Code Assisted Level Design in Unity

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  • Опубліковано 6 лис 2024

КОМЕНТАРІ • 11

  • @krishnansubramoni7801
    @krishnansubramoni7801 4 роки тому +7

    This is so useful!

  • @clearsky4049
    @clearsky4049 4 роки тому +3

    Wow I don't know if its because you have experience streaming or not but for someone with only two tutorial videos in total you're knocking content creators with dozens of videos under their belts out of the park with the clarity and quality of the content.
    I just didn't understand why we had to multiply the radius with the sin and cos of the angle of the current iteration.

    • @PabloMakes
      @PabloMakes  4 роки тому +1

      Haha thank you for the compliment!
      The reason we multiply is because we are converting an angle into an X and Z by using cos and sin, but it will give us back values from -1 to 1, so we mutiply by the radius to make the circle the size we want. Hope thats clearer.

    • @clearsky4049
      @clearsky4049 4 роки тому

      @@PabloMakes Thats clears it up, thanks Pablo!

  • @storycrafter42
    @storycrafter42 3 роки тому +1

    Pablo, you do amazing work! Clear, easy to follow. And by showing other examples as you do, I can really see how to use it in so many ways. Thanks for all your tutorials!

    • @PabloMakes
      @PabloMakes  3 роки тому +1

      Thanks! I’m glad people find what I share useful

  • @FullStackIndie
    @FullStackIndie 4 роки тому +1

    Amazing stuff man! Your math is complicated but I'm sure ill understand it eventually! Thanks for making this video and showing what amazing stuff you can do with math! Also thanks for multiple use examples, definitely helps grasp concepts better

  • @FullStackIndie
    @FullStackIndie 4 роки тому +2

    If your using Peek from the asset store, make sure your using Ludiq.Peekcore; at the top of your script(should automatically add)
    GameObject step = PrefabUtility.InstantiatePrefab(stepPrefab).AsGameObject();
    if your not using Peek, this code will do the trick
    GameObject step = PrefabUtility.InstantiatePrefab(stepPrefab) as GameObject;

    • @PabloMakes
      @PabloMakes  4 роки тому

      Oh good point, thats my bad, I should remove it from the tutorial project, im jsut so used to it haha

    • @FullStackIndie
      @FullStackIndie 4 роки тому

      @@PabloMakes lol it's all good!

  • @GermyGames
    @GermyGames 4 роки тому +1

    This is a good start, but to have tools like this in a production environment you should make this a custom inspector. That way you could edit the values in the editor and get faster results without recompiling. You could also have the script update when values change in the editor so that you don't have to manually hit create and destroy all the time.