Get my 12 hour course on how to make 2D games with Unreal Engine: tinyurl.com/Ultimate2D If you're using UE 5.1 or higher and are having trouble with the Input system, there's an updated video which covers something similar to this: ua-cam.com/video/JixekcYjy9k/v-deo.html
Don't forget to click the viewport when running to recognise key presses in the game. I spent a while wondering why the legacy input wasn't working until I clicked the game window.
@@Adrian-oo7kr Not sure if you've fixed this yet, but I'll post this here in case anyone else is battling. If you're having the same problem where input is not working despite these steps, there's one more step you potentially have to do: In your PaperCharacter class, select "Class Defaults" (should be above your Viewport, Construction Script, Event Graph etc. tabs), find "Input" and if "Auto Receive Input" is "Disabled", or set to anything other than "Player 0", change this to "Player 0". This should now get your input working. Let me (and others) know if this worked for you. I'm glad to be of assistance if this helps.
I am here for the same reason. Surprisingly easy to do 2D on unreal considering it is built around 3D photorealism. Love the unreal team. Marketplace is also filled with tons and tons of free assets and hundreds dollars 100% discounts on a monthly basis. I honestly don't regret switching. Used unreal before unity, but 3D was too complicated for me. However with UE5 and how well it goes with 2D, I do not regret switching a bit. Loved every moment of it so far.
@@chadcat420 what? for 2D, UE5 is way more inferior compared with Unity's URP renderer. as an example: Unity w/ URP has sprite lights, post-processing designed for 2D, an animator system that integrates perfectly with 2D, pixel perfect processing, etc... plus, you have to use either C++ or Blueprints - compare that with a more elegant language like C#.
Started this from scratch end to end and lived in this video for an entire day. Got a base engine up and running for me go get my PNG file base started. SUBSCRIBED officially. Best tutorial for UE 2D design!!
At 6:40 I recommend scaling up the sprite, or the scale of any 3d objects added in the future will be mega scaled down. It's so important to get the scale right at the beginning
@@jjcream306 He linked a time that the video goes over making the capsule smaller. I believe he meant that he would instead make the character larger up to the size of the capsule rather than lowering the capsule. This makes sense with the following sentence "scale of any 3d objects added in the future will be mega scaled down." but I could be wrong.
@@nospimi99 i mean it would be easier to do math like for example why would you do 0.365 * 3 if you can do 1 * 3 instead by making everything to run by default.
Crucial note at 6:30. By default for me it opened to a "data only blueprint", which doesn't have Viewport, Components Window, etc. You have to click on Open Full Blueprint Editor. (This drove me nuts for about 60 minutes until out of desperation I started trying things. I don't if it helps everyone, but maybe it will save someone a lot of frustration.)
When I make tilemap I found there're annoying ugly lines around tiles. If you have ever met the same problem like me, there is a solution. Open the texture "tileset" and set Texture Group to 2D Pixels(unfiltered) , Compression Settings to UserInterface2D(RGBA). You'll fix it.😄
Update:In fact you don't have to do such complicated operations.Just right click the texture, move your mouse to sprite operations and apply paper2d texture settings will be fine.
For me tearing between the tiles was still happening. My one fix I found was to make a "padded" version of the texture by right clicking the tileset asset (and not the texture) and choose "condition tile sheet texture" at the very top. this made a padded version of the tileset texture, no loss of content, the tileset switches to use the padded version automatically. :) hope that helps! This is something that also happens with 3D textures, sometimes the engine makes abstraction of where the edges of the UV starts and ends on the texture leaving seams at the edges of UVs as an effect, this is one of the reasons 3D texturing softwares like Substance Painter have built in functions to add "padding" around your UV islands, and by proxy, why its a good idea to have at least a small gap between them so the info from one island doesnt bleed over into another. it seems the same problem is happening with Paper2D textures here.
I can't believe I finished work today and finally check marked on that task "Make a basic game in Unreal Engine" in less than 2 hours!!!!!!!!!!!!! Thanks so much for this great video! ♥
Thanks for repackaging the Sunnyland files, I was getting turned around trying to reorder them myself, and then decided to read the video description to see if I missed something.
Support Cobra Code on Patreon: www.patreon.com/CobraCode Didn't expect this video to get such a great reception. Thanks everybody! Also thanks to Ludvík Koutný for pointing out a better method of setting the exposure than using Max Brightness. I can confirm that setting Metering Mode to Manual and then playing around with the Exposure Compensation Value (In my case 10.0 was best) is a more stable way of fixing the exposure, so please set that on your camera under Lens->Exposure instead!
I paid £40 for a 6 hour course that teaches this, and yet this 21 minute video does it SO MUCH better! You clearly know more about Unreal than the course tutor did!
hey bro I having problem when I fall from ground without jumping the character fall immediately and if there is to block above each over the character just go up
I just started your tutorial, and I'm having a couple issues with how close the camera is to the player when I delete the sprite and add the player start. I've rotated the spring arm to -90 degrees and also set the target arm length to 200, but when I hit play the camera is zoomed in so close you can't even see the full character, or any of the map I've made so far. Any helpful hints as to how to fix this? I'm loving the tutorial so far! I'm a big fan of pixel art and 2D sprites / animations, and this is the first 2D project I've attempted so far. Going to continue to follow your tutorials in the future! Currently in school for Game Design, and looking to increase the amount of projects I have for my portfolio. Keep up the awesome work, and if you think of anything that could help with my current issue, reply back!
