Animate like a Programmer

Поділитися
Вставка
  • Опубліковано 28 вер 2024

КОМЕНТАРІ • 704

  • @Norbingel
    @Norbingel 2 роки тому +1524

    I wasn't convinced until I saw I could bypass trying to line up the animator arrows in the grid

    • @ShinichiKudoQatnip
      @ShinichiKudoQatnip 2 роки тому +11

      Exactly!

    • @blameyourm8519
      @blameyourm8519 2 роки тому +2

      hahaha

    • @11sveden12
      @11sveden12 2 роки тому +33

      I'm comforted knowing I'm not the only one driven crazy by this. I also spend way more time in Shader Graph lining up nodes than I do making actual shaders...

    • @LeeTwentyThree
      @LeeTwentyThree 2 роки тому +2

      this saves me soooooo muuuuuuuchhhh tiiiime i love this video

    • @mariyamrifa406
      @mariyamrifa406 Рік тому

      ​@@blameyourm8519😊p . ;blue🔵 h😊) gF/+0=°Phl de₹

  • @lvlGhostlylvl
    @lvlGhostlylvl 2 роки тому +137

    I love how this video is under 2 minutes. Quick and straight to the point. Personally, I prefer the tree and have spent a great amount of time mastering it, but for quick prototypes and game jams this would be WAY faster to set up compared to messing with the tree.

    • @Tarodev
      @Tarodev  2 роки тому +13

      Glad you enjoyed the short form content brother 🙏

    • @Glooberloob
      @Glooberloob 2 роки тому +2

      What do you prefer about the graph/tree? I've only made a couple small projects in Unity, but this approach seems much more convenient to me. Would it be a problem with scale?

    • @KeybiKeyboard
      @KeybiKeyboard 2 роки тому +3

      @@Glooberloob The strength of the graph/tree I believe would be helpful for 3D games such as combo-ing and whatnot. Also, the Finite State Machine Behavior can be more easily used in conjunction with the graph/tree (I think, correct me if I'm wrong but I find it easier to fix there especially with AI)

  • @kozinskiandrzej4
    @kozinskiandrzej4 2 роки тому +12

    I am working on animations literally this second. God sent you

  • @synchaoz
    @synchaoz 2 роки тому +18

    I switched to code-driven animation almost from day 1 of learning Unity after seeing LRG's tutorial on how to avoid Mekanim spiderweb madness. I barely even know how to use the Unity animator at this point. Your string hash to int trick is something I have not been doing though, until now! Thanks!

    • @gamedevteacher7065
      @gamedevteacher7065 2 роки тому

      Got a link to that video?

    • @synchaoz
      @synchaoz 2 роки тому

      @@gamedevteacher7065 ua-cam.com/video/nBkiSJ5z-hE/v-deo.html&ab_channel=LostRelicGames
      Simple little string based animator state machine. I've extended it a bit for personal use and even implemented parts of yours, but John's does a fine job even just out-of-the-box

  • @darkfafi
    @darkfafi 2 роки тому +3

    Have been programming in Unity for over 6 years and always wrote my own animation system to avoid the issues addressed in this video.
    I never heard of CrossFade, this would have solved everything I solved writing my own systems while keeping it connected to the tools Unity Provided. Thank you for showing this!
    To return the favor, let me address the following thing I noticed about the video:
    About the animation states. I categorize finite state machines into 3 categories:
    Level 1: Tracking state by multiple booleans
    Level 2: Tracking state by an enum
    Level 3: Tracking state / having the logics of states in separate classes.
    You were using a Level 1 Finite State Machine. I highly recommend going for a Level 2 or Level 3 Finite State Machine.
    The nice thing about having it in separate classes is that you can do simple things such as:
    * WalkingStateClass (holds logics of walking)
    * FreezeStateClass (changes color when entered, and back when exited)
    And to have the player freeze when hit by an object, you only have to:
    CurrentState.Exit();
    CurrentState = new FreezeStateClass();
    CurrentState.Enter();
    Because WalkingStateClass is no longer CurrentState, it no longer is being updated so no walking logics is available anymore. Keeping your behaviour simple and preventing complicated bugs.

