💬 What other games have interesting mechanics you'd like to see? ❤️ Get my Courses unitycodemonkey.com/courses 🎮 Get the game Rover Mechanic Simulator www.humblebundle.com/store/rover-mechanic-simulator?partner=codemonkey 🌐 Videos Referenced: How It's Made: How Mechanics and Systems from various Games work ua-cam.com/play/PLzDRvYVwl53ttN_5uyfqs3nnOn0Jd4s92.html Game Dev REVIEWS - Learn Game Design ua-cam.com/play/PLzDRvYVwl53t9P5npsxhCW1toO4R905_D.html Modular Spritesheets as used in Battle Royale Tycoon ua-cam.com/play/PLzDRvYVwl53vvAulzdE3kG_7zUsvG9nB7.html How to Make Awesome Effects with Meshes in Unity ua-cam.com/video/11c9rWRotJ8/v-deo.html
@@shanmukhajagadeesh I did actually make the DeadEye effect and Needs System a long time ago ua-cam.com/video/QMtyhaWnIJc/v-deo.html ua-cam.com/video/iHmnaXRYsc0/v-deo.html
yeah, he does it really well. what takes like 2 hours of course content for other people he explains that in like what 1/2 hour? If you get stuck you watch it again then you understand more and more. But if you followed that 2-hour course content it would take u 4 hours instead of 1 hour.
I think it would be nice if you create a small series of each of this type of videos where you explained step by step how to create it. Because they way you explained makes me think it is easy but I have never done anything like that and I am a bit lost, maybe because of my lake of experience
Love the format! Suggestions for what's next(these are rather big topics, so this might be good for a series of videos): Something destruction related i.e. Red Faction Gorilla 2D game where every pixel is stimulated like Noita
A mechanic that I would really love to see explored that may have a similar solution to this one is excavation from Spectrobes. It involves lazering, drilling, and air blowing bits of rock away to uncover a rotated 3D model of a fossil beneath. The fossil has health, so damaging it influences the quality of the creature revived from it.
Awesome tutorial, the only "downside" is that you need a good uv / texture setup with some spacing, otherwise your brush radius might hit areas that are somewhere else on the object, so be careful if you use bought assets
Great tutotial! Thanks for making this video, your explanation combined with the video edits make the topic really clear. I would love to learn how the water from breakwaters works. It is also made in Unity. But it might be a bit too difficult for this video format since to me it seems like a very difficult mechanic. But too be fair this mechanic seemed difficult before this video as well. 😅
That's so cool. I wonder what the approach would be if you could dip the pieces into water for example. So how could we clean everything below a certain point instead of raycasting the texture
Hmm calculating where the line hits would be the tricky part. Maybe with an overlap box along the water plane? And if there's a collision then do a raycast to find the UV point. Then move the test point along the water plane to find another point to get the line equation. Tricky but should be doable. After you know the equation for the line then painting under it would be relatively simple.
@@CodeMonkeyUnity If you assume the water level is perpendicular to the ground you just need to know the point of collision and the object's rotation relative to the water object.
It depends how often you call it and how big is your brush, writing a tiny amount of pixels isn't too costly, but writing a massive amount with a huge brush gets a bit more expensive.
@@CodeMonkeyUnity so u r saying that my best bet is to use a small brush so that minimal pixel calculation are performed. Gotcha!! Thank u for replying and thanks for the only cleaning video on whole of youtube
This seemed really cool and wanted to investigate it more so downloaded the files. But had a bunch of errors to do with shaders etc. Im not too familiar with the different shader modes just now. Do I need to open the project file using a certain pipeline? Also do you have a video that shows how you would do something like the unscrewing part that you showed in the beginning of this video. Ive always wondered how something like that would be done, with the camera movement etc.