I answered my own question with amount 10 more watch throughs of the tile set and map. Didn't have my back layer set to -50, which was quickly shown in the video. On track now! Now, onto character movement
Very nice video! Thanks! One thing though: That "auto-exposure" and brightness thing, right? That's what the tonemapper does. It takes the image rendered by the camera and post processes it. This is done to make unreal engine feel more realistic. Basically, the tonemapper takes HDR (High dynamic range) and makes it LDR (Low dynamic range) (or SDR (Standard dynamic range)). For example, in an aircraft, when looking at the cabin, the cabin is nicely lit, but the windows are completely white. When you get close to a window, the auto exposure reduces how much light can get into the camera, and then you can see the outside. That's what unreal engine basically tries to replicate, however, for 2D games, this messes up the image and prevents you from getting a color-accurate result. So, we have to disable the tonemapper. This may also reduce load on the computer. To disable the tonemapper, create a material, open it, set the material domain to "Post Process" and set the blendable location to "Replace Tonemapper" (very important!). Then, in the material graph, create a "SceneTexture:PostProcessInput0" node. Now, because we are overriding the tonemapper, we must do the gamma correction ourselves (which is a good sign, because we now have full control of how the image is displayed). Create 3 ComponentMasks, the first set to R, the second to G, and the third to B. Then, create 3 "LinearTosRGB" nodes. Wire each of the masks into one LinearTosRGB node. Then, add an "AppendMany" node, and connect the R, G, and B channels of the LinearTosRGB nodes to the R, G, and B channels of the AppendMany node. Take the RGB output of the AppendMany node and wire it into the "Emissive Color" input of the material. Now, apply and save the material, close the material editor, then select each camera and find "Rendering Features" -> "Post Processing", and add an entry to the array. Then select post processing material. Now, when viewing the world through the camera, the image should be color-accurate. To make the editor-viewport do that as well, just change the lighting mode from "Lit" to "Unlit" in the top left of the editor-viewport. We could have also used a Post Processing Volume with bounds set to infinite to apply our material to the camera and viewport, but it's your choice.
Thanks for the advice and the detailed write up! I'll definitely look into this. I recently also found a nice blog post that I believe talks about something similar (It's in Japanese though) www.hakobuneworks.com/posts/2021/12/04/
@@cutieworld2512 I used to have a part time job working as an unreal engine programmer that had pretty decent pay and was a great addition to my work history. Currently I don't really earn that much by doing Unreal Engine and it's more of a hobby while I work as a software engineer for my main job. Not earning anything from UA-cam ads yet and even once that starts it's probably not gonna be a lot in the beginning. Made an unreal engine game with my friend that we released on steam a while ago that brings in about ~100$ per month, so nothing big. I think it's definitely possible to build a couple of side income streams through mastery of unreal engine, but it does take a long time to set up.
Thank you so much for this tutorial! You’re an absolute blessing. I am completely new to Unreal and game development and this is such a well-explained video.
This video is great for absolute beginners, please continue this series or like this series, from million of YT video I found this one is is great for me as a beginner, easy to understand or focus on details/basic other developer don't, , speaking speed is excellent not slow not very fast, please continue this series❤❤
18:28 ok here i had a problem when i press space, the whole game turns into a black screen for no reason. Whats the mistake that i might did ??? Edit: I already solved it now after 2 days.
Changing max brightness in the camera is a wrong way to go about it. It means autoexposure is still used, but clipped at low value. You want to set exposure method to Manual and then use Exposure Compensation to dial in the brightness.
Thank you for pointing that out! Just tried it the way you explained and can confirm that this is a better method for setting the exposure than the one shown in the video.
What do you set this to? it is just black for me. I found the Exposure Compensation but don't know what to set that to. Also, do you keep Auto Exposure off when you set it to Manual?
I need to say thank you for being such a big inspiration :) Thank you so much for such an interesting video, easy-to-follow, and useful basic guide on each component of game development. After watching this video and understanding the basic components, I feel much more familiar with things. This video is my starting point in game development. Thank you so much! :))
At end of 10:33 , if you cannot see you player after appending a PlayerStart in the scene, please ensure that if the PlayerStart collision conflict with the background sprite. The Spring Arm will move to the target if the collision happens.
This video is really good, I learned a lot -- thank you, and the flip books and coding in the character remind me of the blueprint animation setups -- I can't wait to see any more 2D tutorials from you!
20:07 I can no longer move right, or fall after jumping after constraint. Tried switching it with x axis in case I set it up in that axis but it still doesnt work. Edit: Solved it by switching "plane constraint axis setting" from custom to Use Global Physics Setting. Hopefully this global physics setting wont cause any trouble later -_- Edit2: It didnt constrain the character to the axis, I still need help on this issue please! Edit3: Scratch that, I just set the plane constraint origin to 1 as well, now works properly. I think it was because my world is actually touching the 1 on Y axis? Dunno, but now it works
Hello, there was an error when I tried to replicate 10:36 where the player is with the camera, but the player didn't show up when I start the game. I tried replicating everything you did in case I did something wrong but it still gave me this error. Can you help? Also, I got an error/warning message but I can't find it anymore.
Video was well put together. Wish I didn't find it so late because it a year old and the version of unreal I'm using doesn't work with the input settings and I had to look into enhance input and mapping context to move the character
Im surprised you didnt use PaperZD just because I think it is a massive improvement over the default Paper2D, however ZD isnt free so alot of people may not want to use it. Good video man!
Thank you! I'm actually using PaperZD in my devlog series about making a side scrolling beat 'em up! Yeah I just wanted everybody to be able to follow along for this one.
The fact you have to go through so much TLC for a 2D game in Unreal is... Unreal. I can do this in Unity in less than a few minutes. Great beginner tutorial though, but holy I doubt I'll ever convert to Unreal any time soon lol
Yeah the initial setup is really not that welcoming. However once you're over the hump and use the free PaperZD plugin for animation graphs, the workflow is REALLY nice. At this point I have a template which I can just use at a starting point and save 30 minutes of work. This makes it even faster than Unity to set this up. github.com/CobraCodeDev/TP_2DSideScrollerBP Also the sprite import method I found through JSON is again a huge time saver. I think the biggest problem is that nobody has really paved the way yet for Unreal 2D and that's something I'm trying to do now. Once you use all of these shortcuts and address the pain points it's actually quite nice.
Hi, I'm total beginner and I'm trying this tutorial on Unreal 5.1 but in new version there is something different with moving character. The axis and action mapping are deprecated and I should use enhanced imput and imput mapping contexts instead. How do I do that, please?
Thank you :D Awesome, happy to have you here with us on your learning journey! There will be another video for beginners coming out today, so keep an eye out for that.
If you plan to make a game fully in 2d, Unreal is one of the worst possible choices. It's a heavy engine, built specifically for 3d, with some 2d support. If you are making a 2d ONLY game, Godot, GMS2, even Unity are better options
This can depend quite a bit on your skills as a programmer. I have almost no experience programming, and trying to learn a programming language from scratch feels to me like I'm trying to learn Finnish from scratch. The syntax is just way too difficult for me to memorize. By contrast, I find Blueprints incredibly intuitive to work with because everything is written in plain English. My workflow is almost certainly slower than that of a traditional programmer, but at least I don't have to spend a year or more struggling to learn a programming language before I can even put pen to paper.