    • @Tarodev
      @Tarodev  2 роки тому +2

      Very interesting. Thanks for the write up 🙏

  • @maxnibler6090
    @maxnibler6090 Рік тому +2

    Im getting into unity with some friends. Im a professional programmer but this is my first real foray into game dev. My friends are all artists so I handle all the code. This channel is everything I want. I can figure out how to do nearly everything from the docs but never really know if Im following good practice. Most tutorials have been worthless because theyre not written for or by programmers. Loving you channel because its exactly what Ive been looking for

    • @Tarodev
      @Tarodev  Рік тому +2

      I'm here for you 🙏 enjoy your journey

  • @hmzaelmkd
    @hmzaelmkd 2 роки тому +10

    this looks a lot easier than working with unity animator, it would be great to see a full tutorial on this!

    • @Conor_Tuohy
      @Conor_Tuohy 2 роки тому +6

      Yes - an explanation of your full code, and what connects to what components, what terms or commands actually do, why you use the techniques and code you use, etc - that'd be very useful to us folk just starting out!

  • @646AWESOME
    @646AWESOME 2 роки тому +5

    I highly recommend using Playables graphs for 3d animation. It's built into unity (but with little documentation) and offers even more programmer centric design. For instance, you can use animation clips as serialized fields and reuse animation graphs just like you reuse code.
    There is extra work needed to get it set up but it gives you so much more control. It also let's you customize transitions so they're not linear!

    • @mufelo
      @mufelo 2 роки тому +1

      Animancer takes away most of the extra work and uses playables in the backend.

  • @getintheoven
    @getintheoven 7 місяців тому

    had to come back with a new channel because the game i was working on last year uses your character controller... thank you for existing btw! hope you're overcoming any stress you're dealing with at this current point in time and that this year goes great for you :)

  • @the3rdr0b0t
    @the3rdr0b0t 2 роки тому +1

    I thought this was an asset you made and wanted to show off but no, this is straight up base unity functions. How has this evaded me for so long?!?!

    • @Tarodev
      @Tarodev  2 роки тому +1

      It evaded many of us... But we now have the power.

    • @the3rdr0b0t
      @the3rdr0b0t 2 роки тому +1

      @@Tarodev I will follow you to the ends of the earth, finder of ancient treasures

  • @iHeartGameDev
    @iHeartGameDev 2 роки тому +1

    So much information condensed into a video that's under 2 minutes. Beautiful Taro! And now it feel like a ton of my videos should be refactored to use this method of animating XD

    • @pedrinkss
      @pedrinkss 2 роки тому

      Combining this with the state machine that you showed us = gold!

    • @glassmarble996
      @glassmarble996 2 роки тому

      maybe you make a video about this.would be good.

  • @theonlycatonice
    @theonlycatonice 2 роки тому +3

    LockState is probably what I needed. I followed LostRelics version of this in a lil endless runner I made and I noticed animations being overridden. So in the animator I linked necessary ones back to idle, also turning off the autoloop, and then in my if statement checking player states, I stop/prevent the state changing unless it's not one of those animation states. E.g. player is landing from a jump, even if they are grounded, I don't want idle to play since I want the jump animation to finish, if not jumping play idle but when jump is finished in the animator it will go back to idle. Your LockState example essentially does what I wanted 👌
    Also I wish beginners knew of this because Unitys spider web is a nightmare and I can't see an advantage over just coding it.

  • @mishaslizhov1056
    @mishaslizhov1056 2 роки тому +1

    Yo, that was extremely helpful, I saw a video from lost relic games talking about the concept of coding animations, but you took it to the next level

  • @eerongal
    @eerongal 2 роки тому +1

    Probably outside of the scope of a quick vid like this, but if you're using a state machine pattern within your own code, changing animations like this can easily be handled more elegantly than a block of if statements, ESPECIALLY if your animation is tied to state.
    Just have some sort of "onStateEnter" function on your states where you set your animation.