What errors? Maybe you don't have the Universal Render Pipeline installed, maybe it's Cinemachine. Look at what the error says to figure out what is missing. For unscrewing objects, it's really just identifying what object is in front of the camera, similar to what I did in the Pick up Objects tutorial unitycodemonkey.com/video.php?v=2IhzPTS4av4 Coupled with the Crafting unitycodemonkey.com/video.php?v=_aC3NVIQ-ok Or just any interaction system unitycodemonkey.com/video.php?v=LdoImzaY6M4
@@CodeMonkeyUnity Turns out most of the issues were because I didnt have URP installed. I still got some issues to do with LWRP but once i reverted back to an older version of the editor all errors went away. Thanks for the previous response. I did also have to set the render pipeline in the projects settings, (in case anyone else is new to the shader stuff and is struggling :) )
Excellent, now do one in 3D space, like the "power wash" simulator. . :D Cleaning a 3d game object in 3d space.. I would exspect it to work similar, but with raycast from camera to gameobject instead to find "where" plr is cleaning. (possible, also the angle)
Yup the object in this demo is 3D so it's really the same thing, the only difference is you're moving the camera around and using the camera center position as the raycast origin and the camera transform forward as the direction, just like I did in my third person shooter ua-cam.com/video/FbM4CkqtOuA/v-deo.html
This is awesome! Have you ever considered doing a tutorial for cutting something out ala Amateur Surgeon? Where the player follows a dotted line with their mouse and after completing the shape it's popped out and can be moved/collected?
It's very nice when a professional makes this kind of analises. Thanks a lot. An doubt, if instead use this technique how about use the render pipeline (URP or HDRP) to choose what is shown? Like we paint the surface with invisible color and the render pipeline doesn't show the dirt layer (like how they make the character visible when behind other gameobjects in Unity open project). It's possible? Which one has less computational weight?
That would be a very weird way to do it, you would need to play around with multiple layers, maybe some custom shaders to write some stencil data. It would technically be possible but needlessly complex.
Hi, could you suggest some other way to implement this feature, since in my case, attempts to clear the object leads to a drop in fps from 160 to 5 frames per second
Hey CodeMonkey Please do a video on a product customization tool for online shops I have seen some by Nike, Audi and other brands I have no idea how someone should approach a project like that thanks for your great channel
Solid video as always but i actually came in thinking this is all just shaders cause i imagine getting a single pixel every frame using the cpu would be kinda costly
As always it depends on the size of the brush and your target device. For a Desktop PC this approach works perfectly fine, if you're targeting low end mobile devices then maybe you need some extra optimization.
plz sir we want a tutorials how to make puzzle game like LIMBO . im so noob and 5 months and no see what i want :'( mechanics physics .. and that loading without out from scene... many things i need to learn but iddnt find ; plz help
You need to learn how to build individual parts and in the end put them all together. I covered a character controller here ua-cam.com/video/Bf_5qIt9Gr8/v-deo.html And level handling here ua-cam.com/video/3I5d2rUJ0pE/v-deo.html
Could you possibly make a tutorial on how to achieve the digging holes and dirt mechanics from the Sons of the Forest trailer. Please I can't find anything closely related to such mechanics on the net unless I am searching for the wrong terms. This tutorial also helps give an idea of how to achieve the wiping the dirt off the window also from the demo
Hmm I'm not familiar with that trailer but if it is digging physical holes then I'm guessing they're modifying the terrain during runtime. That's actually a topic I haven't researched so not entirely sure how it's done but I'm sure the Terrain API has some commands for changing it in runtime.
I am having some trouble implementing this in 2D. Using Physics2D obviously and the only other difference is that the textureCoord is equal to hit.point rather than hit.textureCoord. Apart from that I haven't changed much, but can't seem to get it to work. The raycasts are working properly, but the texture is not being updated. Any suggestions or ideas on what the main issue may be?
Hmm I haven't tried this specific method in 2D, you could still use the same method on a Mesh Quad. When using a SpriteRenderer I'm not sure how it would change, you might need a diferent method converting the mouse world position into a sprite local position and calculate the UV, not sure
@@CodeMonkeyUnity You pointed me in the right direction and I figured it out, thank you! For anyone wondering, the key is to use the physics2D GetRayIntersection, and then do a transform.InverseTransformPoint on the raycastHit.point, and multiply that by the sprites pixels per unit to keep it consistent across different scales. Then you've just got to offset that to account for the fact that the sprites (0,0) is in the center, rather than in the bottom left as it is on the Texture2D, and then everything else is the same!