@@Gwizz1027 the Scratch programming language and interface is too limited for the game I'm developing. If I was making a 2D sidescroller I'd consider it, but a top-down RTWP roguelike with randomly generated Borderlands style weapons, and the ability to swap the actively controlled character would be a Herculean feat to pull off with Scratch. By contrast, I was able to get the fundamental mechanics of the game I'm describing done in Blueprint fairly easily in about a month. As I said, my project probably could be done quicker in an Engine like Unity, but I just can't wrap my head around Python or C#.
16:17 I do uncheck the collision test, yet the camera still zooms in. Can you help me please? Edit:Solved it by switching the probe channel between something else and camera. I assume that setting does not get "saved" ,untill you play with a different setting. The check box worked properly afterwards.
This tutorial is really helpful! But a problem I am having is that all of the assets are blurry and the first sprite of each sprite animation has white borders around the sprite.
Great tutorial man, can you make a tutorial on how to make 2D cutscenes with dialogue? I really wanted Epic to pay more attention to 2D in Unreal, the Godot engine, which is recent, has a better 2D than Unreal, which has been around for much longer than Godot, I think Epic could invest, so it would attract more audience and more indie developers, and also make more money
Thanks for the great suggestion, I put it on my list for future videos! Yeah I personally would also like that, but their priorities are elsewhere and I can totally understand that. If you want to be serious about making 2d games it's probably better to look elsewhere, but if you just want to mess around with something 2d every once in a while for fun or small projects, Unreal Engine is fine.
Hey! This tutorial was of great help! Though I am having a problem setting up collision of slopes in the tile map. When the show collision option is turned on, it shows the entire 16x16 region around the grass as blueish-green, despite the fact that I used the "Add Polygon" option to clearly define the borders of the slope. I was wondering if someone could help me figure out how that works. Again, thanks for the tutorial! Edit: I managed to fix my character's height above the slope by playing around with Collision Thickness setting in tileset_TileMap. But my character is unable to go from one slope onto the next. The character does not face any issue while coming down multiple slopes.
If you're using UE 5.1 and are having trouble with the input system, check out my video about advanced inputs! ua-cam.com/video/tKA4XFGAjx0/v-deo.html Support Cobra Code on Patreon: www.patreon.com/CobraCode
Tbh, this video is not so intuitive as the rest of this guide, I'm struggling a lot to figure out how to input it in the game, any chance you could make it specifically for this tutorial?
@@Tempore420 Yeah sorry about that. I felt it would be pretty weird to make a follow up video to something this specific. I think at that point I'd rather just make another completely new video using the enhanced input. Something like 'How to make a 2D platformer in Unreal Engine'. Will explain the same things as this video, but then also something more.
Hi, I have a problem with setting my idle flipbook in sprite capsule ( 6:35 ), l did select the sprite group but when I choose my idle flipbook it just doesn't respond. If someone knows how to solve this pls help!
I normally do not like the "blueprint system" style of coding however UE's is actually super accessible. Plus I'm not going back to Unity after what they pulled.
I am new to this and have not used unreal engine before. I liked your video although 1 of the comments says UE5 is overkill for 2D. I want to learn my way around UE5 GUI get used to all the concepts and i think this is a good place for me to start. Thanks for the video, i have suscribed so hope to see more.
Yes for most people UE5 is definitely not the best choice for making 2D games and I agree on that point. But if you can get a solid 60 fps on your game it really doesn't matter from a consumers perspective what engine you are using. If you prefer the workflow of UE over the other engines and don't plan on making huge games I think you should give it a try and decide for yourself.
How do I get to the previous screen with my tile amd sprite etc to the 8:30 mark to edit my sprite and his camera distance, swing arm etc? The vid cuts after the add/supporter and does not show me what to click on to get to the component screen...
@@CobraCode correct that is my sprite/character... I am trying to find out how u get that specific screen with his components to edit him and make changes ? This is at the 8:30 mark where u can do the spring arm and the camera angle follow etc...
For my final project in one of my undergrad CS classes, we had to make a 2D game for the GameBoy Advance... in C, by hand. Granted the point of the class was to learn how computers work, so using an actual engine would've defeated the entire point, but I'm tempted to try and recreate it in this because it seems way easier
That sounds like an amazing exercise! But yeah if your goal is to actually finish a game, you'll be able to do it 100+ times faster with Unreal or another game engine.
thanks for this tutorial I can't wait to create my games with Unreal Engine it's my dream of being a video game designer so I could put my name up in the gaming industry.
Hey, if you're really serious about learning then my Udemy course might be the best place for you. It'll cover a lot of things related to Paper 2D, no menus and UI though. tinyurl.com/Ultimate2D
at 10:40 ish in when we delete the character and replace it with the player start, my characters feet now hover above the ground a bit instead of being flush with the ground. what am i doing wrong? I'm guessing I have to re do the collision sphere thingy and line it up, but this is my first time in unreal and i feel so lost lol. thank you for the tutorial though and im looking forward t watching more!
never mind i shouldnt have commented so soon. i adjusted my characters sprite Z height by 1 and it fixed it. curious why I had to do that but Cobra Code didn't? maybe i set up something different / wrong earlier on
Not quite sure what the exact issue here is. But yeah lining up a sprite perfectly with the capsule can be quite tricky. I'm currently working on a paper 2d basics series which will also have 1 video where I show some tricks on how to line it up perfectly.
Thanks so much for these videos. I would like to be a patreon supporter soon. Youre videos are extremely helpful and simple. Keep making this type of content! We really appreciate it!❤
Thank you so much :D The patreon is currently still in the planning phase since I hope to provide additional value with it right away. I hope I can get it ready by the end of this year/early next year!
That's something I personally haven't had the time to look into. One solution would be to add some line traces and then play a 'balancing' animation if you're too close to the ledge, kind of like the old sonic games. That would only mask the issue though and not completely fix it. That part of the unreal engine physics seems to be not very well suited for platformers, but there has to be a workaround. So if anybody else already has experience with this, I'd also love to get some input on this.
The panel for that is called the 'Details' panel and it should be open on the right by default but maybe you closed it by accident. You should be able to get it back by pressing Window -> Details at the top bar in Unreal Engine
Hi, will there be an update for the new "Enhanced Input"? All the tutorials online are for third person games where the leg work is already done. Thanks :)
Hey, it seems like the folder structure on the original asset has changed. I repackaged them the way they used to be for the video and am supplying them through GDrive now. Please check the new link in the description!
