Game Dev Guide
Game Dev Guide
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Nels Anderson Talks About His Game Dev Career (Generation Exile, Firewatch, Mark Of The Ninja)
Discover the fascinating insights shared by Nels Anderson about "Generation Exile" and his career in game development. He has had a pretty storied career as a gameplay programmer and designer where having worked on numerous notable titles such as Deathspank, Mark of the Ninja and Firewatch.
For the past few years though, he's been the founder at @sonderlust and the game director on Generation Exile (recently just announced at the PC Gaming Show) -
After 3 years of work, we're finally able to talk about it. So I figured I'd sit down with him and share more info about his history, some of the game he's worked on and what led to the creation of the game.
Wishlist Generation Exile On Steam! - store.steampowered.com/app/2963240/Generation_Exile/
Trailer and Interview - czcams.com/video/sxOFsPzuACQ/video.html
Read PC Gamer's Exclusive Write-Up - www.pcgamer.com/games/city-builder/new-city-builder-generation-exile-is-a-shot-across-the-bow-for-both-strategy-game-design-and-the-gaming-industry-at-large-its-simply-not-possible-to-keep-expanding-forever/
Chapters:
00:00:00 - Generation Exile Trailer
00:01:24 - Introduction
00:03:40 - Education And Background
00:21:40 - Hothead Games
00:27:53 - Designing Mark Of The Ninja (Klei Entertainment)
00:40:25 - Camp Santo And Firewatch
00:47:33 - Starting And Funding Sonderlust
00:54:00 - Building "Generation Exile"
01:05:00 - Discovering And Designing Over Time
01:10:10 - Tooling Assisted Design
01:17:00 - The Road To Early Access
01:23:35 - Marketing The Game
01:25:50 - Final Comments
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zhlédnutí: 1 740