Hello have a question here, so I've follow the tutorial, and manage to do it, but have a question here, how do I change from a mousePosition and raycast to detect if I'm hitting the object that need to clean to a 3D object that can clean, for example you are holding a wipe cloth in VR, and you move the cloth and it will clean the object.
@@CodeMonkeyUnity Hello again, Okay. I manage to change from using mouse to using a line raycast to detect if I'm hitting object so I can spray on object. but now I have a bit off an issues. It seem that when I spray the spray is a bit offset from the texture. I have a link showing my issues. Maybe you could help me out on this. The camera used is from my VR camera perspective. Link : ua-cam.com/video/6nNVxRrvrqQ/v-deo.html
can you make a video on how to make rebindable controls? I mean like the default for "forward" is W but if I want it to be Uparrow I can do it or if I want it to be G I can do it.
@@CodeMonkeyUnity I made it like i'm listening for an event and if it's a key (Keydown or up event) i get the keycode from it but I can't listen for the event Every Update because of performance issues even crashing unity so I used your time tick system(thanks for that system)
Hi Code Monkey, great video. But I have one problem. I have several objects in the scene, and when I start washing dirt on one of them, it washes it on all objects at the same time. Could someone help me? Thank you
Wow, Your tutorial is really rich. Could you explain how to make a replay system for the game? I need to make a simple game replay system for a combat system. Any ideas?
The simplest approach is to just store all the inputs every frame then play them back exactly the same. So you store "frame: 126; isPunchButtonDown: yes; playerPosition: 10, 2, 5" That's the simplest approach but will lead to massive save files. The better but more complex approach would be to only save data when something changed like when a button is pressed. You could try to get a prototype up and running with that method, just save that data like any other data ua-cam.com/video/6uMFEM-napE/v-deo.html
Not sure what specific assets you're looking for but there's mountains of stuff on the unity asset store, both free and paid cmonkey.co/unityassetstore
The utilities have all their source code included, there's nothing stopping you from taking the functions in those classes and pasting them directly in the Grid class. But that will just add needless bloat to your Grid class, your code should be cleanly separated.
Not really but most of it is just interactions with objects, so if you combine my Interact with NPCs video and my Crafting video you can build the core mechanic unitycodemonkey.com/video.php?v=LdoImzaY6M4 unitycodemonkey.com/video.php?v=_aC3NVIQ-ok
Hi Code Monkey, I just playing around with the project files and try use Robot Kyle from asset store but the issue is when I try to clean its one of the arm or leg because its using the same texture on both parts they get clean simultaneously. Playing with wrap mode but couldnt achieve to prevent this happening. Hope you have a solution for this, thanks
Sounds like the asset was made to reuse parts of the texture, you would need to remap the UV to make sure all the parts are unique. I'm not an expert 3D modeller so not entirely sure how that process is done, I'm sure Blender can do it but not sure how.
@@CodeMonkeyUnity Thank you so much even 6 month passed from the video you've been upload still answering question. I really appreciated your hard work
How to make png files to such texture variable? I'v tryed SpriteRenderer with MeshCollider Texture2D texture = renderer.sharedMaterial.mainTexture as Texture2D; Diesn't return anything because no material. Tryed Texture2D texture = spriteRenderer.sprite.texture as Texture2D; Hit coodinate are allways zero, pixel on GetPixel is allways (0,0,0,0). Like it is an empty texture; Is it textured 3d model, or can you make it somehow withuout external programs? Rewatched this 3 times, I can see only: dirtMaskTexture.SetPixel appered from nowhere.
Solved it with sprite mask. In init Sprite maskSprite = Sprite.Create(maskTexture, new Rect(0, 0, maskSource.texture.width, maskSource.texture.height), new Vector2(0.5f, 0.5f)); mask.sprite = maskSprite; in update mask.sprite.texture.SetPixel And no shaders
Hey thank you so much for the response! It turned out that the model needed to also be set as Read/Write according to the devbuild errors! But luckily I figured it out this morning! Thank you for the help and great tutorials as always!!