At this part: 3:52 when i finish drawing and close the panel UnrealEngine crashes. I tried again and again and it keeps crashing. Do you know what causes it?
Sorry, but I'm not quite sure. I personally haven't experienced that many crashes with the tile editor and most of them would resolve themselves just by restarting. But some other users in the comment section have had similar problems to yours. Maybe you can get some insight by looking deeper through the comment section. Sadly the tile editor is doomed to be forever stuck in 'beta' since it has been abandoned.
Hi, first off, thanks for this great video, is amazing, im just having a problem on making the character jump, when i create the event on the event graph it just start spaming the jump nonstop, how can i make an imput just like when im moving ? the inputAxis jump is different in the current version ?
Double check if your player start is correctly placed in the scene and not blocked by anything else. Double check that your default pawn is set to the fox character on your custom game mode. Double check that under project settings in maps and modes you selected your custom game mode. Then in the world settings of your map make sure that you are not overriding the game mode and it's using the default from your project settings. If it still doesn't work I'm not quite sure what could be causing it.
You don't really have to remember every step and what every blueprint node does. Understanding the logic and the general workflow is most important at first!
Hi! So I've found your tutorials really helpful, but do you happen to know how to set up a parallax background? It's something I've been struggling with. Is it included in your course? If not, could you make a video? Totally fine if not! just looking for some help.
Get my 12 hour course on how to make 2D games with Unreal Engine:
tinyurl.com/Ultimate2D
If you're using UE 5.1 or higher and are having trouble with the Input system, there's an updated video which covers something similar to this:
ua-cam.com/video/JixekcYjy9k/v-deo.html
Don't forget to click the viewport when running to recognise key presses in the game. I spent a while wondering why the legacy input wasn't working until I clicked the game window.
hey i was trying to do this but the camera showed the correcct picture even tho i coppied u it didi= not go to the camera view
For some reason I’m using the second option and the input does not work. Any suggestions?
@@Adrian-oo7kr Not sure if you've fixed this yet, but I'll post this here in case anyone else is battling.
If you're having the same problem where input is not working despite these steps, there's one more step you potentially have to do:
In your PaperCharacter class, select "Class Defaults" (should be above your Viewport, Construction Script, Event Graph etc. tabs), find "Input" and if "Auto Receive Input" is "Disabled", or set to anything other than "Player 0", change this to "Player 0". This should now get your input working.
Let me (and others) know if this worked for you. I'm glad to be of assistance if this helps.
Do u want to build me a game app ???????
After the BS that Unity is doing at the moment, I'm seriously considering using Unreal Engine now. Thank you for the video!
I am here for the same reason. Surprisingly easy to do 2D on unreal considering it is built around 3D photorealism. Love the unreal team. Marketplace is also filled with tons and tons of free assets and hundreds dollars 100% discounts on a monthly basis. I honestly don't regret switching. Used unreal before unity, but 3D was too complicated for me. However with UE5 and how well it goes with 2D, I do not regret switching a bit. Loved every moment of it so far.
unreal engine is way better than Unity in almost every single way. i prefer 4 over 5 but will transition full time to 5 once more updates are released
So, should i use unreal engine to make a game?
@@chadcat420 what? for 2D, UE5 is way more inferior compared with Unity's URP renderer. as an example: Unity w/ URP has sprite lights, post-processing designed for 2D, an animator system that integrates perfectly with 2D, pixel perfect processing, etc... plus, you have to use either C++ or Blueprints - compare that with a more elegant language like C#.
Started this from scratch end to end and lived in this video for an entire day. Got a base engine up and running for me go get my PNG file base started. SUBSCRIBED officially. Best tutorial for UE 2D design!!
At 6:40 I recommend scaling up the sprite, or the scale of any 3d objects added in the future will be mega scaled down. It's so important to get the scale right at the beginning
scale it up to what value tho
@@jjcream306 He linked a time that the video goes over making the capsule smaller. I believe he meant that he would instead make the character larger up to the size of the capsule rather than lowering the capsule. This makes sense with the following sentence "scale of any 3d objects added in the future will be mega scaled down." but I could be wrong.
Would that still be an issue if all the other sprites that are used are made at a similar resolution?
@@nospimi99 i mean it would be easier to do math like for example why would you do 0.365 * 3 if you can do 1 * 3 instead by making everything to run by default.
Crucial note at 6:30. By default for me it opened to a "data only blueprint", which doesn't have Viewport, Components Window, etc. You have to click on Open Full Blueprint Editor.
(This drove me nuts for about 60 minutes until out of desperation I started trying things. I don't if it helps everyone, but maybe it will save someone a lot of frustration.)
When I make tilemap I found there're annoying ugly lines around tiles.
If you have ever met the same problem like me, there is a solution.
Open the texture "tileset" and set Texture Group to 2D Pixels(unfiltered) , Compression Settings to UserInterface2D(RGBA).
You'll fix it.😄
Awesome, thanks for sharing the fix!
@@CobraCode where to find this option?
@@michabednarski5555 The options are on the texture asset, not on the tileset!
Update:In fact you don't have to do such complicated operations.Just right click the texture, move your mouse to sprite operations and apply paper2d texture settings will be fine.
For me tearing between the tiles was still happening. My one fix I found was to make a "padded" version of the texture by right clicking the tileset asset (and not the texture) and choose "condition tile sheet texture" at the very top. this made a padded version of the tileset texture, no loss of content, the tileset switches to use the padded version automatically. :) hope that helps!
This is something that also happens with 3D textures, sometimes the engine makes abstraction of where the edges of the UV starts and ends on the texture leaving seams at the edges of UVs as an effect, this is one of the reasons 3D texturing softwares like Substance Painter have built in functions to add "padding" around your UV islands, and by proxy, why its a good idea to have at least a small gap between them so the info from one island doesnt bleed over into another. it seems the same problem is happening with Paper2D textures here.
2d in UE5 is like using a bazooka to kill a fly.
So... it's awesome?
No
what would you use then?
@@mikem.6761 - both Unity and Godot are popular 2D game engines.
@@mikem.6761 for 2d? Godot. Game Maker, Unity. Construct 3.
This is so nicely paced and well explained. I'll definitely be coming back to this one from time to time.
I totally agreed!👍
I can't believe I finished work today and finally check marked on that task "Make a basic game in Unreal Engine" in less than 2 hours!!!!!!!!!!!!! Thanks so much for this great video! ♥
Thanks for repackaging the Sunnyland files, I was getting turned around trying to reorder them myself, and then decided to read the video description to see if I missed something.
