for those of you using devices that don't do timestamps in video descriptions: 0:00:00 - Overview of assignments from last time 0:01:10 - Creating Prefabs 0:03:40 - Referencing a Prefab 0:06:58 - Pressing a button to spawn 0:13:17 - Refactoring positioning code 0:19:36 - Spawning Prefabs 0:23:40 - Tangent Space 0:25:00 - Rotations 0:29:57 - Transform Hierarchy & Performance 0:31:04 - What is the biggest fear of T people? 0:32:06 - Random Rotation & Rock Prefab 0:33:45 - Random Rotation Implementation 0:40:06 - Randomizing Random Rotations 0:41:29 - Mesh Placement Previews 0:50:09 - Mesh Preview Rotation 0:50:09 - Mesh Preview Rotation 0:54:43 - Advanced Mesh Previews 1:01:10 - My Cursed Photoshop Problem 1:04:04 - Matrices 1:12:31 - Implementing Matrices 1:18:04 - Fixing Spazzy Rotations 1:28:00 - Prefab Select Buttons 1:48:23 - Thor 1:49:37 - Assignments! 1:57:59 - High School Students vs FutureGames Students 1:58:33 - Thoughts on ECS
I really appreciate these tutorials on tool development! Just recently found out about it even being a thing but think it would be great to learn! Am saving all your tool dev. videos for once my schedule opens up! Great work, thanks! :)
I like this video very much and I am learning many many things with this "Intro to Tool Dev in Unity" series. However, while not commutative, quaternion multiplication is associative, so (a * b) * c = a * (b * c). So around 1:59:53, the parentheses don't matter. But this is just a minor remark. Thanks again!
Hey I really love the your videos! Incredibly informative and super easy to follow. (Which is pretty amazing considering the depth of technical detail and math being explained..😅) Unfortunately I haven't had a chance to look through your channel enough to know if this already exists, so sorry if you've already covered the subject somewhere, but I was wondering if you by any chance had any plans to do something in regard to a good workflow for converting Standard Pipeline shaders to URP? As you probably are very much aware there's a real lack of information out there in that particular department. 😕
I don't have any plans to cover that yet I'm afraid! I usually do broader concepts rather than specific things like converting shader from one pipe to another! but yeah it seems like there is a bit of a lack in documentation on that stuff, as it's pretty new and all
@@acegikmo Ah yes, that's totally understandable. If you were ever to consider it though I have no doubt you'd be a great candidate. :D Thanks for getting back!
The internet is a beautiful place though. People like me can have what they want in large courses like this, and you can go get whatever the heck you want from tiktok. :P
for those of you using devices that don't do timestamps in video descriptions:
0:00:00 - Overview of assignments from last time
0:01:10 - Creating Prefabs
0:03:40 - Referencing a Prefab
0:06:58 - Pressing a button to spawn
0:13:17 - Refactoring positioning code
0:19:36 - Spawning Prefabs
0:23:40 - Tangent Space
0:25:00 - Rotations
0:29:57 - Transform Hierarchy & Performance
0:31:04 - What is the biggest fear of T people?
0:32:06 - Random Rotation & Rock Prefab
0:33:45 - Random Rotation Implementation
0:40:06 - Randomizing Random Rotations
0:41:29 - Mesh Placement Previews
0:50:09 - Mesh Preview Rotation
0:50:09 - Mesh Preview Rotation
0:54:43 - Advanced Mesh Previews
1:01:10 - My Cursed Photoshop Problem
1:04:04 - Matrices
1:12:31 - Implementing Matrices
1:18:04 - Fixing Spazzy Rotations
1:28:00 - Prefab Select Buttons
1:48:23 - Thor
1:49:37 - Assignments!
1:57:59 - High School Students vs FutureGames Students
1:58:33 - Thoughts on ECS
I love the long time format videos. It's great to take a deep dive into this, thank you
I really appreciate these tutorials on tool development! Just recently found out about it even being a thing but think it would be great to learn! Am saving all your tool dev. videos for once my schedule opens up! Great work, thanks! :)
main reason i love these videos is because your like "I'm not sure, I think its this one" like your in this ball game with us haha
I like this video very much and I am learning many many things with this "Intro to Tool Dev in Unity" series. However, while not commutative, quaternion multiplication is associative, so (a * b) * c = a * (b * c). So around 1:59:53, the parentheses don't matter. But this is just a minor remark. Thanks again!
My new favorite tv-show
Hey I really love the your videos! Incredibly informative and super easy to follow. (Which is pretty amazing considering the depth of technical detail and math being explained..😅)
Unfortunately I haven't had a chance to look through your channel enough to know if this already exists, so sorry if you've already covered the subject somewhere, but I was wondering if you by any chance had any plans to do something in regard to a good workflow for converting Standard Pipeline shaders to URP? As you probably are very much aware there's a real lack of information out there in that particular department. 😕
I don't have any plans to cover that yet I'm afraid! I usually do broader concepts rather than specific things like converting shader from one pipe to another! but yeah it seems like there is a bit of a lack in documentation on that stuff, as it's pretty new and all
@@acegikmo Ah yes, that's totally understandable. If you were ever to consider it though I have no doubt you'd be a great candidate. :D
Thanks for getting back!
Great work
Amazing content, thank you!
Beautiful girl, why do not you have many subscribers? I am from Iraq ✨🌹
perhaps a shorter video length would be better
The internet is a beautiful place though. People like me can have what they want in large courses like this, and you can go get whatever the heck you want from tiktok. :P
@@TheRabidCabbage with the burn! Nawice.