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Game Dev Beginner
United Kingdom
Registrace 18. 02. 2020
In-depth game development tutorials and resources for beginners.
How to CODE in Unity (online course announcement)
Learn how to write your own scripts in Unity by mastering the basics.
Get the course: gamedevbeginner.gumroad.com/l/how-to-code-in-unity/
CREDITS:
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Music: Block Party - Bad Snacks
Artist link: czcams.com/channels/BCI_QCAMe1hx8UNyvJlM_Q.html
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Get the course: gamedevbeginner.gumroad.com/l/how-to-code-in-unity/
CREDITS:
---------------------------------------------------
Music: Block Party - Bad Snacks
Artist link: czcams.com/channels/BCI_QCAMe1hx8UNyvJlM_Q.html
Unity icons created by Freepik - www.flaticon.com/free-icons/unity
Laptop icons created by Freepik - www.flaticon.com/free-icons/laptop
Playlist icons created by Alfredo Creates - www.flaticon.com/free-icons/playlist
Idea icons created by Freepik - www.flaticon.com/free-icons/idea
Gamepad icons created by Nikita Golubev - www.flaticon.com/free-icons/gamepad
Unmute icons created by icon_small - www.flaticon.com/free-icons/unmute
C sharp icons created by Freepik - www.flaticon.com/free-icons/c-sharp
Cursor icons created by Pixel perfect - www.flaticon.com/free-icons/cursor
Down arrow icons created by kliwir art - www.flaticon.com/free-icons/down-arrow
zhlédnutí: 1 456
Video
Trying Godot (as a Unity user) for the first time
zhlédnutí 3,3KPřed 11 měsíci
Is it easy to switch from Unity to Godot? What's different, what's the same? And, if you wanted to switch, how difficult would it be? I find out, by trying Godot for the first time, on camera, for your enjoyment. 00:00 Intro 03:14 Hello Godot 07:05 Making a cube 09:12 Physics! 17:05 Moving the object (with a Script) 25:17 Jumping 29:58 Camera movement 36:36 Physics Process 37:26 Outro LINKS God...
Singletons in Unity (done right)
zhlédnutí 13KPřed rokem
Want to know how to CODE in Unity? Go here: gamedevbeginner.com/how-to-code-in-unity/ Learn the pros & cons of using singletons in Unity, and decide for yourself if they can help you to develop your game more easily. 00:00 Intro 00:47 What is a Singleton? 02:39 Why use a Singleton? 03:00 Drawbacks of using Singletons 05:45 Is it ok to use Singletons? 06:53 Outro You'll learn how Singletons in U...
Connecting scripts on the same object in Unity
zhlédnutí 11KPřed rokem
Want to know how to CODE in Unity? Go here: gamedevbeginner.com/how-to-code-in-unity/ Learn how to connect scripts and systems together on the same object in Unity. 00:00 Intro 00:47 What's the problem? 03:18 Step 1. Local Singletons 05:54 Step 2. Automatic references using Inheritance 08:02 Step 3. Abstraction with Actions 12:23 Benefits 13:30 Drawbacks 14:41 Outro You'll learn how to create c...
Is Unity free? (and will you ever need Unity Pro?)
zhlédnutí 12KPřed rokem
Want to know how to CODE in Unity? Go here: gamedevbeginner.com/how-to-code-in-unity/ Find out how Unity's licensing tiers work and if you'll ever need to upgrade to Unity Pro. 00:00 Intro 01:32 Unity subscription tiers explained 04:00 Unity Personal 06:40 Unity Plus 10:08 Unity Pro 11:20 Unity Pro Preferred Platform Keys 12:32 Which version of Unity should you use? 14:15 Outro Most people can ...
The right way to Lerp in Unity
zhlédnutí 20KPřed rokem
Want to know how to CODE in Unity? Go here: gamedevbeginner.com/how-to-code-in-unity/ Learn how to Lerp in Unity, the "right" way. 00:00 Intro 00:38 What does Lerp do? 01:19 The "right" way to use Lerp 04:54 What can you do with Lerp? 06:38 Other types of Lerp 08:32 Lerp Assets 09:05 Outro You'll learn how Lerp in Unity is supposed to work, what you can do with it, and when you might be better ...
How to Rotate in Unity
zhlédnutí 25KPřed rokem
Want to know how to CODE in Unity? Go here: gamedevbeginner.com/how-to-code-in-unity/ Learn how to rotate anything in Unity. 00:00 Intro 00:35 Rotation in Unity 04:20 The Rotate function 05:40 How to Rotate around a point 09:38 How to Rotate towards another object 14:07 Rotating with Physics 15:02 Rotating in 2D 15:35 Outro You'll learn how to rotate an object around itself and around other poi...