Video

Building Runtime UI with UI Toolkit In Unity
zhlédnutí 33KPřed 3 měsíci
In this video, we'll look at some of the new features added to the UI Toolkit package in Unity 2023.2 and how it's now at a point where it's much easier to work with when building UI for runtime. To demonstrate this, we'll look at how can build out a functional main menu, how to write and expose custom UI components in code and how we can bind data to our UI objects so that they update automati...
What's After The Prototype? - Cabs of Chaos Devlog - 01
zhlédnutí 9KPřed 5 měsíci
This is the first episode in the series documenting the development of my ride-share racing game Cabs Of Chaos. In this first episode I catch you up on what you might've missed since I announced the project last year, document some of the progress I've been making since, and explore what I'm focusing on next and how I'm approaching taking the game from a proof of concept prototype into somethin...
Unite 2023 Changed My Mind About Unity...
zhlédnutí 13KPřed 7 měsíci
Unity brought myself and a number of other creators from the Insider Program out to Unite 2023 in Amsterdam. Here's what I thought of the event, and some of the most notable announcements they made. Checkout the other creators who were also alongside me at Unite! See if you can spot them in the video! @iHeartGameDev, @CodeMonkeyUnity,@gamesplusjames, @gamefromscratch, @LanaLuxGames, @ChristinaC...
Making Comic Book VFX In Unity
zhlédnutí 9KPřed 8 měsíci
In my experiments playing around with stylized rendering, I spent some time also playing around in Unity's VFX Graph and Shader Graph. One of the neat effects I've found myself working on is this comic book style impact effect, ideal for punches, explosions, or any other kind of cartoon impact to match a sound effect. Comic Book VFX Packs 👇🏻 assetstore.unity.com/packages/vfx/particles/cartoon-f...
Addressing The Unity "Runtime Fee" Pricing Debacle
zhlédnutí 10KPřed 9 měsíci
It's been a rough couple of weeks for everyone who uses Unity as the company recently announced a rather egregious new pricing strategy with a "Runtime Fee" proposal. Due to a tonne of rather aggressive feedback from the majority of the game development community, they have now walked back most of their policies into something much more "acceptable". I wanted to take a moment to give an update ...
I'm Working On Something New...
zhlédnutí 15KPřed 10 měsíci
This is why I've been so quiet lately... Somewhat nerve-wracking to publicly announce both a failed project, and a new one, but here we are... Stay tuned for more! ▶️ Help fund the project and new episodes by joining the Patreon - www.patreon.com/GameDevGuide Join the Discord - www.discord.gg/yYcww7U Want to support the channel? 🛒Get GameDevGuide Merch! - www.gamedevguide.store 💡 Get One-Month ...
How To Build Roads Procedurally In Unity with the Splines Package
zhlédnutí 65KPřed rokem
Roads are more common in videogames than you might think so in this episode we'll look at how we can use Unity's new spline package to build out a tool that procedurally creates a road mesh along a spline, and ALSO handles intersections at the same time. While we're at it, we might even decorate it to look pretty using URP Decals too! Get the package for this video on Patreon - www.patreon.com/...
Unlocking The Power Of Unity's Scriptable Render Pipeline
zhlédnutí 196KPřed rokem
Inspired by the release of Hi-Fi Rush by Bethesda, I wanted to see if I could get a similar vibrant and stylized aesthetic in Unity. Little did I know, it would swiftly lead me down a rabbit hole of custom rendering in Unity and, in turn, completely overhaul my entire perception of Unity's Scriptable Render Pipelines. This video is a showcase of that journey... so let's take a look at how we ca...
Generating A Hex Map With Fog Of War in Unity
zhlédnutí 50KPřed rokem
Procedural Generation of a Hex Map, Hex Based Pathfinding, and revealing the map via Fog Of War are three key mechanics of any great strategy game. Let's take a look at how we can use Unity to procedurally generate a hex map and have a character explore it! 🎨 Check out Outstandly and consider working with them to get great-looking art on your next project - outstandly.agency/gamedevguide Hex Gr...
Why Your Game Should Be Using PlasticSCM For Version Control
zhlédnutí 43KPřed rokem
I've been a user of Plastic SCM for my personal and professional projects for a few years now. I really don't like Git, and Perforce will eat your wallet, so when Unity approached me with an opportunity to sponsor a video talking to you about Plastic SCM and consider it when choosing a version control platform to use, I was more than happy to work with them on this video and speak about my own ...
Creating an Outline Effect as a Post-Process in Unity
zhlédnutí 78KPřed rokem
Outlines can be tricky to do in a mesh shader. So, let's do it in post instead... Want to support the channel? ▶️ Help fund new episodes by joining the Patreon - www.patreon.com/GameDevGuide 💡 Get One-Month Free of Skillshare Premium - skl.sh/MKR826 Use these links to grab some cool assets from the asset store: Get the Must Have Assets! - assetstore.unity.com/top-assets/top-download?aid=1101la6...
A Motion Capture Suit For Game Dev? - Smart Suit Pro 2: First Impressions
zhlédnutí 14KPřed 2 lety
A Motion Capture Suit For Game Dev? - Smart Suit Pro 2: First Impressions
11 Things You (Probably) Didn't Know You Could Do In Unity
zhlédnutí 150KPřed 2 lety
11 Things You (Probably) Didn't Know You Could Do In Unity
Procedurally Generating A Hexagon Grid in Unity
zhlédnutí 115KPřed 2 lety
Procedurally Generating A Hexagon Grid in Unity
Please Support Game Dev Guide 🙏🏻
zhlédnutí 13KPřed 2 lety
Please Support Game Dev Guide 🙏🏻
Creating Search Windows in the Unity Editor
zhlédnutí 25KPřed 2 lety
Creating Search Windows in the Unity Editor
Creating An Inventory System in Unity
zhlédnutí 177KPřed 2 lety
Creating An Inventory System in Unity
I Made A Game for #TeamSeas
zhlédnutí 13KPřed 2 lety
I Made A Game for #TeamSeas
Why Animation Curves In Unity Are So Useful
zhlédnutí 77KPřed 2 lety
Why Animation Curves In Unity Are So Useful
Correct Your Spelling in Unity!
zhlédnutí 13KPřed 2 lety
Correct Your Spelling in Unity!
The Camera Tool In Unity You Probably Didn’t Know About...
zhlédnutí 31KPřed 2 lety
The Camera Tool In Unity You Probably Didn’t Know About...
Making a Modal Window in Unity
zhlédnutí 61KPřed 2 lety
Making a Modal Window in Unity
5 Things You Can Do To Make Games Like A Pro In Unity
zhlédnutí 115KPřed 2 lety
5 Things You Can Do To Make Games Like A Pro In Unity
Using IK to Improve Animations in Unity
zhlédnutí 65KPřed 3 lety
Using IK to Improve Animations in Unity
Speed Up Compile Times in Unity with Assembly Definitions
zhlédnutí 88KPřed 3 lety
Speed Up Compile Times in Unity with Assembly Definitions
Building A Tutorial in Bolt
zhlédnutí 20KPřed 3 lety
Building A Tutorial in Bolt
Using Attributes to Manage Data in Unity
zhlédnutí 46KPřed 3 lety
Using Attributes to Manage Data in Unity
Getting Started with Compute Shaders in Unity
zhlédnutí 195KPřed 3 lety
Getting Started with Compute Shaders in Unity
Designing A Responsive Tooltip System in Unity
zhlédnutí 87KPřed 3 lety
Designing A Responsive Tooltip System in Unity