Aw man, MARS rover, not the failed British car manufacturer MG Rover. I was hoping to see mechanics fix blown head gaskets and replacing rusted out body panels before the company goes bust!
Yes, how you move the camera doesn't really matter, you can move it by a mouse or a headset, the cleaning logic is the same. Although in VR you probably want to do a raycast from something the player is holding raather than their face
I'm not familiar with Blender myself but Blender Guru is the main recommendation I've heard. I've seen some of his videos on making some shader effects and they were great.
💬 What other games have interesting mechanics you'd like to see? ❤️ Get my Courses unitycodemonkey.com/courses
🎮 Get the game Rover Mechanic Simulator www.humblebundle.com/store/rover-mechanic-simulator?partner=codemonkey
🌐 Videos Referenced: How It's Made: How Mechanics and Systems from various Games work ua-cam.com/play/PLzDRvYVwl53ttN_5uyfqs3nnOn0Jd4s92.html
Game Dev REVIEWS - Learn Game Design ua-cam.com/play/PLzDRvYVwl53t9P5npsxhCW1toO4R905_D.html
Modular Spritesheets as used in Battle Royale Tycoon ua-cam.com/play/PLzDRvYVwl53vvAulzdE3kG_7zUsvG9nB7.html
How to Make Awesome Effects with Meshes in Unity ua-cam.com/video/11c9rWRotJ8/v-deo.html
Physics based race game
can make mask? ,in shadier graph than you control interact with mask to clean
Please Make a video RDR2
@@shanmukhajagadeesh I did actually make the DeadEye effect and Needs System a long time ago
ua-cam.com/video/QMtyhaWnIJc/v-deo.html
ua-cam.com/video/iHmnaXRYsc0/v-deo.html
It would be interesting to see your approach on a loot system (with an option for random drop chances).
Big fan of this format: 10/10.
YES!
Your channel is so underrated. You know how to explain stuff very well and the videos aren't too long. I'm looking forward to more of your videos
Yeah he does it really well
Thanks! I'm glad people like the videos!
yeah, he does it really well. what takes like 2 hours of course content for other people he explains that in like what 1/2 hour? If you get stuck you watch it again then you understand more and more. But if you followed that 2-hour course content it would take u 4 hours instead of 1 hour.
Agreed!
Liked this format a lot
I find it amazing how you get a mechanic from a game and not just perfectly replicates it, but also make it look and feel 10 times better. Kudos bro!
Really cool! Looks like a fun mechanic.
Yeah it does
Breaking down how they do it, helps us lot for understanding the logic and trick behind it. Expecting more in future. 😃
I think it would be nice if you create a small series of each of this type of videos where you explained step by step how to create it. Because they way you explained makes me think it is easy but I have never done anything like that and I am a bit lost, maybe because of my lake of experience
I second this. Please make a detailed tutorial, there are too many details missing to follow this without in depth prior knowledge.
Great format! Go on! And we are waiting for new courses !
Love the format!
Suggestions for what's next(these are rather big topics, so this might be good for a series of videos):
Something destruction related i.e. Red Faction Gorilla
2D game where every pixel is stimulated like Noita
Love this type of analysis and implementation type of videos. Keep going :)
hmm, that's cool. didn't thought that something this simple would require such logic. great video.
A mechanic that I would really love to see explored that may have a similar solution to this one is excavation from Spectrobes. It involves lazering, drilling, and air blowing bits of rock away to uncover a rotated 3D model of a fossil beneath. The fossil has health, so damaging it influences the quality of the creature revived from it.
You might have saved my life here
I'm glad the video helped you! Thanks!
Really enjoy this format. Please continue.
I'm late to the game but thanks for an awesome mechanic!! Saves my small game for my game course!
That's awesome, I'm glad the video helped you, best of luck with your game!
Another awesome tutorial. Thanks Code Monkey!
I'm glad it helped you!
Love this Format :D
Love the format! More, please!
New video!!! Les go
You could check out Hardspace: shipbreaker next
Yeah I definitely have that one on my list, I think I might wait until it's out of Early Access to give it a shot
Loving those videos - really useful!
that was awesome!! been looking for something like that for a longo time! would be cool another for screwing bolts etc...