Support Cobra Code on Patreon: www.patreon.com/CobraCode
Didn't expect this video to get such a great reception. Thanks everybody!
Also thanks to Ludvík Koutný for pointing out a better method of setting the exposure than using Max Brightness.
I can confirm that setting Metering Mode to Manual and then playing around with the Exposure Compensation Value (In my case 10.0 was best) is a more stable way of fixing the exposure, so please set that on your camera under Lens->Exposure instead!
I paid £40 for a 6 hour course that teaches this, and yet this 21 minute video does it SO MUCH better! You clearly know more about Unreal than the course tutor did!
hey bro I having problem when I fall from ground without jumping the character fall immediately
and if there is to block above each over the character just go up
I just started your tutorial, and I'm having a couple issues with how close the camera is to the player when I delete the sprite and add the player start. I've rotated the spring arm to -90 degrees and also set the target arm length to 200, but when I hit play the camera is zoomed in so close you can't even see the full character, or any of the map I've made so far. Any helpful hints as to how to fix this? I'm loving the tutorial so far! I'm a big fan of pixel art and 2D sprites / animations, and this is the first 2D project I've attempted so far. Going to continue to follow your tutorials in the future! Currently in school for Game Design, and looking to increase the amount of projects I have for my portfolio. Keep up the awesome work, and if you think of anything that could help with my current issue, reply back!
I answered my own question with amount 10 more watch throughs of the tile set and map. Didn't have my back layer set to -50, which was quickly shown in the video. On track now! Now, onto character movement
The clarity of voice is excellent! Thank you
working with 2D in UE really lacks tutorial videos. Thank you dude.
This is the best game engine tutorial ive ever seen in my life thank you for taking the time to explain it so clearly
I highly rate this video, it's a nice, easy to pick up explanation of how to make a 2D came. No waffle and no nonsense, love it! Please make more.
Thank you :D
I having a problem if i click AxisMappings it dont show up But it create i see in the Event graph@@CobraCode
nvm i fix it
Absolutely legendary. Thank you so much for all of this. i feel like I can make any 2D game I want now!
yes exactly! every 2d game is just a camera and a player object and a collision! thats it! no other programming necessary
Very nice video! Thanks! One thing though:
That "auto-exposure" and brightness thing, right? That's what the tonemapper does. It takes the image rendered by the camera and post processes it. This is done to make unreal engine feel more realistic. Basically, the tonemapper takes HDR (High dynamic range) and makes it LDR (Low dynamic range) (or SDR (Standard dynamic range)). For example, in an aircraft, when looking at the cabin, the cabin is nicely lit, but the windows are completely white. When you get close to a window, the auto exposure reduces how much light can get into the camera, and then you can see the outside. That's what unreal engine basically tries to replicate, however, for 2D games, this messes up the image and prevents you from getting a color-accurate result. So, we have to disable the tonemapper. This may also reduce load on the computer.
To disable the tonemapper, create a material, open it, set the material domain to "Post Process" and set the blendable location to "Replace Tonemapper" (very important!). Then, in the material graph, create a "SceneTexture:PostProcessInput0" node. Now, because we are overriding the tonemapper, we must do the gamma correction ourselves (which is a good sign, because we now have full control of how the image is displayed). Create 3 ComponentMasks, the first set to R, the second to G, and the third to B. Then, create 3 "LinearTosRGB" nodes. Wire each of the masks into one LinearTosRGB node. Then, add an "AppendMany" node, and connect the R, G, and B channels of the LinearTosRGB nodes to the R, G, and B channels of the AppendMany node. Take the RGB output of the AppendMany node and wire it into the "Emissive Color" input of the material. Now, apply and save the material, close the material editor, then select each camera and find "Rendering Features" -> "Post Processing", and add an entry to the array. Then select post processing material. Now, when viewing the world through the camera, the image should be color-accurate. To make the editor-viewport do that as well, just change the lighting mode from "Lit" to "Unlit" in the top left of the editor-viewport. We could have also used a Post Processing Volume with bounds set to infinite to apply our material to the camera and viewport, but it's your choice.
Thanks for the advice and the detailed write up!
I'll definitely look into this.
I recently also found a nice blog post that I believe talks about something similar (It's in Japanese though)
www.hakobuneworks.com/posts/2021/12/04/
I hope this makes it a bit easier to get started with 2D in UE.
Let me see some F's in the comments for our fallen hero the 2d Side Scroller Template.
Bro...do u earn money by useing unreal engine??
@@cutieworld2512
I used to have a part time job working as an unreal engine programmer that had pretty decent pay and was a great addition to my work history.
Currently I don't really earn that much by doing Unreal Engine and it's more of a hobby while I work as a software engineer for my main job.
Not earning anything from UA-cam ads yet and even once that starts it's probably not gonna be a lot in the beginning.
Made an unreal engine game with my friend that we released on steam a while ago that brings in about ~100$ per month, so nothing big.
I think it's definitely possible to build a couple of side income streams through mastery of unreal engine, but it does take a long time to set up.
@@CobraCode yeh thanks man...i really dont have any idea of that....love ya ..
Hard to find tutorial for 2D in UE, thanks for sharing
Your voice is awesome clear loud, any one can understand if they are not native English speakers, love from India❤❤
Thank you :)
Thank you so much for this tutorial! You’re an absolute blessing. I am completely new to Unreal and game development and this is such a well-explained video.
Thank you so much :D
This video is great for absolute beginners, please continue this series or like this series, from million of YT video I found this one is is great for me as a beginner, easy to understand or focus on details/basic other developer don't, , speaking speed is excellent not slow not very fast, please continue this series❤❤
But still able to explain each stage in a basic manner. Honestly thanks man!
You've actually got so quality stuff on your channel. Keep that up man!
Thank you :D
this is the video that started my game dev journey, thank you alot
18:28 ok here i had a problem
when i press space, the whole game turns into a black screen for no reason.
Whats the mistake that i might did ???
Edit: I already solved it now after 2 days.
This is a pretty amazing Tutorial, very great explained! Thank you so much for sharing this gold!
Thank you so much :D
I've found this channel with UA-cam suggestions, and i've already Watch 3 video ! I love your content
Thank you so much :D
Changing max brightness in the camera is a wrong way to go about it. It means autoexposure is still used, but clipped at low value. You want to set exposure method to Manual and then use Exposure Compensation to dial in the brightness.