    • @Tarodev
      @Tarodev  2 роки тому

      I use state machines all the time, but I like my current approach more. Way (way) less boilerplate, exact same result.

  • @ProdigiaGames
    @ProdigiaGames 2 роки тому +2

    Good stuff! My current game is a track- based music game so all of my character animating is being done on the timeline for this one, but I'll definitely keep this in my bag of tricks for future projects. The more you can calculate programatically, the better!

    • @Tarodev
      @Tarodev  2 роки тому +1

      This strategy seems ideal for that type of game, so long as you have events being fired for the beats

    • @ProdigiaGames
      @ProdigiaGames 2 роки тому +1

      @@Tarodev Actually, that makes sense. I was just going to make manually animated segments with timeline triggers to branch/loop, but that could potentially help automate at least some of the animation setup. I'll have to weigh my options!

  • @JimPlaysGames
    @JimPlaysGames 2 роки тому +1

    Damn. I wrote my own animation script because I found the cumbersome web of nonsense in the Unity animator not worth the effort for 2D stuff. This seems like it cuts down on that problem though and still allows making the animations in the animation editor. Excellent stuff!

    • @Tarodev
      @Tarodev  2 роки тому

      When you say you created your own, do you mean you manually looped through subsets of sprites?

    • @JimPlaysGames
      @JimPlaysGames 2 роки тому

      @@Tarodev yeah I tracked time elapsed in the update function and then changed the sprite to the next one in the array when it reaches the duration of a frame. It's pretty basic but it works for the project I'm using it on right now. If I need something more complex though like for a platformer character I will refer back to this video.

  • @SalehGfx
    @SalehGfx Рік тому +1

    Good job making this video, I feel the YT algorithm read me my mind and showed me this when I needed it.

  • @alejandropulidorodriguez9723
    @alejandropulidorodriguez9723 2 роки тому

    Animate like a programmer is such a powerful sentence. Draw like a skilled math teacher

  • @obo7172
    @obo7172 2 роки тому +1

    Amazing idea. Animated transitions have not been relevant for some of my games over the past few years. I just created a state machine for the MonoBehaviour and just played and adjusted the animation state in the logic state like you showed in the video. It avoids many of the problems of dealing with animators and having to maintain two different state machines.

  • @susanollington5257
    @susanollington5257 2 роки тому +2

    Thank you so much for posting videos for intermediate level coding, it’s just what I need!

  • @EnterpriseKnight
    @EnterpriseKnight 2 роки тому +1

    I gotta test this one

  • @MidasButSilver
    @MidasButSilver 2 роки тому

    This Channels like finding a hidden gem, informative and quick to the point. Nice content

  • @spacesandshark2418
    @spacesandshark2418 Рік тому

    Holy shit, is this video really only 2 minutes long? It felt much longer, and I mean that in a good way. A lot of information presented very concisely and intelligently. Thank you.

  • @viramyar4259
    @viramyar4259 Рік тому

    Hey TaroDev! Great video, honestly struggled with animations and the damn spider webs way too much. Actually checked you out after the blackthornprod 3d game dev video, you were a complete machine in that! Thanks for the video mate, have a good one!

    • @Tarodev
      @Tarodev  Рік тому +1

      Welcome aboard mate 😊
      I've had a bunch of complaints that I threw out too many previous dev implementation in that video, lol.
      Woops.

    • @viramyar4259
      @viramyar4259 Рік тому +1

      @@Tarodev all good mate, p.s I liked your changes

  • @lp-games
    @lp-games 2 роки тому +1

    Oh man! Thank you so much... I love this!

  • @captainjet-pack
    @captainjet-pack 2 роки тому +1

    I know nothing about animation or programming. 10/10 video very helpful!

    • @Tarodev
      @Tarodev  2 роки тому

      Thanks Captain!