Komentáře

  • @The_Ancient_Guardian
    @The_Ancient_Guardian Před 9 hodinami

    This video is a gold mine to learn, thank you.

  • @zapak34
    @zapak34 Před 18 hodinami

    Up until FitType: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class FlexibleGridLayout : LayoutGroup { public int rows; public int columns; public Vector2 cellSize; public Vector2 spacing; public override void SetLayoutHorizontal() { base.CalculateLayoutInputHorizontal(); float sqRt = Mathf.Sqrt(transform.childCount); rows = Mathf.CeilToInt(sqRt); columns = Mathf.CeilToInt(sqRt); float parentWidth = rectTransform.rect.width; float parentHeight = rectTransform.rect.height; float cellWidth = (parentWidth/(float)columns) - ((spacing.x / (float)columns) * 2) - (padding.left / (float)columns) - (padding.right / (float)columns); float cellHeight = (parentHeight/(float)rows) - ((spacing.y / (float)rows) * 2) - (padding.top / (float)rows) - (padding.bottom / (float)rows); cellSize.x = cellWidth; cellSize.y = cellHeight; int columnCount = 0; int rowCount = 0; for (int i = 0; i < rectChildren.Count; i++) { rowCount = i / columns; columnCount = i % columns; var item = rectChildren[i]; var xPos = (cellSize.x * columnCount) + (spacing.x * columnCount) + padding.left; var yPos = (cellSize.y * rowCount) + (spacing.y * rowCount) + padding.top; SetChildAlongAxis(item, 0, xPos, cellSize.x); SetChildAlongAxis(item, 1, yPos, cellSize.y); } } public override void CalculateLayoutInputVertical() { //throw new System.NotImplementedException(); } public override void SetLayoutVertical() { // new System.NotImplementedException(); } }

  • @ELABASSIZINEB
    @ELABASSIZINEB Před dnem

    Where can I find the script please ? thank you

  • @nicoli3143
    @nicoli3143 Před 3 dny

    FK compile times

  • @KaryoSentiko
    @KaryoSentiko Před 4 dny

    I am certain I have followed this to the letter, but I am getting a null reference exception error. Anybody have any idea why?

  • @castlecodersltd
    @castlecodersltd Před 5 dny

    Great video, thanks 🙂 Does it have any impact on FPS and have you tried using a controller with it rather than a mouse?

  • @MaxIzrin
    @MaxIzrin Před 7 dny

    Alternate approach: Use the built-in line renderer, point a camera at it that renders into a render texture, and put the texture on an ImageRaw UI rect. If your boss complains about performance, remind him you're too deep into the project to be replaced at such a critical junction. Profit.

  • @coregamestudio
    @coregamestudio Před 7 dny

    All I can say is WOW! So many cool idea's such as Branching I never thought about before though never worked much with NPC trafficing systems until I now need it in my game. This just blew me away. Looked all day yesterday for good info video's on the subject, found a couple but you my friend made it so incredibly easy to understand. Thank you! Sub'd and liked!