How to jump in Unity (with or without physics)
zhlédnutí 45KPřed rokem
Want to know how to CODE in Unity? Go here: gamedevbeginner.com/how-to-code-in-unity/ Learn how to make an object jump in Unity with or without using physics. 00:00 Intro 01:43 Jumping with physics 03:29 How to fix a floaty jump 05:00 Faster fall jump curves 05:59 Jump to a specific height 06:49 Controlling jump height 09:31 Jumping without physics 10:31 Make your own gravity 11:15 Ground check...
Raycasts in Unity (made easy)
zhlédnutí 92KPřed 2 lety
Want to know how to CODE in Unity? Go here: gamedevbeginner.com/how-to-code-in-unity/ Learn how to use the Raycast function in Unity. 00:00 Intro 00:57 Creating a Ray 02:33 The Raycast Hit variable 03:11 The Raycast function 04:48 Layermasks 07:10 How to exclude Trigger Colliders 08:26 Raycast All 10:03 Raycast Non-Alloc 10:30 Other types of Raycast 13:32 Raycast in 2D 16:00 Outro You'll learn ...
The right way to pause a game in Unity
zhlédnutí 59KPřed 2 lety
Want to know how to CODE in Unity? Go here: gamedevbeginner.com/how-to-code-in-unity/ Learn how to pause a game in Unity, the right way, using time scale. 00:00 Intro 01:13 How to use time scale in Unity 02:15 How time scale works 03:38 What does & doesn't get paused 05:27 Prevent objects from being paused (using Unscaled Time) 06:36 How to pause audio 07:29 How to prevent input when pausing th...
Events & Delegates in Unity
zhlédnutí 56KPřed 2 lety
Want to know how to CODE in Unity? Go here: gamedevbeginner.com/how-to-code-in-unity/ Learn how to create event-based logic in Unity, using Delegates, Events Actions, Unity Events & Scriptable Objects. 00:00 Intro 00:39 Event-based logic in Unity 01:56 The Observer Pattern 02:49 Delegates 05:37 Event Delegates 06:38 Actions in Unity 07:42 Unity Events 10:32 Scriptable Object Events 12:46 Outro ...
How to get a variable from another script in Unity (the right way)
zhlédnutí 94KPřed 2 lety
Want to know how to CODE in Unity? Go here: gamedevbeginner.com/how-to-code-in-unity/ Learn how to get a variable from another script in Unity, without making a mess of your project. 00:00 Intro 00:37 Creating a connection in the Inspector 02:06 Get Component 06:32 Connecting to different objects 09:09 Global variables 10:36 Global variables (using Singletons) 12:24 Global Variables (using Scri...
How to move objects in Unity (3 methods)
zhlédnutí 47KPřed 2 lety
Want to know how to CODE in Unity? Go here: gamedevbeginner.com/how-to-code-in-unity/ Learn 3 different ways to move objects in Unity 00:00 Intro 00:32 Move an object using its transform 01:56 Direction vectors 04:02 8-way movement 05:39 Move an object to a position 07:48 Move an object with physics 10:18 Outro You'll learn how to use Transform Translate to move an object dynamically, how to mo...
Coroutines in Unity (how & when to use them)
zhlédnutí 27KPřed 2 lety
Want to know how to CODE in Unity? Go here: gamedevbeginner.com/how-to-code-in-unity/ Learn how coroutines work in Unity, when to use them & how they can be useful. 00:00 Intro 00:37 What is a coroutine 02:05 How to write a coroutine 06:09 How to start a coroutine 06:49 How to stop a coroutine 09:28 Coroutine best practices 12:00 Outro You'll learn how to write a coroutine, how to start them, h...
How to convert the mouse position to world space in Unity
zhlédnutí 35KPřed 2 lety
Want to know how to CODE in Unity? Go here: gamedevbeginner.com/how-to-code-in-unity/ Learn how to convert the mouse position on the screen to a real position in the game world in Unity p.s. if you're using Unity's new Input System: instead of Input.mousePosition, type Mouse.current.position.ReadValue(); 00:00 Intro 00:36 Get the mouse's screen position 01:50 Screen to World Point 05:30 Screen ...
How to make a Countdown Timer in Unity (in minutes + seconds)
zhlédnutí 37KPřed 3 lety
How to make a Countdown Timer in Unity (in minutes seconds)
How to Play Audio from a Script in Unity
zhlédnutí 23KPřed 4 lety
How to Play Audio from a Script in Unity
Superb tutorial!
Hello friends, I am facing a problem, Is that player is constantly jumping a bit up ( In Unity2D ), I was following this article and video. However when I increase the "Offset" to 1 On the GroundCheck Script the player does not jump by itself but a gap is created between the player and the ground..... I'm not using physics system my approach is manual gravity.