Absolutely love your videos!
Awesome tutorial, the only "downside" is that you need a good uv / texture setup with some spacing, otherwise your brush radius might hit areas that are somewhere else on the object, so be careful if you use bought assets
Great tutotial! Thanks for making this video, your explanation combined with the video edits make the topic really clear.
I would love to learn how the water from breakwaters works. It is also made in Unity. But it might be a bit too difficult for this video format since to me it seems like a very difficult mechanic. But too be fair this mechanic seemed difficult before this video as well. 😅
That's so cool. I wonder what the approach would be if you could dip the pieces into water for example.
So how could we clean everything below a certain point instead of raycasting the texture
Hmm calculating where the line hits would be the tricky part. Maybe with an overlap box along the water plane? And if there's a collision then do a raycast to find the UV point. Then move the test point along the water plane to find another point to get the line equation. Tricky but should be doable.
After you know the equation for the line then painting under it would be relatively simple.
@@CodeMonkeyUnity If you assume the water level is perpendicular to the ground you just need to know the point of collision and the object's rotation relative to the water object.
Really cool
Awesome! I was wondering how to manipulate textures!!
You could potentially show ragdoll physics like in TABS
I would love to see this mechanic converted to damage system!!!
keep doing videos like this one!!
I like this format. I’d like to see more of these. I don’t use steam a lot so I won’t follow the curator page. But just letting you know
Thanks. This is very helpful
You are cool, Hugo.
I like too much this format
Please make more detailed and optimized Tutorial for this ...if possible ❤
Quick question. What about the performance of this shader? Can this method be used on mobile platforms? Great video btw!!
It depends how often you call it and how big is your brush, writing a tiny amount of pixels isn't too costly, but writing a massive amount with a huge brush gets a bit more expensive.
@@CodeMonkeyUnity so u r saying that my best bet is to use a small brush so that minimal pixel calculation are performed. Gotcha!! Thank u for replying and thanks for the only cleaning video on whole of youtube
Thanx, so good knowledge
This seemed really cool and wanted to investigate it more so downloaded the files. But had a bunch of errors to do with shaders etc. Im not too familiar with the different shader modes just now. Do I need to open the project file using a certain pipeline? Also do you have a video that shows how you would do something like the unscrewing part that you showed in the beginning of this video. Ive always wondered how something like that would be done, with the camera movement etc.
What errors? Maybe you don't have the Universal Render Pipeline installed, maybe it's Cinemachine. Look at what the error says to figure out what is missing.
For unscrewing objects, it's really just identifying what object is in front of the camera, similar to what I did in the Pick up Objects tutorial unitycodemonkey.com/video.php?v=2IhzPTS4av4
Coupled with the Crafting unitycodemonkey.com/video.php?v=_aC3NVIQ-ok
Or just any interaction system unitycodemonkey.com/video.php?v=LdoImzaY6M4
@@CodeMonkeyUnity Turns out most of the issues were because I didnt have URP installed. I still got some issues to do with LWRP but once i reverted back to an older version of the editor all errors went away. Thanks for the previous response. I did also have to set the render pipeline in the projects settings, (in case anyone else is new to the shader stuff and is struggling :) )
Excellent, now do one in 3D space, like the "power wash" simulator. . :D
Cleaning a 3d game object in 3d space..
I would exspect it to work similar, but with raycast from camera to gameobject instead to find "where" plr is cleaning. (possible, also the angle)
Yup the object in this demo is 3D so it's really the same thing, the only difference is you're moving the camera around and using the camera center position as the raycast origin and the camera transform forward as the direction, just like I did in my third person shooter ua-cam.com/video/FbM4CkqtOuA/v-deo.html
This is awesome! Have you ever considered doing a tutorial for cutting something out ala Amateur Surgeon? Where the player follows a dotted line with their mouse and after completing the shape it's popped out and can be moved/collected?
Cutting meshes is an interesting topic that I've always wanted to research but never had the time, maybe one day!