  • @Ranger8744
    @Ranger8744 Před 7 dny

    Him: "Curves are everywhere." Me: "Whoa!" 🤣🤣

  • @Athomield3D
    @Athomield3D Před 8 dny

    (REMINDER: YOUR MATERIAL HAS TO CAST A SHADOW) Hello ! Appreciate the vid although it was difficult to follow ! There is this repo that helped a lot GITHUB]/EnderCheid/outline-post-processing-demo.

  • @jvdongames
    @jvdongames Před 9 dny

    😅Brilliant 😂😂

  • @Mat-r5n
    @Mat-r5n Před 9 dny

    My console is returning the error code: Mesh.uv is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array. UnityEngine.Mesh:set_uv (UnityEngine.Vector2[]) But it seems to be generating the hexagon correctly. Still, it's a bit annoying... how do I fix this? It's also returning a: NullReferenceException: Object reference not set to an instance of an object At first, but it disappears if I remove the OnValidate() function. Edit: I ran into another problem... Whenever I try to adjust it on the HexGridLayout script, it always instantiate new cells instead of adjusting the existing cells.

  • @jeb9472
    @jeb9472 Před 11 dny

    Thank's you very much

  • @benjamingerd4703
    @benjamingerd4703 Před 12 dny

    Great video, thanks! How did you implement the repeating background (orange squares) in your main menu, please?

  • @calmhorizons
    @calmhorizons Před 13 dny

    For anyone struggling at @10:40 ish to find the built in Bloom, make sure you click the "unhide" eyeball to be able to see where it is located (you can also make a duplicate of it by navigating to Packages/Universak RP/Shaders/PostProcessing - or similar, depending on your version.

  • @yeeeetsssusdelets
    @yeeeetsssusdelets Před 14 dny

    this is way too fast and half of the stuff is incorrect or incomplete. wonder if everyone who liked it even tried it out

  • @gustavosalmeron2013
    @gustavosalmeron2013 Před 14 dny

    Some tips for studying this video: Yes, there are a lot of stuff being explained and it is not easy. But it can be made easier. Write down a glossary of every class as they get explained. VolumeComponent, VolumeParameter, ScriptableRenderPass, ScriptableRenderFeature, everything. Go inside the code, press F12 to decompile it and read them to better understand their usage. Write exactly everything being explained. Don't rush the video, pause it and take your time. It's helping me A LOT.

  • @pierrestempin100
    @pierrestempin100 Před 15 dny

    Beware, if rows or columns are set to zero (happens when there is no child), division by zero will happen, displaying NaN for cellSize.

  • @willisg531
    @willisg531 Před 15 dny

    first minute in video THANK YOU FOR ADDRESSING THE FPS CAMERA ISSUE! that's as annoying as games not keeping wasd keys for strafe panning.

  • @user-cz4kb5uq9e
    @user-cz4kb5uq9e Před 16 dny

    Technically in Houdini you'd do the same thing but using VEX instead of C#. There are, of course, some tools that allow to generate a spline base road without writing a code, but as soon as you go into all this junction stuff it's just much more efficient to generate it by code. So basically it is like replace C# code with the HUGE paid plugin to be able to do the same but in a different programming language 🤣.

  • @PeterFletcherDNADeliverer

    Great Video thank you buddy!

  • @_g_r_m_
    @_g_r_m_ Před 19 dny

    I'm super curious about those "blackboards". Incidentally I also made a system inspired by Elan Ruskin's talk that happens to be presented partly through nodes, so I would love to see what you guys came up with.

  • @Phoenix-tc6dp
    @Phoenix-tc6dp Před 20 dny

    dude just post the code. ive spent 2 hours trying too copy your code 1 for 1 and it dosent work and im tied of having to scrub your video for zero answers. idk how to code idk wtf im doing. i just want too make a game. i am only 7 mins in.,..

  • @erdemyigit1
    @erdemyigit1 Před 21 dnem

    is subscription method redundant?

  • @TheGLK2008
    @TheGLK2008 Před 21 dnem

    Unity is a complex program. I understand as a YT person you want to keep your videos at about 10 minutes. But you went wayy to fast without explanation of how things actually work.

  • @raikenleo1902
    @raikenleo1902 Před 23 dny

    how do you open the spline in the code editor?

