options we have in Unity to implement them. I feel like most Unity videos that I've seen (not necessarily Jason's) usually just gloss over these kinds of conceptual design questions and just plow into writing code without a solid data design in mind.
Jason, im really happy to learn from you. Thanks for giving me this chance. God bless you sir.
No god bless you to
going to sound silly however you truly made me feel like this is an engine I can use. Thank you
many thanks Jason, because you always talk about things in unity most the you-tubers dosn't want to handle it, especially (Test Runner)
Thank you so much Jason, i knew most of these but watching your explanation really helped understand them better Unity community needs you sir !
Really helpful informations. Thanks. A video should be like that. Understandable and important informations.
Nice tips for someone getting back into Unity
Thanks!
Jason, love your stuff, but all due respect, I think these are fundamentals of what makes Unity powerful... And as such they're some of the first things you learn to properly use as a beginner in Unity. All I'm saying is that maybe the title is misleading, I think I was expecting niche tips that save you time or relatively unknown tools beginners might not know about. Otherwise, keep up the great work and have a wonderful new year!
great tips, thanks. I see lots of tutorials for pc and mobile, I wish to see tutorials for console, like a menu using a controller Dpad to jump between menu items, or specific functions to use the touch pad on a ps4 controller for this use.
Love your videos! One thing I would love to see is a tutorial on ragdoll physics especially on animated characters, such as toggle between animated vs ragdoll. keep up the great work!
3:00 "You can get addicted into buying assets after assets after assets."
Me: (Cries in poverty)
I did not know about test runner, so I definitely learned something from this video. Great job, keep it coming.. Thank you.
awesome! the test runner is one of my favorite parts now. though a lot of the time I'm running my tests directly in rider now (will do a video about that soon)
Unity3d College I really enjoy your videos , they are very helpful. I learn something every time I watch.
we want more about solid unity c# and ESC friendly tutorials plus Scripting Design Pattern
They're coming :) Gonna refresh the entire solid series soon and a video on state patterns is queued up :)
YUPSIE! @@Unity3dCollege
You can also use Middle Mouse button click + drag to move around in the Animator window.
The asset store's visual assets aren't really necessary especially if they cost money. It's easy to learn the basics of Blender to a high degree in just 1 or 3 tutorials like one on making a plank and making it for games then importing it into Unity. The only reason to use the asset store is if you either watch a tutorial and want to follow the tutorial perfectly to make sure you're doing it right or if you simply want to download Unity's own assets such as Post Processing Stack which should just be in Unity's editor by default as it's free and a vital part for really making good graphics in Unity.
It's really easy to learn many features in Unity by simply doing them. Just animated a quick animation in Krita, rendered the images, imported into Unity, put them into an animation onto an empty game object, made a small script to trigger 3 animations when entering a trigger two of them being looping idle animations and through this in less than half an hour I learnt I had to have a sprite renderer and change the default type of the images to sprite 2D UI.
And I had never done this before. I usually just animated 3d objects to prototype animation with movement or try root motion. Just did it yesterday and already today improved the animation with extra frames.
Thank you so much for this video. I'm just starting out and this was very useful.
All your tutorials are great thank you! I've been using unity for about 6 years and i feel like I'm finally getting it.I really don't understand after the 2018.3.3 update, i think that is the one in question how to fix materials. A lot of stuff is pink now.I usually try to tackle code first then do art later.My old games that run just fine on old builds when i put them in 2018.3.3 or higher they lag so bad!!!!!! A response here would be just fine but I think there will be a lot of people with this question as well. So maybe a tutorial on that subject would be helpful to many! Thanks Brother keep up the great tutorials . from Darrin
P.S. i don't know how to email you!!! Thanks again
@@dimwood2011 shoot me an email w/ the details, I'd love to take a look and do a video on it if I can make it apply to others too :) address is my first name @ unity3d.college
Great video. I got a really good hint from it for my game. Thanks.
Ah man I knew them all... wasn't expecting that. And I still consider myself not a pro with unity, just pretty good.
i like your videos , i have been searching for latest videos about these stuff , i think i found a pearl among the rubbles
There's a lot of good stuff in here. Especially the Animation and Animator can sometimes confuse my brain.
Great information! Thank you Jason
good to hear I am not the only one who buys asset for entertainment
Asset Store Addiction...
I'm sure it's very serious, I just can't stop laughing 😂
Never knew about the Profiler, wow.
Thank you Sir for this.
I can watch this guy all day! But at some point I need to stop watching and start building.
Interesting and useful video thanks!
The asset store isn't a money pit... Synty Studios is! They're just too damn cute to pass up! It's like playing with legos man, it's development crack!
Nice tips...I knew some of them..but thanks for the video..!👍
very welcome :) i figured most people would know some of them but still pick up 1-2 useful things at least. and that some would pick up a ton :) definitely a lot of things I wish I knew about when I started
Could you show us how to manage your code? how u are designing you classes?
Does your Game Window ever scale in sometimes when you press the play button?? If so do you know how to fix this, been having this problem for awhile and just been dealing with it. But you seem to know Unity very well, and any advise would help, Thx
There are 2 "you" in the video art lol - Good video though, good tips to share!
Hey Jason, can you please share how you did the futurama style background? A unity shader would be amazing.