Will you make anymore course this year?
Yup I'm working on a course right now! Should be out by the end of this month
@@CodeMonkeyUnity wow that is amazing news. Must collect everything you make 😁
Thanks! I am in a pokemon fangame team, we need to make a washing minigame
It's very nice when a professional makes this kind of analises. Thanks a lot. An doubt, if instead use this technique how about use the render pipeline (URP or HDRP) to choose what is shown? Like we paint the surface with invisible color and the render pipeline doesn't show the dirt layer (like how they make the character visible when behind other gameobjects in Unity open project). It's possible? Which one has less computational weight?
Thanks!
That would be a very weird way to do it, you would need to play around with multiple layers, maybe some custom shaders to write some stencil data. It would technically be possible but needlessly complex.
@@CodeMonkeyUnity thanks! I'm still learning how shades works. They seems to be very powerful
Hi, could you suggest some other way to implement this feature, since in my case, attempts to clear the object leads to a drop in fps from 160 to 5 frames per second
Nice
Hey CodeMonkey
Please do a video on a product customization tool for online shops
I have seen some by Nike, Audi and other brands
I have no idea how someone should approach a project like that
thanks for your great channel
For the most part it's just changing a material.
Unity actually has a tool for exactly that, Unity Forma ua-cam.com/video/RQvZog9cb9c/v-deo.html
@@CodeMonkeyUnity Thank you so much
Epic!
Solid video as always but i actually came in thinking this is all just shaders cause i imagine getting a single pixel every frame using the cpu would be kinda costly
As always it depends on the size of the brush and your target device. For a Desktop PC this approach works perfectly fine, if you're targeting low end mobile devices then maybe you need some extra optimization.
plz sir we want a tutorials how to make puzzle game like LIMBO . im so noob and 5 months and no see what i want :'(
mechanics physics .. and that loading without out from scene... many things i need to learn but iddnt find ; plz help
You need to learn how to build individual parts and in the end put them all together.
I covered a character controller here ua-cam.com/video/Bf_5qIt9Gr8/v-deo.html
And level handling here ua-cam.com/video/3I5d2rUJ0pE/v-deo.html
@@CodeMonkeyUnity thank you sooo muuch siiir
Could you possibly make a tutorial on how to achieve the digging holes and dirt mechanics from the Sons of the Forest trailer. Please I can't find anything closely related to such mechanics on the net unless I am searching for the wrong terms. This tutorial also helps give an idea of how to achieve the wiping the dirt off the window also from the demo
Hmm I'm not familiar with that trailer but if it is digging physical holes then I'm guessing they're modifying the terrain during runtime. That's actually a topic I haven't researched so not entirely sure how it's done but I'm sure the Terrain API has some commands for changing it in runtime.
@@CodeMonkeyUnity thank you for this! Always helpful... love your videos
Does someone has a clue why would it work without problem in editor but no change registered at all in build. There are no errors.
I am having some trouble implementing this in 2D. Using Physics2D obviously and the only other difference is that the textureCoord is equal to hit.point rather than hit.textureCoord. Apart from that I haven't changed much, but can't seem to get it to work. The raycasts are working properly, but the texture is not being updated. Any suggestions or ideas on what the main issue may be?
Hmm I haven't tried this specific method in 2D, you could still use the same method on a Mesh Quad. When using a SpriteRenderer I'm not sure how it would change, you might need a diferent method converting the mouse world position into a sprite local position and calculate the UV, not sure
@@CodeMonkeyUnity You pointed me in the right direction and I figured it out, thank you! For anyone wondering, the key is to use the physics2D GetRayIntersection, and then do a transform.InverseTransformPoint on the raycastHit.point, and multiply that by the sprites pixels per unit to keep it consistent across different scales. Then you've just got to offset that to account for the fact that the sprites (0,0) is in the center, rather than in the bottom left as it is on the Texture2D, and then everything else is the same!