I've been fixated on using this pattern for the past few days, but I'm struggling to connect all of these "entities" into something usable. I'm trying to make a Texas Hold Em game... How do I control the flow of the game? Right now, I'm making a "Game" entity, and trying to use it's events to trigger the next "tier" of entities' events, which are used to trigger the next "tier" and so forth. However that seems to create it's own problems, as the "Game" entity needs to know when other entities finish doing their thing and then report back to the Game to trigger the next step in the game's sequence. Is this correct? How do I do this? My brain hurts!
so, I feel like the benefit of this method is that it allows you to create 'instances' of connected objects, somewhere between unique objects and global objects, but you can create more than one of them. A game entity doesn't really need that feature. Unless you're going to need more than one game entity there's no reason you can't make it a global thing, like a singleton, so it's possible that you'd be better off with a different method, especially if it's not actually making things any easier for you.
Are they actually that controversial? Because from what I've seen the opinion seems to be developers telling those with less skill that, while they may seem confusing and daunting, there is very real benefit to using them.
thank you sir after 2 minutes my entire raycast was fixed
Singleton sounds like a good use for an Input Manager.
DI! DI! And only DI!!!
Hi, undecided about enrolling on your course, one sample is not enough for me to decide! can you please provide some extra content doesn't need to be full sample's.
Here's a link to the first 4 lessons in the course, plus an automated email will give you a 5th lesson after 2 days: gamedevbeginner.gumroad.com/l/introduction-to-scripting Alternatively there is a 30 day money back guarantee. So you can buy the whole course and just get a refund if you don't like it. No questions asked.
@@GameDevBeginner Thank you!
How do u actually calculate the "buttonpresswindow"?
If I remember right it's not a calculation, it's a just value that you set manually and can adjust.
@@GameDevBeginner alright thanks man👍
Thanks for your work!
Such a great tutorial. Thanks man.
I want to know if the course is still available? I've been using unity for almost a year, and I know how to use unity but what makes it difficult for me is programming, I know the basics of c#, I know how it works, but when it comes to creating a project I don't know where I have to start programming and I have to use google for that😢
Yeah, it's available. I'm doing it in limited runs, because I'm offering extra support via discord but there are some places left at the pre-release discount, then there will be more when it's released in full (likely end of Sept).
Thanks for this
thank you, thank you, and once more; thank you. this video refreshing my memory on raycasts has actually just saved my entire Unity assignment (i'm good with creative stuff, not coding aha)
You left one out... The one i needed to know about...... Im in the middle of converting my PC game to Xbox. I've got the mouse pointer moving with the Xbox controller sorted. BUT I've got a level selector which did use buttons on PC , but I can't get the raycast to work for the canvas, have you any ideas or do a quick tutorial? Thanks
I was hoping for answers for canvas raycast 😢
Can't believe it took CZcams such a long time to recommend this channel to me!!!
Using Lerp to move something towards a changing target IS wrong, because it is framerate dependant. Say you set the value of t to be 0.5, and you're Lerping from point A to B. Each frame, the distance between the two points is halved. This means that at a higher frame rate, you're halving the distance more frequently, which makes the movement faster as a result. Conversely, it will be slower at lower frame rates.
What you're saying is right, but I'm not sure that I've seen anyone use Lerp like that. The only live target method I've seen used is when delta Time is passed in place of t, which is still consistently scaled.
PLEASE do a video like this on Angles and rotations. WE NEED IT SO BAD
dude all i wanted was to access one varaible from a diffrent script and it doesnt tell me
6:02 i like how when he says "subscribe" youtube thinks he's telling us, viewers, to subscribe, and lights up the subscribe button
idk how i feel about coroutines. they can be so buggy sometimes for no reason. its frustrating to use them imo. i still use them though lol.
Great video! I had a question, how can I make the shortest jump even shorter? because as it stands the smallest jump I can make is generally close to half the size of the maximum jump no matter how little I press space, but for example in games like Hollow Knight, it feels like I have a lot of precise control over how long I jump, including if I want to do a really short jump.
Such a good video thank you ☺️
Yo thanks so much! This really helped me as a beginner!
i never kknevv about delegates vvork flovv before thnx a lot
thx
2:21 very nitpicky catch here, but deltaTime is actually the time between the last frame and the frame before it, not the time between the last and current frame. This is because when deltaTime is called, the program doesn't know when the current frame is going to appear, so deltaTime is a close approximation of how long the current frame will *probably* take to render. Jonas Tyroller did a great video about this, in case you haven't watched it. Given that this video was released over a year ago, I trust that you've learned a lot more and will have fewer similar errors in your course. I preordered it and am very much looking forward to its release!
