When you showed how Unity provides the option to bind your own scripts to buttons in the GUI for streamlined scene editing, I was super happy to see this. I have not used it before, and I know it will be a valuable tool in the future for me. Same goes for the LOD groupings for the trees. This series is an excellent overview of Unity's 3D capabilities so far. Thanks for this.
been here since the first open world unity video, instantly loved the series, I've never used unity or anything before and in my opinion this is a great and easy way to start, I can't wait to see the upcoming videos!
I absolutely love this series, I love this style of graphics so i'm definitely gonna follow it to the end. I'm curious tho how you manage the case where the player reaches the end of the map, or how to resize the map itself as the terrain object is way too big for my needs. Thanks a lot for sharing all of this!
You can adjust the size of the terrain in the terrain settings. A common way to handle the edge of the map is to have an infinitely tall collider that the player cannot move through. Then you can create some large terrain feature (mountains, infinite skybox) beyond that point to give the illusion the world is infinite)
Personally I would love to see a tutorial on how to create holes in terrain and add prefabs like cave entrances or boats making the terrain and water invisible inside of it if placed a bit inside the terrain, if this is possible or you know how to ofc ^-^
Oh, and the rocks you used in this tutorial back in the first video, they seem to be floating a bit above ground as well. Is there any way to move them so they get painted a bit further down? Tried changing the Y position in the prefab but that didn't do anything
@@hollow314 Well, the executives are already rich and will stay rich no matter what happens. I honestly hope they reverse course, it's better for everyone.
I've thought about doing a similar style tutorial for Godot, but we'll see. I'm mostly likely sticking with Unity for now as I have 5+ years of experience.
Love these tutorials, I'm just having the problem that the "Terrain" and "Water Level" fields are not showing up in my RemoveUnderwaterTrees component. Do you know how I could troubleshoot this issue?
Did you make sure to make those two fields public? If they are private, they won't show up. Otherwise, you can use [SerializeField] privatae if you want to keep them private but still show them in the editor.
@@ambamsrathegiant7795 And you attached them to a game object? Make sure you're not just clicking the script, but the gameobject that has the script attached to it. If it still isn't working, feel free to join my discord and I can help more
I'm wondering, is there a way to deatch the trees from the terrain? Like have them as their own gameobjects while still using the massplace trees function?
Unfortunately no there isn't. When I need to perform actions on tree objects, I usually drag them in as gameobjects. When I've done this in the past, its useful to create your own mass place tree script (it actually isn't too hard). If that's something you're interested in, I can try to get to it in a later part of the series.
Thank you for your great work ! May I ask you a question ? I have followed your steps to get the tree collisions but I still can go through them. Any idea ?
Hmm, I would make sure your trees are an actual prefab object and not the .fbx file instead (they have the same name, easy to mix up). Did you add the collider to LOD group one or the base prefab? Double check those things it should work. I would also maybe try another object like a rock or a different tree. Try going through the same process and see if you can get it to work for that object. If nothing is working, feel free to join my discord in the description and I can help further there.
@@spaderdabomb Thank you so much ! That was the solution ! I didn't use the Prefab but the source asset ! Greatest videos I've ever seen on unity and your response time is perfect !
When i try to edit the tree to add colider i doubletap the tree and it wants me to open in editor(GIMP). im using a different asset tree if that might be the issue.
I just tried to build the project and actually had the same issue. It looks like I forgot to place our editor script inside the Editor folder. To fix, follow these steps: 1. Create folder under Assets named "Editor" 2. Move "RemoveUnderwaterTreesEditor.cs" into the "Editor" folder Let me know if that fixes your issue! After doing that, my project was able to build. Sorry about that!
You shouldn’t have to fully open the file like that (double clicking). Just click once in it and the settings are in the inspector in the right side bar.
@@spaderdabomb Hi! I have same problem with him. If I double click it will open 3d viewer, but if I just click once it just open "Import Setting" in the right side bar. I can't select LOD0 because the object it's not appear in hierarchy panel like the video. Can you help us? Thanks!