Vector2 textureCoord = transform.InverseTransformPoint(hit.point) * pixelsPerUnit;
textureCoord.x += spriteRenderer.sprite.rect.width / 2;
textureCoord.y += spriteRenderer.sprite.rect.height / 2;
Hello have a question here, so I've follow the tutorial, and manage to do it, but have a question here, how do I change from a mousePosition and raycast to detect if I'm hitting the object that need to clean to a 3D object that can clean, for example you are holding a wipe cloth in VR, and you move the cloth and it will clean the object.
You can implement a texture and dynamically modify that texture, like I did here unitycodemonkey.com/video.php?v=Xss4__kgYiY
@@CodeMonkeyUnity Hello again, Okay. I manage to change from using mouse to using a line raycast to detect if I'm hitting object so I can spray on object. but now I have a bit off an issues. It seem that when I spray the spray is a bit offset from the texture. I have a link showing my issues. Maybe you could help me out on this. The camera used is from my VR camera perspective.
Link : ua-cam.com/video/6nNVxRrvrqQ/v-deo.html
can you make a video on how to make rebindable controls? I mean like the default for "forward" is W but if I want it to be Uparrow I can do it or if I want it to be G I can do it.
It should easily be doable with the new Input System but I haven't looked into it much yet
@@CodeMonkeyUnity I made it like i'm listening for an event and if it's a key (Keydown or up event) i get the keycode from it but I can't listen for the event Every Update because of performance issues even crashing unity so I used your time tick system(thanks for that system)
I don't understand the part about cleaning the object... Is the GetPixels and SetPixels method different from the shader graph method?
Not sure what you mean, SetPixels is being used to "paint" the mask texture which the shader then uses to show/hide the dirt.
@@CodeMonkeyUnity I understand that part, thanks. But...what's the need for GetPixels
It uses GetPixels to read the brush mask so you can use a brush that is not just a solid square
@@CodeMonkeyUnity oh, okay. That clarifies it. Thanks CM!!
Hello, i am getting issue with the solar panel shader after importing package to project ,,can you please help me ?
Hi Code Monkey, great video. But I have one problem. I have several objects in the scene, and when I start washing dirt on one of them, it washes it on all objects at the same time. Could someone help me? Thank you
Sounds like you're either drawing on top of the same texture every time or the materials you're drawing over have reused uv positions
@@CodeMonkeyUnity yes, the problem is in the UV positions, but I don't know how to fix it. I try everything I can think of but nothing works :D
You probably need to edit the model itself to not reuse UV positions
Wow, Your tutorial is really rich. Could you explain how to make a replay system for the game? I need to make a simple game replay system for a combat system. Any ideas?
The simplest approach is to just store all the inputs every frame then play them back exactly the same. So you store "frame: 126; isPunchButtonDown: yes; playerPosition: 10, 2, 5"
That's the simplest approach but will lead to massive save files. The better but more complex approach would be to only save data when something changed like when a button is pressed.
You could try to get a prototype up and running with that method, just save that data like any other data ua-cam.com/video/6uMFEM-napE/v-deo.html
Others : i cant make a game in unity cuz i dont know how to code
*Me: i cant make a game in unity because my pc cant handle unity :'-)*
A+ Great!
Is this also possible in the normal Unity template?
What do you mean by normal Unity template? This is just a mesh object, nothing related to any template.
@@CodeMonkeyUnity Is the shader editor part also possible with coding the shader?
1:47
This had better be available for Linux.
Because if it isn't, why would they use a Tux penguin from old Linux logo's?
Hey code monkey I want to make a car mechanic simulator but I can’t find any assets to use what do I do?
Not sure what specific assets you're looking for but there's mountains of stuff on the unity asset store, both free and paid cmonkey.co/unityassetstore
Do you need to use colliders for raycast detect?
Yes, without a collider the raycast wont hit anything
So It's a weird Questions. But what are the chances that you can make a Video on how to create a Grid System without using you Utilities?
The utilities have all their source code included, there's nothing stopping you from taking the functions in those classes and pasting them directly in the Grid class. But that will just add needless bloat to your Grid class, your code should be cleanly separated.
is there a course for making this game?