  • @Nguoiren
    @Nguoiren Před 24 dny

    5 min of ads before the video even starts! thumbs down and closed !!!

  • @untitledTube
    @untitledTube Před 25 dny

    can u tell me what city assets yu use ?

  • @andriabyzaladze9460
    @andriabyzaladze9460 Před 26 dny

    georgian map?

  • @rodrigoetoobe2536
    @rodrigoetoobe2536 Před 27 dny

    fk that, I will use unity 5.6.7f1 instead.

  • @AngryApple
    @AngryApple Před 28 dny

    I still wanna know how Hifi Rush filteres the shadows they look sharp but also splotshy but not pixelated.

  • @gbaierski
    @gbaierski Před 28 dny

    For those who are having the problem of elements being disorganized until you modify something or "hover" them, the following code can help! protected override void OnRectTransformDimensionsChange() { base.OnRectTransformDimensionsChange(); CalculateLayoutInputHorizontal(); } This modification ensures that the layout adjustment (CalculateLayoutInputHorizontal()) is triggered automatically whenever there is a change in the size of the parent object, without needing an external action like hovering over elements.

  • @sadasd3950
    @sadasd3950 Před měsícem

    Finally, I found it.

  • @user-gd2uw6tg2q
    @user-gd2uw6tg2q Před měsícem

    thanks , after some years of programming in unity, you have just taught me new things

  • @axon266
    @axon266 Před měsícem

    Awessome video! Thank you for the time and effort put into this! +1 Sub!

  • @Nwalya
    @Nwalya Před měsícem

    Wanted to say thanks for this video series! Really helped me get started on my own node editor. I made some improvements (I assign GUIDs to Ports, split Executable nodes and non-executables nodes, support inheritance, and more) - couldn't have gotten started without your example here, and now I have a good understanding of how it works to be able to extend it as much as I want.

  • @alexandernusch3330
    @alexandernusch3330 Před měsícem

    Thank you so much, so many incredible insights on how to work on such a thing. Didnt even know about the SerializeReference thing, to display Lists of mixed types, thats really handy :D Please keep it up, enjoyed the whole thing

  • @anshulsingh8326
    @anshulsingh8326 Před měsícem

    8:00

  • @CRACKEÐ
    @CRACKEРPřed měsícem

    heres a easier way just whack it on your spline and start the game using UnityEngine; using UnityEngine.Splines; using System.Collections.Generic; [RequireComponent(typeof(SplineContainer))] public class CreateRoad : MonoBehaviour { public float roadWidth = 1f; public int segmentsPerCurve = 10; public Material roadMaterial; private SplineContainer splineContainer; private void Start() { splineContainer = GetComponent<SplineContainer>(); GenerateRoad(); } private void GenerateRoad() { Spline spline = splineContainer.Spline; List<Vector3> vertices = new List<Vector3>(); List<int> triangles = new List<int>(); List<Vector2> uvs = new List<Vector2>(); List<Vector3> normals = new List<Vector3>(); int pointCount = spline.Count; if (pointCount < 2) { Debug.LogError("Spline must have at least 2 points."); return; } float totalLength = spline.GetLength(); int totalSegments = Mathf.CeilToInt(totalLength / segmentsPerCurve); for (int i = 0; i <= totalSegments; i++) { float t = i / (float)totalSegments; float nextT = (i + 1) / (float)totalSegments; Vector3 point = spline.EvaluatePosition(t); Vector3 nextPoint = spline.EvaluatePosition(nextT); Vector3 direction = (nextPoint - point).normalized; Vector3 perpendicular = Vector3.Cross(direction, Vector3.up).normalized * roadWidth; vertices.Add(point + perpendicular); vertices.Add(point - perpendicular); uvs.Add(new Vector2(t, 1)); uvs.Add(new Vector2(t, 0)); // Add upward normals normals.Add(Vector3.up); normals.Add(Vector3.up); if (i > 0) { int count = vertices.Count; // Ensure the winding order is correct for upward facing triangles triangles.Add(count - 4); // Bottom-left triangles.Add(count - 2); // Top-left triangles.Add(count - 3); // Bottom-right triangles.Add(count - 3); // Bottom-right triangles.Add(count - 2); // Top-left triangles.Add(count - 1); // Top-right } } Mesh mesh = new Mesh { vertices = vertices.ToArray(), triangles = triangles.ToArray(), uv = uvs.ToArray(), normals = normals.ToArray() }; mesh.RecalculateNormals(); GameObject road = new GameObject("Road", typeof(MeshFilter), typeof(MeshRenderer), typeof(MeshCollider)); road.GetComponent<MeshFilter>().mesh = mesh; road.GetComponent<MeshRenderer>().material = roadMaterial; // Add collision MeshCollider meshCollider = road.GetComponent<MeshCollider>(); meshCollider.sharedMesh = mesh; meshCollider.convex = false; // Set to false if you want more accurate collision detection // Optional: Make the collider non-trigger so it acts as a solid object meshCollider.isTrigger = false; } private void OnDrawGizmos() { if (splineContainer == null) return; Gizmos.color = Color.red; float stepSize = 0.01f; for (float t = 0; t < 1; t += stepSize) { Vector3 point = splineContainer.Spline.EvaluatePosition(t); Gizmos.DrawSphere(point, 0.1f); } } }