I just don’t scale the time. Like FromSoftware 😂
Thanks buddy, it was really helpful!
Don't use time controlled pause! When you need something to need running and another thing to be paused all this work goes to trash. Instead use the last option that the video give. A global variable that objects can read to know if its paused or not.
This is the clearest explanation of coroutines! Thank you!
must be a better a better way ... how does it affect UI vfx and tweening? you stop the game, but you will pop up a UI modal dialog, maybe with animated sliding panels....
In most cases, there's an option to use Unscaled Time if you don't want something to be affected by the pause.
Tbh i never really use coroutines because I didn't think the time would be scaled smh. Definitely gonna use them for like every timer i make now lol
Not beginner friendly imo, but an excellent video. The issues some may have might stem from using all sorts of technical terminology that those who are programmers or more actively learning game development can get but most beginners will absolutely lose you once you start talking about subscriptions, function containers, and basically making the transcript of this video look like HAM radio instructions 😢
Thanks for the feedback 👍🏻
Hey, awesome tutorial, worked the first time around. One question, how to make it so that it pauses the timer/resets the timer? I have 2 buttons in my app and I need them to pause or reset the timer
Not sure if you'll be reacting on this one but I have an issue with the "PhysicsBody-less Jumping Code(?)". Where an IN-engine only bug happens when the player hits the ground whilst the fps is lower than 60fps: First of all. I HATE PRE MADE PHYSICS inside of engines due to the loss of control and unneeded complexity it causes when developing. SO I was really happy to see your video that was able to talk about both of em. Okay the issue I am having is that the player clips straight through the ground, due to the raycast not detecting the ground on time. This only occurs when the FPS is lower than usual (or less stable). What happens is that the distance between each frame of falling becomes bigger and less accurate. Thereby creating the bug that my player falls through the ground eventhough the acceleration is Clamped on a low value, rayCast is set to an immense distance (tested multiple distances) and engine was running at 40 - 60 fps. How will I be able to counter this specific issue? Or what could have been different from your code or setup (think of different Model Collision Shapes etc.)? Also at last; I am working in 3D with a minimalist environment (lowpoly / no active lighting / 5 scripts tops running) thanks
Assuming that the only issue is that the object is moved past the ground before it can detect it, then you'll want to try a lookahead raycast for the movement that's going to take place in the next frame and then move the object back if it detects a surface. It sounds like you're already doing something like this so if you don't mind sharing your code with me at support@gamedevbeginner.com I can take a look and try to help.
it's the first time im goin to use singleton but i believe is the only solution in this case right now im working on game and i want some way many off my codes to know if the menu is open or closed 🔐 in the order to do stuff like disable the button wean the menus are open for example so in my case i need boolean evry code i wand do something wean the boolean is on or off. because this is boolean and wand this boolean to apply in all my sean i don't really afraid to use Singletons. also i will my my code whay simpler because the alternative is to have direct access to this menu code and have at least code to have direct access and have the biggest problem is it in the future it may end make code that i wand to disable the buttons and not able to do that because i don't have direct access however with Singletons if use singleton it fix this issue. i know the menus in my game have only 2 states and i wand thos menus to able to effect all my sean on the codes i wand to effect so it's the best option for my to use singleton if not my only option.
This explanation of ScriptableObjects is the first one I've seen that makes any sense.
Amazing, clear and precise explanation! Gonna use this video a lot while writing new coroutines. Thanks!
I tried to implement the Scriptable Object Events, but allowed the Event Listener to hold a List of GameEvents. I did this, so that I don't have to add multiple Event Listener components to an object, that trigger the same method in the unity event. Unfortunatly, that led to "NullReferenceException: SerializedObject of SerializedProperty has been Disposed" errors, when assigning or deleting game events from the list in the inspector, that were printed every frame to the console, especially in Inspector mode (not during runtime or aswell). Does anyone know, why the serialization has issues with lists or arrays in this context? Thanks
This tutorial is awesome! incredibly underrated channel! I suggest that you add more editing in some parts though. Some parts of the video have green with nothing in them. Hope my comment helps!
this video is so good
May I ask on what software you are using to develop these animations? I am using Blender.
I mostly just key frame everything in Davinci Resolve. There's probably a better way but that's what I've been doing.
Loved the visual explanation! Thank you!
Amazing... thank you!
That was the best video ever Thank you such a great explanation
thank you very much . I stopped somewhere، and you saved me.
Thanks
What about Invoke ? Invoke("part 1", 2f) Invoke("part 2", 5f) Invoke("part 3", 1f)
If your events are separated then that would work, and if you find that easier then go for it. It wouldn't work for linked events, i.e. do B after A is finished, where A might take more or less time.