Not really but most of it is just interactions with objects, so if you combine my Interact with NPCs video and my Crafting video you can build the core mechanic
unitycodemonkey.com/video.php?v=LdoImzaY6M4
unitycodemonkey.com/video.php?v=_aC3NVIQ-ok
@@CodeMonkeyUnity u the best around nobody Eva gonna bring u down!
Hi Code Monkey, I just playing around with the project files and try use Robot Kyle from asset store but the issue is when I try to clean its one of the arm or leg because its using the same texture on both parts they get clean simultaneously. Playing with wrap mode but couldnt achieve to prevent this happening. Hope you have a solution for this, thanks
Sounds like the asset was made to reuse parts of the texture, you would need to remap the UV to make sure all the parts are unique.
I'm not an expert 3D modeller so not entirely sure how that process is done, I'm sure Blender can do it but not sure how.
@@CodeMonkeyUnity Thank you so much even 6 month passed from the video you've been upload still answering question. I really appreciated your hard work
How to make png files to such texture variable?
I'v tryed SpriteRenderer with MeshCollider
Texture2D texture = renderer.sharedMaterial.mainTexture as Texture2D;
Diesn't return anything because no material.
Tryed
Texture2D texture = spriteRenderer.sprite.texture as Texture2D;
Hit coodinate are allways zero, pixel on GetPixel is allways (0,0,0,0). Like it is an empty texture;
Is it textured 3d model, or can you make it somehow withuout external programs?
Rewatched this 3 times, I can see only:
dirtMaskTexture.SetPixel
appered from nowhere.
Solved it with sprite mask. In init
Sprite maskSprite = Sprite.Create(maskTexture, new Rect(0, 0, maskSource.texture.width, maskSource.texture.height), new Vector2(0.5f, 0.5f));
mask.sprite = maskSprite;
in update
mask.sprite.texture.SetPixel
And no shaders
It doesnt seem to work when i try to build the game, do you happen to know what the issue could be?
What exactly doens't work? Maybe you forgot to set the texture as ReadWrite, look in the build logs to see if there's any error
Hey thank you so much for the response! It turned out that the model needed to also be set as Read/Write according to the devbuild errors! But luckily I figured it out this morning! Thank you for the help and great tutorials as always!!
First pog
Pogchamp
I thouth comment section would be empty when i came (7 min after upload)
Aw man, MARS rover, not the failed British car manufacturer MG Rover. I was hoping to see mechanics fix blown head gaskets and replacing rusted out body panels before the company goes bust!
How can ı get like this textures?
Can I apply that in Unity VR?
Yes, how you move the camera doesn't really matter, you can move it by a mouse or a headset, the cleaning logic is the same. Although in VR you probably want to do a raycast from something the player is holding raather than their face
where to watch the full tutorial?
This is the full tutorial, you can download the project files linked in the description to see all the code
@@CodeMonkeyUnity thanks
How make similar cleaning system for 3d models?
These are 3D models, the Raycast gives you the UV point
@@CodeMonkeyUnity is there any tutorial available?
@@bogumiwyrwa216 It's right there in this video
@@CodeMonkeyUnity ok, thank you. This video is to difficult for me.
Make more course with Coding
Hello sir can you create a game on unity on a normal laptop because I am poor?
Unity runs on just about anything so yes, it all depends on what game you're making, don't try making a massive open world game on a small laptop
Just to let you know I would like to create a game like BeamNG on mobile and a mechanic game that is almost similar to the PC versions
When will be the Face reveal!!!
Maybe one day!
@@CodeMonkeyUnity 🤘
If you want to play this game come to my house😂😂😂.
Sir need review new mega bundle unity asset
Stay tuned for the video later today!
How to do it in Unreal Engine?
That's a completely different engine so it would be completely different
First
Pogchamp
Hi, who know how i learn blender modelling?
I want learn but i don't find good sources
@@lolk3722 Highly recommend The donut 🍩 series by blender guru.
@@shehrozk.3275 thanks
I'm not familiar with Blender myself but Blender Guru is the main recommendation I've heard.
I've seen some of his videos on making some shader effects and they were great.
@@CodeMonkeyUnity Great they are!
اشرح بالعربي
Explain in Arabic
Lol I am very confused on how 3d games are made