Thank you for pointing that out!
Just tried it the way you explained and can confirm that this is a better method for setting the exposure than the one shown in the video.
What do you set this to? it is just black for me. I found the Exposure Compensation but don't know what to set that to. Also, do you keep Auto Exposure off when you set it to Manual?
I need to say thank you for being such a big inspiration :) Thank you so much for such an interesting video, easy-to-follow, and useful basic guide on each component of game development. After watching this video and understanding the basic components, I feel much more familiar with things. This video is my starting point in game development. Thank you so much! :))
Thank you so much :D
Glad you're getting into game dev and I hope you'll keep at it!
This is my first time with Unreal engine and I just lost it the moment I created the flip book :_) so beautiful
I just tried this method and it really works perfectly for me. Thank you.
At end of 10:33 , if you cannot see you player after appending a PlayerStart in the scene, please ensure that if the PlayerStart collision conflict with the background sprite.
The Spring Arm will move to the target if the collision happens.
Can you explain it in simple words?
It still doesnt work for me when i press play everything is just blank
THANK YOU SO MUCH!! Ive spent ages trying to figure out why my character was falling off the front.. absolute godsend
i dont understand pls help
i figured it out u have to turn off Collison for background vid explains : ua-cam.com/video/-U46IPDUzOU/v-deo.html
Perfect pace and tone of voice, subbed!
Thank you :D
This video is really good, I learned a lot -- thank you, and the flip books and coding in the character remind me of the blueprint animation setups -- I can't wait to see any more 2D tutorials from you!
Awesome, glad to hear that :D
Yeah I'll make sure to sprinkle in some 2D tutorials every once in a while.
@@CobraCode that would be great, I would like to see a in depth tutorial on how to set up a combat system - perhaps an arpg style 2d or beat em’ up.
20:07 I can no longer move right, or fall after jumping after constraint. Tried switching it with x axis in case I set it up in that axis but it still doesnt work.
Edit: Solved it by switching "plane constraint axis setting" from custom to Use Global Physics Setting. Hopefully this global physics setting wont cause any trouble later -_-
Edit2: It didnt constrain the character to the axis, I still need help on this issue please!
Edit3: Scratch that, I just set the plane constraint origin to 1 as well, now works properly. I think it was because my world is actually touching the 1 on Y axis? Dunno, but now it works
This is the best turtorial I have ever seen
You kinda 'teleport' to lower tiles (if they're close enough) rather than transition to the Falling state unless you jump first. Any idea why this is?
Im also having this problem, did you figure it out?
set "max step height" in the character settings to a lower number (or even 0) and this should fix the issue@@nyc_bk
Adding a comment here as I am running to the exact same issue and have yet to find the solution.
same here
WOW, in 22 minutes you did learn this much stuffs which so useful, so clear and easy to follow for beginners, congratulations, great tutorial.
Love the tutorial, it helps me a lot to make things on Unreal!
Hello, there was an error when I tried to replicate 10:36 where the player is with the camera, but the player didn't show up when I start the game. I tried replicating everything you did in case I did something wrong but it still gave me this error. Can you help? Also, I got an error/warning message but I can't find it anymore.
WOW! Thank you so much! Please do more tutors on UE 5 game design for beginners
Video was well put together. Wish I didn't find it so late because it a year old and the version of unreal I'm using doesn't work with the input settings and I had to look into enhance input and mapping context to move the character
Thanks!
Yeah I plan on remastering the video for the current version.
Hope I'll get to it soon.
@@CobraCode Yes please, I'm not knowledgeable about the enhanced input system.
Im surprised you didnt use PaperZD just because I think it is a massive improvement over the default Paper2D, however ZD isnt free so alot of people may not want to use it. Good video man!
Thank you!
I'm actually using PaperZD in my devlog series about making a side scrolling beat 'em up!
Yeah I just wanted everybody to be able to follow along for this one.
Actually...Paper ZD is now Free?
@@bernardosardinha Yes it is and they also released a huge update!
Not quite sure if it's free forever though or just for a limited time.
@@CobraCode That's a surprise!
We're going to give more info with the official announcement that we're preparing later
this video is the perfect start in Unreal Engine, thanks
Would Love to see a part 2 where you make a mario clone and show enemies with interactions etc and how to set up an end goal
The fact you have to go through so much TLC for a 2D game in Unreal is... Unreal. I can do this in Unity in less than a few minutes. Great beginner tutorial though, but holy I doubt I'll ever convert to Unreal any time soon lol
Yeah the initial setup is really not that welcoming.
However once you're over the hump and use the free PaperZD plugin for animation graphs, the workflow is REALLY nice.
At this point I have a template which I can just use at a starting point and save 30 minutes of work.
This makes it even faster than Unity to set this up.
github.com/CobraCodeDev/TP_2DSideScrollerBP
Also the sprite import method I found through JSON is again a huge time saver.
I think the biggest problem is that nobody has really paved the way yet for Unreal 2D and that's something I'm trying to do now.
Once you use all of these shortcuts and address the pain points it's actually quite nice.
Hi, I'm total beginner and I'm trying this tutorial on Unreal 5.1 but in new version there is something different with moving character. The axis and action mapping are deprecated and I should use enhanced imput and imput mapping contexts instead. How do I do that, please?
Same thing here, have you found a solution?
4:55
THIS IS THE dumb question how do you select alllll
Click on the first one, hold the shift key and then click on the last one!
Thank you
I REALLY LOVE YOUR VIDEOS BRO YOU HELPED MY FRIEND GRIND EVERY GAME ALL TO YOU THANKS BRO I LOVE YOU SO MUCH MAN!
G.R.E.A.T. - thank you bro! fast, very concentrated to the basics! good work!
Thank you :D
Great video! Just started learning UE5 yesterday and your channel helped me a lot. Keep it up man
Thank you :D
Awesome, happy to have you here with us on your learning journey!
There will be another video for beginners coming out today, so keep an eye out for that.
@@CobraCode looking forward to it
If you plan to make a game fully in 2d, Unreal is one of the worst possible choices. It's a heavy engine, built specifically for 3d, with some 2d support. If you are making a 2d ONLY game, Godot, GMS2, even Unity are better options
This can depend quite a bit on your skills as a programmer. I have almost no experience programming, and trying to learn a programming language from scratch feels to me like I'm trying to learn Finnish from scratch. The syntax is just way too difficult for me to memorize.