  • @skymanito
    @skymanito 2 роки тому +2

    you are a fooking legend!

  • @newarteest
    @newarteest Рік тому +1

    This is the most useful Unity tip I've seen in a while. Mecanim is a very useful tool for 3D characters, but so much annoying overkill in many other situations.

  • @sashamakeev7547
    @sashamakeev7547 2 роки тому +1

    Now that i think about it
    CrossFade method is much more managable and easy to setup. Its a great idea

    • @Tarodev
      @Tarodev  2 роки тому

      Have fun with it

  • @minujeong
    @minujeong 2 роки тому +1

    cheers for LockState idea

  • @jaylahouse5100
    @jaylahouse5100 Рік тому +1

    Omg this is everything I ever needed as a programmer. Thank you

  • @mrcroco5121
    @mrcroco5121 Рік тому

    this channel is a blessing ..honestly. superb content.

  • @AiEdgar
    @AiEdgar 2 роки тому +1

    I have no idea of what I just saw but I like it

  • @PierLucaLanzi
    @PierLucaLanzi Рік тому +1

    I experimented with crossfade on a small game but I noted that the animation can get stuck sometimes. I searched online and found several discussions on the topic. It appears that crossfading a non looping animation can get stuck and does not exit the animation even if you are crossfading another one next.

  • @nickrl113
    @nickrl113 2 роки тому

    As someone who uses script-based animation switching (i.e. using it to start an attack or dash animation from idle), you should also keep in mind that you can point the animator to an Animation Tree, allowing you to still use those should you need them. If you have a top-down shooter, for example, you can script the animator to go to an "Attack" animation tree that then uses animator float values for x/y direction to show the correct animation for the chosen direction. This could also work in the example shown here, where you could have two different attack animations depending on whether you're in the air or on the ground,

  • @bruggles1135
    @bruggles1135 2 роки тому

    This is absolutely fantastic, thank you so much! I love doing things through scripting, it just makes so much more sense in my head, and I feel like I have so much more control over how I do things. Never going back to spaghetti trees lol.

  • @PitiITNet
    @PitiITNet 2 роки тому +1

    Mr Taro, that is fantastic video! Thank you so much for it :D. I had no idea this method exists!

    • @Tarodev
      @Tarodev  2 роки тому +1

      Thanks buddy :)

  • @fuzzy-02
    @fuzzy-02 2 роки тому +1

    triggering ocd was my favorite part.

  • @DaydreamStudios_Official
    @DaydreamStudios_Official 2 роки тому +1

    This Is Much Simpler, Thank You! I Almost Started Using Tween Libraries.

    • @Tarodev
      @Tarodev  2 роки тому +1

      Tween libraries still have a huge place in game dev my man. You can use both!

    • @DaydreamStudios_Official
      @DaydreamStudios_Official 2 роки тому

      @@Tarodev True!!! :D ✨

  • @SaadTheGlad
    @SaadTheGlad 2 роки тому +3

    Could you consider making a tutorial on 2d procedural generation? Specifically chunking?

    • @Tarodev
      @Tarodev  2 роки тому +3

      Amazing idea. Yes I can.

  • @Analyzer_Games
    @Analyzer_Games 2 роки тому +1

    just one word THANKS

  • @TurboMakesGames
    @TurboMakesGames 2 роки тому

    Crossfade is new to me, this seems right up my alley. Great video man 👊👊

  • @pliniomourao
    @pliniomourao 2 роки тому +1

    Simple, objective and precise.
    Thank you Tarodev!

  • @tyler7268
    @tyler7268 2 роки тому +1

    I'm a terrible programmer, but will use this method simply because you made a video on it. Cheers!

    • @Tarodev
      @Tarodev  2 роки тому

      I have so much power

  • @Kaynoux
    @Kaynoux 2 роки тому

    Great video, well done. Could u pls explain or make a video on how to achieve this jelly and bouncy player animations?