@@NanashanComish Make sure you are selecting the prefab and not the model file. The prefab file with end with .prefab in the file explorer, and the model file will end with .fbx or .obj
Mine runs at like 50 fps on a 9 year old MacBook. on my main computer it’s up around 140fps. The main limiter is trees, so if ur struggling with fps, remove trees or reduce the tree distance
When you showed how Unity provides the option to bind your own scripts to buttons in the GUI for streamlined scene editing, I was super happy to see this. I have not used it before, and I know it will be a valuable tool in the future for me. Same goes for the LOD groupings for the trees. This series is an excellent overview of Unity's 3D capabilities so far. Thanks for this.
This guy just doing what speedrunner gamers did, but in terms of making games instead of finishing game
been here since the first open world unity video, instantly loved the series, I've never used unity or anything before and in my opinion this is a great and easy way to start, I can't wait to see the upcoming videos!
Nice short and clear series! I really like it!
love this series really helps me on my game dev journey
Hi bro you upload video in you tube please 😊😊
Really cool serious, love the dinamic. Keep it up!
Loving this series bro. love you from India❤, well next part plzz
I absolutely love this series, I love this style of graphics so i'm definitely gonna follow it to the end. I'm curious tho how you manage the case where the player reaches the end of the map, or how to resize the map itself as the terrain object is way too big for my needs. Thanks a lot for sharing all of this!
You can adjust the size of the terrain in the terrain settings. A common way to handle the edge of the map is to have an infinitely tall collider that the player cannot move through. Then you can create some large terrain feature (mountains, infinite skybox) beyond that point to give the illusion the world is infinite)
@@spaderdabomb thanks a lot I'll try the infinite skybox trick!
I think that player movement can also be limited via NavMeshAgent@@spaderdabomb
Very useful tutorials! So clear and easy to understand! Keep them coming, plz!
dude i LOVE these, please keep these coming. LOVE your work you are amazing!
bro this series is the best. Thank you so much ❤
thank you so much!
Personally I would love to see a tutorial on how to create holes in terrain and add prefabs like cave entrances or boats making the terrain and water invisible inside of it if placed a bit inside the terrain, if this is possible or you know how to ofc ^-^
Oh, and the rocks you used in this tutorial back in the first video, they seem to be floating a bit above ground as well. Is there any way to move them so they get painted a bit further down? Tried changing the Y position in the prefab but that didn't do anything
Good suggestions, I will add caves to the list.
I will experiment around and get back to you about rock offsets
I love this series, very cool 💪🏻
We need moreeeeeee😍
Hmmm.... procedural generation of objects via rules is an interesting topic, for example treasure chests
bad timing for me to get reccomended this lol, I might eventually come back to this if unity decides to roll back their decision
We can only hope
I hope they never did and instead all the executives gets what they deserve
@@hollow314 Well, the executives are already rich and will stay rich no matter what happens. I honestly hope they reverse course, it's better for everyone.
Did you come back?
And what exactly happened?^^
Really cool, but I am ditching Unity... Do you plan to add tutorials for other engines?
I've thought about doing a similar style tutorial for Godot, but we'll see. I'm mostly likely sticking with Unity for now as I have 5+ years of experience.
Great series!! Do you have any plans for a tutorial on day-night cycle?
Actually yes, this is on the list for one of the next parts, probably part 5 or 6
Love these tutorials, I'm just having the problem that the "Terrain" and "Water Level" fields are not showing up in my RemoveUnderwaterTrees component. Do you know how I could troubleshoot this issue?
Did you make sure to make those two fields public? If they are private, they won't show up. Otherwise, you can use [SerializeField] privatae if you want to keep them private but still show them in the editor.
@@spaderdabomb they are public, since I copied the exact code
@@ambamsrathegiant7795 And you attached them to a game object? Make sure you're not just clicking the script, but the gameobject that has the script attached to it.