  • @legendarybanditmb
    @legendarybanditmb Před měsícem

    Thanks for sharing this interview! Awesome to hear about people's journeys and experiences and I love the artstyle of GE, looks beautiful!

  • @bryantta648
    @bryantta648 Před měsícem

    Both the games industry experience and production process were very insightful! Would love to see more content like this directly from the devs. Also enjoyed the references to things like Crusader Kings and the Starcraft map editor haha (havn't heard that one in a looong time). I'm sure this game will find its playerbase!

  • @estebanarmenta8427
    @estebanarmenta8427 Před měsícem

    Honestly if there are a ton of game devs in Vancouver I think it'd be cool if you did more podcast style vids like this where you interview different devs from different positions, talents, and life experiences to see how that shaped how they make games and what wisdom they have to share with other indie devs.

    • @GameDevGuide
      @GameDevGuide Před měsícem

      Yeah, this was really fun to do. So I'd definitely love to sit down with other folks here (and elsewhere) and have a similar style of conversation for sure!

  • @falricthesleeping9717
    @falricthesleeping9717 Před měsícem

    this interview was fantastic, also, I really want to know about the performance and scale of the game, and how it was managed, from what I'm looking at it feels like a massive game, or I'm just blind, but if you can interview with technical people on the team that would be NOICE

    • @GameDevGuide
      @GameDevGuide Před měsícem

      Glad you enjoyed it! I am the lead technical person on the team, so I'll be sure to cover this in a future video for sure!

    • @falricthesleeping9717
      @falricthesleeping9717 Před měsícem

      @@GameDevGuide oh, I thought you were mainly on the tooling side, anyway, Waiting for it, Much luck and success on the game really wanna see you guys succeed even though I don't play this genre

  • @CJBPROJECT
    @CJBPROJECT Před měsícem

    Woah. I use your tutorials to learn about Unity. "Generation Exile" stole the Summer Game show in my eyes (I love Against the Storm and other rougelike city-builders). On it's own merits! I had no idea you guys were responsible for the game. This is such a pleasant surprise.

  • @barbarusonline
    @barbarusonline Před měsícem

    Why exactly didn't you include TextMeshPro in the External directory/asmdef?

  • @curiouspers
    @curiouspers Před měsícem

    Wow great trailer! Good luck with release!

  • @PortableM4n
    @PortableM4n Před měsícem

    This tutorial is what i need for my timeline dialgoue. Man its hard to use activation track with dialogue script in it. Thanks for the Tutorial sir

  • @ROCKSMASHER
    @ROCKSMASHER Před měsícem

    Bro you just predicted me in start 😂😂

  • @simoncodrington
    @simoncodrington Před měsícem

    The lack of a world space implementation is an absolute deal breaker for me (and it's been continually brought up in forum threads and the roadmap, there's no ETA yet on when that's coming) Be keen to see how tooltip improves over the next few years though

  • @-Crude
    @-Crude Před měsícem

    Damn , why this is underrated i scrolled alot to find this !