  • @IDENTICYEA
    @IDENTICYEA 2 роки тому +1

    dude that perfect thank you!

  • @DePistolero
    @DePistolero 2 роки тому +1

    Incredible content!!! Feel like a beginner watching your videos!!! Grow that channel!! Grow like crazy!!!

    • @Tarodev
      @Tarodev  2 роки тому

      I'm tryyyyyyiiiinnnnngggg 😂

  • @michaelbell8060
    @michaelbell8060 2 роки тому +2

    Another wonderful tutorial. Also well worth the Patreon sub :)
    I noticed that ‘wind’ effect you have. I would love to see how you created that ..

    • @Tarodev
      @Tarodev  2 роки тому

      I actually stole this directly from: assetstore.unity.com/packages/vfx/particles/epic-toon-fx-57772#description?aid=1011lkRxs

  • @DyslexicBatnam
    @DyslexicBatnam Рік тому

    Your channel is pure gold.

  • @GrowthforGames
    @GrowthforGames 2 роки тому

    Taro, you handsome devil! I was about to do a video very similar to yours this friday! I'll still do it, though, because it's about 4-directional movement with only coding, but, damn! Talk about collective unconscious!

    • @Tarodev
      @Tarodev  2 роки тому

      Subscribed. I'll be waiting for it ;)

    • @GrowthforGames
      @GrowthforGames 2 роки тому

      @@Tarodev Done! Uploaded it right now! Please go check it out when you have the chance!

  • @zippertg4932
    @zippertg4932 2 роки тому +1

    For a small game, those if-branching would be fine.
    When you go into larger games and optimization (probably what bigger studios would want from a programmer), you will need to start learning code patterns.
    State machine is the most common (I think?) for changing anim states.

    • @Tarodev
      @Tarodev  2 роки тому +1

      Yup, FSM. But try not look at the 'ifs' and immediately think 'not maintainable'. It may seem like that... but you'd be surprised. 10 conditions in a row would achieve the same as 10 files, each with 10 lines each in a FSM. Want to add a new state? just slot it in where you think it takes priority and you're done.
      I do agree a bunch of if statements looks like bad code, but this really is lovely to work with. Try it out ;)

  • @mayankbhaisora2699
    @mayankbhaisora2699 2 роки тому +1

    Thank you man 🖤

  • @Mickplouffe
    @Mickplouffe 2 роки тому

    Anything I want?
    - The video on Quaternions ;P. (Take your time)
    - Also you replacing Brackeys on YT.
    - ACTUAL IDEA: I would like a revisit of your Ultimate 2D Platformer Controller in Unity, but 3D 3rd Person.
    - Lastly, I want you to be happy and loving what you do. Same for all fellow devs!

  • @mrstruijk
    @mrstruijk 2 роки тому +1

    This is super useful! More of this please :)

  • @KochalochGames
    @KochalochGames Рік тому +1

    Awesome video , will have to try out crossfade

  • @adamprokop
    @adamprokop 2 роки тому +2

    Good point made with the hashing, wonder how much does it save (but I'm too lazy to benchmark it)

    • @passerbycmc
      @passerbycmc 2 роки тому +2

      it saves a bit, but a other nice thing is if using the cached hash there is no typos, and you can find usages on it

  • @tiagobarracha
    @tiagobarracha 2 роки тому +1

    I used Crossfade in a project where I had a problem - the animation wouldn't go through... :(
    I was using the finite state machine pattern, and althought the state did change, the animation did not. It only happened on that one project & I haven't found a solution for this.
    I have however, came up with an interesting, Any State Transition workaround (also like a programmer. Aint no body got time to hand make this):
    1) get all animator states names into an array
    2) create a trigger parameter for each state (paramater name is the state name).
    3) save these states into a string array
    3) create transitions from AnyState (green state) to each state with the corresponding trigger parameter
    4) create a function to trigger state by id (reset trigger immediately after if needed)
    5) profit

    • @Tarodev
      @Tarodev  2 роки тому +1

      Sounds like you're trying to recreate the experience of crossfade, without crossfade 😂

  • @TheCraftyDodger
    @TheCraftyDodger 2 роки тому

    Another great video! Can we have your take on creating an inventory system? I know this has been done many times before but I love how simple you make complex topics and I'm sure you'll do a fantastic job with inventory. Covering things such as; Setting up the inventory, drag and drop functions on it, reactive UI based on what you have picked up / dropped and maybe some extras such as combining items from that inventory (for example, crafting.) Because these things are used in many games.