By contrast, I find Blueprints incredibly intuitive to work with because everything is written in plain English. My workflow is almost certainly slower than that of a traditional programmer, but at least I don't have to spend a year or more struggling to learn a programming language before I can even put pen to paper.
@@seto007 then use scratch, not Unreal.
@@Gwizz1027 the Scratch programming language and interface is too limited for the game I'm developing. If I was making a 2D sidescroller I'd consider it, but a top-down RTWP roguelike with randomly generated Borderlands style weapons, and the ability to swap the actively controlled character would be a Herculean feat to pull off with Scratch.
By contrast, I was able to get the fundamental mechanics of the game I'm describing done in Blueprint fairly easily in about a month. As I said, my project probably could be done quicker in an Engine like Unity, but I just can't wrap my head around Python or C#.
I disagree. Source access and full platform support is absolutely game changing and we couldn’t have made Wunderling without it.
I thought unreal is the only one that supports C++, kinda wanted to jump right instead of learning the syntax of some new language
16:17 I do uncheck the collision test, yet the camera still zooms in. Can you help me please?
Edit:Solved it by switching the probe channel between something else and camera. I assume that setting does not get "saved" ,untill you play with a different setting. The check box worked properly afterwards.
Glad to hear that!
Thanks for sharing the solution, so others can also use it as a reference.
This tutorial is really helpful! But a problem I am having is that all of the assets are blurry and the first sprite of each sprite animation has white borders around the sprite.
Can you please check again if you maybe skipped the step of right clicking the asset and clicking on 'apply paper 2d texture settings"
@@CobraCodeThat is exactly what I missed, thank you!
Cheers for this awesome post .I finally got an excellent result will this lovely method when I tried it.I am enjoying it now
Great tutorial man, can you make a tutorial on how to make 2D cutscenes with dialogue? I really wanted Epic to pay more attention to 2D in Unreal, the Godot engine, which is recent, has a better 2D than Unreal, which has been around for much longer than Godot, I think Epic could invest, so it would attract more audience and more indie developers, and also make more money
Thanks for the great suggestion, I put it on my list for future videos!
Yeah I personally would also like that, but their priorities are elsewhere and I can totally understand that. If you want to be serious about making 2d games it's probably better to look elsewhere, but if you just want to mess around with something 2d every once in a while for fun or small projects, Unreal Engine is fine.
wanted to start learning how to make games
Couldnt decide if I should go for unity or unreal
now im here
Nice work! Thanks for sharing. Could you show us next how to make some basic enemies with AI and some traps?
Thank you and thanks for the suggestion!
I put it on my list of video ideas.
U made it simple man ur subscribers are well deserved
Thank you so much :D
Hey! This tutorial was of great help! Though I am having a problem setting up collision of slopes in the tile map. When the show collision option is turned on, it shows the entire 16x16 region around the grass as blueish-green, despite the fact that I used the "Add Polygon" option to clearly define the borders of the slope. I was wondering if someone could help me figure out how that works. Again, thanks for the tutorial!
Edit: I managed to fix my character's height above the slope by playing around with Collision Thickness setting in tileset_TileMap. But my character is unable to go from one slope onto the next. The character does not face any issue while coming down multiple slopes.
Hey! Did you fix your slope issue?
@@elitefusion750 No, not really. It didn't work out.
Thank you for that. I love watching your video and the fact that you share your actual results makes you more of an authority in my eyes 👏👏👏
Thank you :D
If you're using UE 5.1 and are having trouble with the input system, check out my video about advanced inputs!
ua-cam.com/video/tKA4XFGAjx0/v-deo.html
Support Cobra Code on Patreon: www.patreon.com/CobraCode
Tbh, this video is not so intuitive as the rest of this guide, I'm struggling a lot to figure out how to input it in the game, any chance you could make it specifically for this tutorial?
@@Tempore420 Yeah sorry about that.
I felt it would be pretty weird to make a follow up video to something this specific.
I think at that point I'd rather just make another completely new video using the enhanced input. Something like 'How to make a 2D platformer in Unreal Engine'. Will explain the same things as this video, but then also something more.
Hi, I have a problem with setting my idle flipbook in sprite capsule ( 6:35 ), l did select the sprite group but when I choose my idle flipbook it just doesn't respond. If someone knows how to solve this pls help!
I don't even have unreal engine why am I watching this
Same
Same
I normally do not like the "blueprint system" style of coding however UE's is actually super accessible. Plus I'm not going back to Unity after what they pulled.
Thank you so much! but can you provide another tutorial! but could you make a follow up so that i know how to imploment my own sprites?
Hey, you can check out the paper 2d basics series on my channel, that will teach you all you need to know
You are awesome I've been tired of searching a lot
I am new to this and have not used unreal engine before. I liked your video although 1 of the comments says UE5 is overkill for 2D. I want to learn my way around UE5 GUI get used to all the concepts and i think this is a good place for me to start. Thanks for the video, i have suscribed so hope to see more.
Yes for most people UE5 is definitely not the best choice for making 2D games and I agree on that point. But if you can get a solid 60 fps on your game it really doesn't matter from a consumers perspective what engine you are using. If you prefer the workflow of UE over the other engines and don't plan on making huge games I think you should give it a try and decide for yourself.
Thanks for this tutorial, following it was my first attempt at UE5 and your guidance was spot on. Definitely earnt the like and sub!🤓
15:21 how did you add that? the white ball on the string
Sorry for not explaining.
You just have to double click the line to create it.
@@CobraCode ah Ight thanks
This is awesome! Can't wait to try this out, thank you!
I m so happy to find this tutorial. It's working for me. Thank you for sharing
How do I get to the previous screen with my tile amd sprite etc to the 8:30 mark to edit my sprite and his camera distance, swing arm etc?
The vid cuts after the add/supporter and does not show me what to click on to get to the component screen...
If I understand correctly than that's just our player blueprint called 'BP_SpriteCharacter' which we've been using all throughout the video
@@CobraCode correct that is my sprite/character...
I am trying to find out how u get that specific screen with his components to edit him and make changes ?
This is at the 8:30 mark where u can do the spring arm and the camera angle follow etc...
For my final project in one of my undergrad CS classes, we had to make a 2D game for the GameBoy Advance... in C, by hand. Granted the point of the class was to learn how computers work, so using an actual engine would've defeated the entire point, but I'm tempted to try and recreate it in this because it seems way easier
That sounds like an amazing exercise!