If it still isn't working, feel free to join my discord and I can help more
i know it's several months later, but how does the delete underwater trees thing work if there are several terrains in the scene?
U can either just reference the terrain in the scene u want to delete them from, or you could create a list of terrains and loop through each of them
I'm wondering, is there a way to deatch the trees from the terrain? Like have them as their own gameobjects while still using the massplace trees function?
Unfortunately no there isn't. When I need to perform actions on tree objects, I usually drag them in as gameobjects. When I've done this in the past, its useful to create your own mass place tree script (it actually isn't too hard). If that's something you're interested in, I can try to get to it in a later part of the series.
Thank you for your great work ! May I ask you a question ? I have followed your steps to get the tree collisions but I still can go through them. Any idea ?
Hmm, I would make sure your trees are an actual prefab object and not the .fbx file instead (they have the same name, easy to mix up). Did you add the collider to LOD group one or the base prefab? Double check those things it should work.
I would also maybe try another object like a rock or a different tree. Try going through the same process and see if you can get it to work for that object.
If nothing is working, feel free to join my discord in the description and I can help further there.
@@spaderdabomb Thank you so much ! That was the solution ! I didn't use the Prefab but the source asset ! Greatest videos I've ever seen on unity and your response time is perfect !
When i try to edit the tree to add colider i doubletap the tree and it wants me to open in editor(GIMP). im using a different asset tree if that might be the issue.
You are probably clicking the model (.fbx file) instead of the prefab (they have the same name). Make sure you’re clicking the right file type :)
it says i cant save cause using UnityEditor is active?? so i cant build the game
(see below comment)
I just tried to build the project and actually had the same issue. It looks like I forgot to place our editor script inside the Editor folder. To fix, follow these steps:
1. Create folder under Assets named "Editor"
2. Move "RemoveUnderwaterTreesEditor.cs" into the "Editor" folder
Let me know if that fixes your issue! After doing that, my project was able to build. Sorry about that!
fixed thank you very much!!!
@@spaderdabomb
Thanks for spreading knowledge brother 😉❤
I messed up by accidentally using the correct tree already
when ever i press open for the fixing the trees colliders part it only opens up a different app called 3D Viewer
You shouldn’t have to fully open the file like that (double clicking). Just click once in it and the settings are in the inspector in the right side bar.
@@spaderdabomb Hi! I have same problem with him. If I double click it will open 3d viewer, but if I just click once it just open "Import Setting" in the right side bar. I can't select LOD0 because the object it's not appear in hierarchy panel like the video.
Can you help us? Thanks!
@@NanashanComish Make sure you are selecting the prefab and not the model file. The prefab file with end with .prefab in the file explorer, and the model file will end with .fbx or .obj
My game is running at 10 fps, anyway to optimize your fps?
Mine runs at like 50 fps on a 9 year old MacBook. on my main computer it’s up around 140fps.
The main limiter is trees, so if ur struggling with fps, remove trees or reduce the tree distance
Man I feel so bad about your situation
You probably spent days, if not weeks, making this video, only for everyone to jump ship with Unity
Next part please
Coming very soon =)
want more
Will def be posting more, lmk what u want in future. Versions
@@spaderdabomb adding characters and animations for them
And the wait is over, I am the first one to comment. 😃
Ayyy first congrats :p
🙂@@spaderdabomb
i can't change LOD Groups' values
Make sure you are using the prefab for your trees and not the .fbx or .obj files! They are named identically
thanks!@@spaderdabomb
Also, when i place the waterplane i have black water, how can i fix it?
i did this in like 30 mins
Very nice, this one was definitely more in depth than first one
luckily i had actually originally used PT_Pine_Tree_03_green 👍
hey bro in future you get viral so we cant talk anymore wanna be friends bro???????😅
Haha why not, join the discord (in the description of my videos) and that's the easiest way we can chat =)