  • @escapegoat573
    @escapegoat573 2 роки тому +1

    how do you bump the player up when he undershoots a jump in a platformer?

  • @MyBedIsInAWall
    @MyBedIsInAWall 2 роки тому +1

    As someone who got recommended this and doesn’t use unity, I relate

    • @Tarodev
      @Tarodev  2 роки тому +1

      Thanks for stopping by even though it's not relevant to you :D

  • @TaAnderson-Google
    @TaAnderson-Google 2 роки тому +1

    "Taro, there's this thing that's be making me crazy for the last six weeks."
    ~Hmm let me see. Yeah, what you're dealing with IS difficult. At the moment, it's just not that intuitive and it's not your fault if you're having problems. Here, start with *THIS*.~
    "Oh dear lord! That's awesome. It's elegant. It's scalable. It.. It.. Just give me a moment."
    ~Have I done something wrong?~
    "No, you just don't understand how it feels when you're playing by the rules and it STILL doesn't work OR when you can't even find the ******** rules at all. Well, I guess you do. I guess that's why you've been making great resources for everyone. It's been hard without a good teacher and it's a major break though having answers and people that'll listen. Thank you. Truly."

    • @Tarodev
      @Tarodev  2 роки тому

      Always enjoy your comments, Tristan. They're a roller-coaster

  • @mariocamspam72
    @mariocamspam72 Рік тому

    Ah the wonders of concise unity content. love it

  • @ZSpecZA
    @ZSpecZA 2 роки тому +1

    A logical next step would be converting those `if` statements to the Gang of Four State design pattern, then you'll *really* be animating like a programmer

    • @Tarodev
      @Tarodev  2 роки тому

      True, true. But I love how little boilerplate this strategy uses. Elegance in its simplicity.

  • @koyomojo
    @koyomojo 2 роки тому

    I was a bit sceptical the first 0.02 seconds.
    Great tip!

  • @Finalldrace
    @Finalldrace Рік тому

    your example works with a simple two direction character, if you just flip it.
    how would you handle a character which faces 8 directions? (so we have 8 different walk/attack/idle animations)

  • @Jeea84
    @Jeea84 2 роки тому +1

    Thanks a zillion ton, bro! I’m neither a programmer nor an animator, but if I had a choice, I’d rather go with code. 💞 Ciao!

    • @Tarodev
      @Tarodev  2 роки тому

      Good choice bb

  • @Scrowneck
    @Scrowneck 2 роки тому +1

    "Anything you'd like."

    • @Tarodev
      @Tarodev  2 роки тому

      You cheeky son of a...

  • @tommyford1301
    @tommyford1301 2 роки тому

    Omg this is perfect, I'd always hated that graph

  • @Lap0573
    @Lap0573 2 роки тому

    Great concise presentation! Just keep in mind that this makes your entire animation system pretty hostile to non-devs in the team, and for stuff like delay between transitions and whatnot you can always fix that in the Animator (putting transition time at 0s, not waiting for previous state to end, etc).

  • @stuffinaboxguy
    @stuffinaboxguy 2 роки тому +1

    cool!
    now i just have to learn to program!

    • @Tarodev
      @Tarodev  2 роки тому

      Heh, step one :P

  • @nincure
    @nincure 2 роки тому +2

    Learn carpentry like a dog-walker.