But yeah if your goal is to actually finish a game, you'll be able to do it 100+ times faster with Unreal or another game engine.
thanks for this tutorial I can't wait to create my games with Unreal Engine it's my dream of being a video game designer so I could put my name up in the gaming industry.
Will there be a part 2 to this video? would like to know other stuff as well, how to atk,range atk, damage, hp, menu, save, levels.
Hey, if you're really serious about learning then my Udemy course might be the best place for you.
It'll cover a lot of things related to Paper 2D, no menus and UI though.
tinyurl.com/Ultimate2D
this is incredible, you don't happen to have a top down pixel tutorial for UE do you?
Actually in the works right now :)
x.com/CobraCodeDev/status/1813051295802224813
@@CobraCode Legend! thanks man I can't wait.
Thank you very much man, seriously you helped a lot i started from 0 to 10.
At around 8:20 you add the camera in the components window... For the life of me I cannot find this window
at 10:40 ish in when we delete the character and replace it with the player start, my characters feet now hover above the ground a bit instead of being flush with the ground. what am i doing wrong? I'm guessing I have to re do the collision sphere thingy and line it up, but this is my first time in unreal and i feel so lost lol. thank you for the tutorial though and im looking forward t watching more!
never mind i shouldnt have commented so soon. i adjusted my characters sprite Z height by 1 and it fixed it. curious why I had to do that but Cobra Code didn't? maybe i set up something different / wrong earlier on
Not quite sure what the exact issue here is.
But yeah lining up a sprite perfectly with the capsule can be quite tricky. I'm currently working on a paper 2d basics series which will also have 1 video where I show some tricks on how to line it up perfectly.
@@CobraCode awesome looking forward to those!
Thanks so much for these videos. I would like to be a patreon supporter soon. Youre videos are extremely helpful and simple. Keep making this type of content! We really appreciate it!❤
Thank you so much :D
The patreon is currently still in the planning phase since I hope to provide additional value with it right away. I hope I can get it ready by the end of this year/early next year!
Hey again and thanks for the suggestion to start Patreon.
I started my own page now :D
www.patreon.com/CobraCode/
UA-cam finaly showing me videos i want to see! Thanks for this, really helpfull!
not many video's regarding 2D on Unreal...thanks for these videos, please keep working on it 😁
i have a questtion: wha if im at 3:29 and i cant see tthe tile set view , only the editor
For camera settings, if you just want to see the original colors of image assets, you would just adjust the "Exposure Compensation" to "0"
Confirmed 👍
THANK YOU
@@adamtherealone i know i am the beeeeesst
Holy shit this looks easy and doable for a sunday afternoon. That shall be the plan :D
How do you guys circumvent de capsule collision that make the character float around edges of the map as seen at 21:34 ?
That's something I personally haven't had the time to look into.
One solution would be to add some line traces and then play a 'balancing' animation if you're too close to the ledge, kind of like the old sonic games.
That would only mask the issue though and not completely fix it.
That part of the unreal engine physics seems to be not very well suited for platformers, but there has to be a workaround.
So if anybody else already has experience with this, I'd also love to get some input on this.
@@CobraCode Turns out there is a parameter for this called 'Use Flat Base for Floor Checks'
@@jansimblank9358 Oh that's awesome, thanks for letting me know!
2:40 I know its probably so obvious but is there some command to open up the menu to change the location of stuff? cause i cant do it :(
The panel for that is called the 'Details' panel and it should be open on the right by default but maybe you closed it by accident.
You should be able to get it back by pressing Window -> Details at the top bar in Unreal Engine
Hi, will there be an update for the new "Enhanced Input"? All the tutorials online are for third person games where the leg work is already done. Thanks :)
Hey, that's covered in detail in my Udemy course, you can find it in the description.
Sadly it's not an exciting enough topic for UA-cam
great tutorial, but im stuck now, how do i select all 4 at 4:56
Hold shift
This seems too easy! Damn, i've been writing my character controllers by hand in Godot all this time 😱
Hello! Thanks so much! Completly new to Unreal and it was a really good first video. Eazy to follow and good pacing! Thanks!
hey,in these new files of sunnt land,there is no PNG file,what did you do?
Hey, it seems like the folder structure on the original asset has changed.
I repackaged them the way they used to be for the video and am supplying them through GDrive now.
Please check the new link in the description!
So im making a 2d mini game in a first person game but when I click the play level button I just fall not the sprite the camera how do I fix this?
At this part: 3:52 when i finish drawing and close the panel UnrealEngine crashes. I tried again and again and it keeps crashing. Do you know what causes it?
Sorry, but I'm not quite sure.
I personally haven't experienced that many crashes with the tile editor and most of them would resolve themselves just by restarting.
But some other users in the comment section have had similar problems to yours. Maybe you can get some insight by looking deeper through the comment section.
Sadly the tile editor is doomed to be forever stuck in 'beta' since it has been abandoned.
Hi, first off, thanks for this great video, is amazing, im just having a problem on making the character jump, when i create the event on the event graph it just start spaming the jump nonstop, how can i make an imput just like when im moving ? the inputAxis jump is different in the current version ?
Hey, yeah things have changed a bit.
This is a more up to date video I made for 2024!
ua-cam.com/video/QVxK2dPJr4g/v-deo.htmlsi=qv_NYh08_DlMUggK
@@CobraCode Thanks a lot
At 10:35, after going through your instructions multiple times I still can't get the sprite to spawn. Any ideas on how to fix it?
Double check if your player start is correctly placed in the scene and not blocked by anything else.
Double check that your default pawn is set to the fox character on your custom game mode.
Double check that under project settings in maps and modes you selected your custom game mode.
Then in the world settings of your map make sure that you are not overriding the game mode and it's using the default from your project settings.
If it still doesn't work I'm not quite sure what could be causing it.
when i follow tutorials like this one should i try to remember everything in blueprints or should i just try to understand the logic?
You don't really have to remember every step and what every blueprint node does.
Understanding the logic and the general workflow is most important at first!
Thank you 🙂@@CobraCode
Thank you for explaining this thoroughly!
Thank you very much for clarification I must try this
Hi! So I've found your tutorials really helpful, but do you happen to know how to set up a parallax background? It's something I've been struggling with. Is it included in your course? If not, could you make a video? Totally fine if not! just looking for some help.
Hey, I haven't gotten around to that yet.
Here's a great blog post though:
www.parallelcube.com/2017/11/03/parallax-scrolling-using-materials/
Thank you@@CobraCode !