Great Video , I have learned a very lot
Pure gold, thank you so much!
I know everything!! Proud of my self.
First of all, I would like to say thank you for all the video tutorials. Related to this video (as far as I remember) I have a question regarding the Debug.Log 1 "delay / slowdown". I use debug Log/Warning/Error extensively and was a kind of shocked to see the performance impact in your video.
May I ask you for your opinion on the following topics...
1) Does it help to "write my own Debug.Log Wrapper function/class"? Where I can "toggle off" debug.Log in Production? (Or does this still slow down the whole application?)
2) Are there any unity switches to hide the debug.Log from the final application? (Maybe hide it with some editor / compiler magic? Like if (Application.isEditor) or the directives like if #UNITY_5_0_... (Sorry I do not know the correct naming for this... I hope you understand what I mean)
3) How do you use the Debug.Log functions? Only in the early prototype and then you throw them away?
That was a lot of text... Hopefully not too long and understandable. Anyway... Even if you do not answer - Thanks for bringing the "Profiler" to my short-term memory… 😉 I guess this is the next thing I really must take care of - even if it does not advance my gameplay.
Great, thaks you
Welcome 👍
Ótimas dicas Jason !!
Thanks for the tips. I'm still learning Unity & Blender, but have done majority of my animations in Blender. Would you recommend using the Animation Window in Unity instead? I've been using Unity 3-D. Thanks!
Not for models no, but for in-scene stuff I use it all the time.
It lets you start animating things beyond bones of a single model, you can actually animate just about any property in the hierarchy with the unity animator :)
But for characters/models, I'd use whatever art tools you're most comfortable with :)
@@Unity3dCollege Awesome. Thanks for the detailed reply.
Many Thanks
Wish I could buy your Game Architecture Course but as of now it's a bit out of my budget. Honestly it's my 2 months salary but soon will get it too.
How's Rider in comparison with VS? Would be interesting to see a video about pros and cons of both.
Great stuff! Thanks
Excuse me, my asset store seems not to have filtering options like you showed there. Is it version difference of unity? Or am I missing some settings? Really could not find in my unity.
Cool. Thanks a lot)
very nice
hi,nice tutorial,Can you make a tutorial on how to make a 3D object make transparent via slider in unity.For example i want to make the outer part of the car transparent and want to see the inner parts of the car like seat steering dashboard etc via slider concept.how to do it.
you're the best
aww thx :)
Thank you!
Can you let us know which book you read ?
why did you increase the distance between frames in the Animaton window instead of reducing the sample rate?
Changing the animation length changes the time between each frame of the animation. Changing the sample rate changes how many actual images are displayed over the course of the animation. At medium amounts, you may not see much difference. But the farther on either end of the scale you get the worse the animation is going to start working. The smaller the sample rate, the jerkier it will get, and the higher the sample rate, the more it will affect your animation size and CPU usage for processing it.
Cool video!!
Hello, Cap.! :)
Awesome😍
thanks dad
hi what the best way to learn make games with unity , i mean the fatest way .. learning basics and start make own projects or what
I always recommend people start by re-creating existing mobile games, either through tutorials or with an experienced friend. Get comfortable making multiple little mobile games where you don't need to think about mechanics or fun and just have to focus on re-creating functionality.
After doing a few of those, expand and start doing more complex things.
Also make sure you're on my email list :) This is a subject I write about in-depth often... perhaps i should do some more videos on it too :)
OMFG i was hard coding and removing functions in C# to profile
how did I not know there was a profiler !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Jason booth?
A book is like a UA-cam tutorial without sound and movement right? 😛
Fuck me! I totally forget I can drag sprites into the animation window like that! Thx.
Hodor!!
HoOdoOor!!!
HoOdoOor!!!
You should note in the title that all of that is very basic. I can't imagine even a junior professional unity developer who does not at least know about all of that.
I thought it's not a video for beginners :/
"Plenty of Unity professional developers out there that didn't know them all"
How? These are literally the most basic fundamental things in Unity. It'd be harder to get more basic than this.
Don't get me wrong, this is a great video for beginners, but you probably should've titled it for beginners, and I'd be kind of baffled if I met any professionals that didn't know about one of these.
Yeah, like who doesn't know how to use the ANIMATOR, for goodness's sake
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The animation window part of this tutorial is pretty useless. You're just copying and pasting animations, there's nothing to learn there
Please stop calling it Unity3D, the Engine is called UNITY and the Editor is called.. well Unity Editor
lol
lol good catch, just fixed it. I feel the same way, but sometimes the YT tag plugins trick me into putting 3d right in there lol
@@Unity3dCollege Wasn't it Unity3D once upon a time? Guess they dropped that part when they provided 2D tools.
But if I'm not mistaken, a 2D game in Unity is still 3D. :P
I think they just went with Unity3d.com as the domain name because unity.com was already taken way back in the day. They have both now, but I think it just kinda stuck w/ the 3d part. The nice thing w/ 3d on the end is when you search it doesn't pop up the Unity DI framework :) I've seen a lot of programmers get confused who hadn't heard of unity the engine and thought I was talking about a DI framework lol
@@Unity3dCollege looking for jobs too, you have to search using both ,unity & unity3D you find more result xD
What an horrible UI, unity is really ugly...
Nice Video!
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