  • @TegridyMadeGames
    @TegridyMadeGames 2 роки тому +2

    animancer is great i always use it

    • @Tarodev
      @Tarodev  2 роки тому +1

      It's truly amazing. Possibly overkill for sprite sheet animation, but amazing for everything else

  • @dantemarinucci8765
    @dantemarinucci8765 2 роки тому +1

    This is so helpful!!

  • @StarshipJais
    @StarshipJais Рік тому +1

    This was helpful and motivating, thanks.

  • @RichardBarnes0
    @RichardBarnes0 2 роки тому +1

    Why not use the full state machine pattern and then call the animation changes during state change?

    • @Tarodev
      @Tarodev  2 роки тому

      Sounds like 10x more code to achieve the exact same result my guy. As I've mentioned in a lot of replies here, I love FSM and use them regularly. Where I don't use them are character controllers (and now, animation).
      You may look at the wall of bools and get the knee-jerk reaction of it being unmaintainable. But it really isn't. Want to add a new animation? Just slot it in where you think it should take priority. It's much easier to parse 10 lines of code than to jump between 10 files.

  • @ezphantom
    @ezphantom 2 роки тому +1

    FSM is all you need. Good day

  • @Betruet
    @Betruet 2 роки тому +2

    Ohhh boi this is so good

  • @user-cf2pl9uy5k
    @user-cf2pl9uy5k 2 роки тому +1

    It would be helpful if you add to the title or thumbnail that this video is for Unity, I thought this was about animation in general not a specific way of doing it with Unity

    • @Tarodev
      @Tarodev  2 роки тому

      And what did you think about the video, even though it was entirely useless to you?

  • @Vanawy
    @Vanawy 2 роки тому +1

    That's nice. Thanks!

    • @Vanawy
      @Vanawy 2 роки тому

      Here we go again, actually implementing it rn :D

  • @KeyboardKrieger
    @KeyboardKrieger 2 роки тому +1

    Yes finally something I already know and even use from time to time 😁
    I really like this approach, but working with animation dudes the standard way is better, because these fellas don't understand coding and never will xD

  • @ZeroChronicles01
    @ZeroChronicles01 2 роки тому

    dude, this is amazing! im not a animator, im a programmer! this is for me! ty!
    question, i was wondering if your old tutorial for audio clips still apply today?

  • @unbroken-hunter
    @unbroken-hunter 2 роки тому +1

    Your awesome m8

  • @_buffer
    @_buffer 2 роки тому +1

    Building a network protocol from scratch based on TCP and not an existing library? :')

    • @Tarodev
      @Tarodev  2 роки тому +1

      Very niche, but interesting topic. Too big for a tutorial (unless I want to go many episodes deep)

  • @davidhuns7545
    @davidhuns7545 2 роки тому +1

    amazing

  • @folashocky2735
    @folashocky2735 Рік тому

    How did you get the line to appear behind the character when moving him?

  • @Soroosh.S83
    @Soroosh.S83 2 роки тому +1

    Great thanks.

  • @soco5338
    @soco5338 2 роки тому +1

    :22 second mark...This guy knows how to get subscribers

    • @Tarodev
      @Tarodev  2 роки тому +1

      You share the frustration I see 😂

  • @ChibachiTV
    @ChibachiTV 2 роки тому +2

    I love you

  • @doctorjcw5857
    @doctorjcw5857 2 роки тому +1

    Can you do a video on how to make different kinds of teleportations? I want to make a 2d character teleport from holding the button, and you see the body in a grayed out form go back and forth from the character to the distance you can aim the teleport. And I wan t to make a teleport where you press it, and the character just pops in at a new location in front of you, but with a marker that you place for teleporting, kinda like a gun, but. you press it to mark the spot, you hold it to teleport there.

    • @Tarodev
      @Tarodev  2 роки тому +1

      Sounds like a fun mechanic, but a little too specific for a video unfortunately

    • @doctorjcw5857
      @doctorjcw5857 2 роки тому +1

      @@Tarodev oh, okay

  • @sarahm2005
    @sarahm2005 2 роки тому

    anything? literally anything? I'd like an ice cream... thank you.

    • @Tarodev
      @Tarodev  2 роки тому

      I never said I'd *give* you anything 😉

  • @t33h33studio
    @t33h33studio Місяць тому

    How much does int hashing improve performance? Lets say we have a robust system for the player so animations for jumping, falling, transitioning, sliding, walk/running, wall running , etc. As your example is, with pixel art specifically. How do you know when int hashing is worth the time investment?

    • @Tarodev
      @Tarodev  Місяць тому

      It's negligible, but working with strings should be avoided wherever possible, so there's no real downside.

  • @howdyimflowey4341
    @howdyimflowey4341 2 роки тому

    It's a lot easier to just create your own animator yourself, especially for spritesheet-based animations.
    Do a foreach loop with each sprite and wait some time (depending on how much you want the animation to take)

  • @medomoussa7247
    @medomoussa7247 2 роки тому +1

    Can you tell me where you got the assets and art ?

    • @Tarodev
      @Tarodev  2 роки тому

      I paid an artist, but I'll be releasing them for free soon :)

  • @mikhailnikolaev9927
    @mikhailnikolaev9927 2 роки тому +1

    How (or rather, when) do you switch back your bool switches, like _attacking?

    • @Tarodev
      @Tarodev  2 роки тому

      These are handled by your controller. So for example if your input.x is not 0 your _walking should be true.

    • @mikhailnikolaev9927
      @mikhailnikolaev9927 2 роки тому

      @@Tarodev I mean a situation when bool will not switch back automatically. Like after attack or getting hit.
      F.e., if i get hit from OnTriggerEnter(), what should i do about get_hit animation? Run some delayed invoke, which will switch it off?

    • @mikhailnikolaev9927
      @mikhailnikolaev9927 2 роки тому

      Well, i could check for every "true" boolean if it's clip is being played: GetCurrentAnimatorStateInfo(int).IsName(string)
      and, if so, to switch it off, if it's GetCurrentAnimatorStateInfo(int).normalizedTime > 1f .
      What do you think?

    • @mikhailnikolaev9927
      @mikhailnikolaev9927 2 роки тому

      Delayed Invoke seems to work well, btw.

  • @nehasharma8896
    @nehasharma8896 2 роки тому

    Did you made the art if not please asset link and if yours then colour you use

  • @LA-dm6kj
    @LA-dm6kj 4 місяці тому

    Thank you for this video.

  • @brensenvillegas7177
    @brensenvillegas7177 2 роки тому +1

    excellent vid!

  • @niuage
    @niuage 10 місяців тому

    Very useful, I'm gonna try this method, but for a 3D game.
    Just a tiiiiny criticism, because I see this done in so many pieces of code: why try to shorten the var names so much that they become confusing? For instance, "private Animator _anim;". That should be "private Animator animator;", "anim" is confusing since it could also be an Animation. I see things like that done so much, and I wish people named their vars better.

  • @valhallagalex
    @valhallagalex 2 роки тому +1

    This might seem somewhat random, but, what's a good place to learn C# online? paid, or otherwise?

    • @Tarodev
      @Tarodev  2 роки тому

      I personally just started making things and looking up problems as I went. About as practical and un-academic as you could imagine. And as such, cannot recommend a more structured path.

    • @natickgames1821
      @natickgames1821 2 роки тому

      If you’re looking for non-Unity C#, I learned largely by following IAmTimCorey on UA-cam. He was a fantastic teacher for early stuff, and had a few free series on UA-cam where you slowly build a big application that gets your feet wet with a lot of different stuff. I’ve heard his paid courses are great too.

  • @SilviaFoxtrisPriv
    @SilviaFoxtrisPriv 2 роки тому

    This is neat, is using Crossfade() over Play() more efficient?

    • @trashcaster
      @trashcaster 2 роки тому

      Crossfade lets you specify an animation blend duration. Play will just run the new animation instantly