One Wheel Studio
One Wheel Studio
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Deep Space Directive - Official Demo Gameplay Trailer
🕹️Steam Wishlist: store.steampowered.com/app/2510180/Deep_Space_Directive/
🆓Free Demo: store.steampowered.com/app/2630960/Deep_Space_Directive_Demo
Deep Space Directive is a resource management game without micro-management! Build, defend, and optimize your base in a buildable world of hex tiles. Buy and sell to expand and upgrade your industrial colony. Even the invading enemies are a resource to be exploited. Profit waits for no one!
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#GameDevelopment #deepspacedirective #gaming
zhlédnutí: 292

Video

Unity to Google Spreadsheet - Sending Data the Easy Way
zhlédnutí 2,6KPřed 3 měsíci
✅Easy mode! Send data from Unity to Google Spreadsheets. No API. No 3rd party assets. I forgot in the video to give credit to the guys at Gigabit Games (gigabitgames.com/) who did the original figuring out and, yes, actually asking ChatGPT how to do it. 🚀🚀🚀Deep Space Directive On Steam: store.steampowered.com/app/2510180/Deep_Space_Directive Video Links 🚨Chat GPT Convo with Code: chatgpt.com/sh...
Resetting Scriptable Objects - Unity Playmode
zhlédnutí 2,4KPřed 7 měsíci
🕹️Steam Wishlist: store.steampowered.com/app/2510180/Deep_Space_Directive/ ✅🎮👉 Current Build on Itch: onewheelstudio.itch.io/hex-game Scriptable objects are a useful tool in the Unity game engine to hold static data. However, if you need to change data or values in a scriptable object at runtime things get a bit tricky. With lifecycle functions like OnEnable and OnDisable or using the NonSerial...
Completing the Game Loop - Devlog
zhlédnutí 1,8KPřed 8 měsíci
🕹️Steam Wishlist: store.steampowered.com/app/2510180/Deep_Space_Directive/ ✅🎮👉 Current Build on Itch: onewheelstudio.itch.io/hex-game Deep Space Directive is 4x-lite game with tower defense and RTS mechanics and a focus on resource management. It's low poly art is created in Blender and the game is built with the Unity game engine and C#. Could I put in more good search terms? Probably! Assets ...
Visual Debugging with Unity Gizmos
zhlédnutí 2,3KPřed 11 měsíci
Unity gizmos provide an easy way to add visual debugging to your game development project. Draw lines, spheres, rays, meshes, and plenty more. Video Links Unity Gizmos: docs.unity3d.com/ScriptReference/Gizmos.html Support the Channel! ► Buy me a coffee: www.buymeacoffee.com/onewheelstudio ► Shop the Unity Asset Store (affiliate): assetstore.unity.com/top-assets/top-paid?aid=1100lHSw ► Become A ...
Moving Forward - Unity Messed Up So Now What?
zhlédnutí 12KPřed 11 měsíci
Unity messed up and now the rest of us have to figure out what we're going to do about it. ✅🎮👉 Current Build on Itch: onewheelstudio.itch.io/hex-game 🕹️Steam Wishlist: store.steampowered.com/app/2510180/Deep_Space_Directive/ Support the Channel! ► Buy me a coffee: www.buymeacoffee.com/onewheelstudio ► Shop the Unity Asset Store (affiliate): assetstore.unity.com/top-assets/top-paid?aid=1100lHSw ...
Easy Mode: Unity's New Input System
zhlédnutí 9KPřed rokem
Sometimes Unity's new input system can feel too complex. With "easy mode" you can quickly implement player input much the same way the old input system does. Keyboard, mouse, or gamepad it's all easy to add. The same functionality as GetKey, GetKeyDown and GetKeyUp. ✅ Blog Post: onewheelstudio.com/blog/2023/7/4/easy-mode-unitys-new-input-system Unity Documentation ⌨ Keyboard Class: docs.unity3d...
Assigning Input Actions in the Inspector - Unity's New Input System
zhlédnutí 8KPřed rokem
Assigning Input Actions in the Inspector - Unity's New Input System
A Year of Work and it has Problems - Hex Game DevLog
zhlédnutí 3,2KPřed rokem
A Year of Work and it has Problems - Hex Game DevLog
Self Taught Full Time Unity Developer - How I did it
zhlédnutí 4,3KPřed rokem
Self Taught Full Time Unity Developer - How I did it
Upgrade System in Unity - Stats Part 2
zhlédnutí 11KPřed rokem
Upgrade System in Unity - Stats Part 2
Stats in Unity - How I do it!
zhlédnutí 39KPřed rokem
Stats in Unity - How I do it!
What about UI Toolkit? - UI in Unity
zhlédnutí 15KPřed rokem
What about UI Toolkit? - UI in Unity
Unity UI that WORKS and doesn't Suck - Nova UI
zhlédnutí 34KPřed rokem
Unity UI that WORKS and doesn't Suck - Nova UI
Unity Coroutines - Neat and tidy ways to know when they're done!
zhlédnutí 7KPřed rokem
Unity Coroutines - Neat and tidy ways to know when they're done!
15 Useful Shortcuts to Code Faster with Visual Studio
zhlédnutí 38KPřed 2 lety
15 Useful Shortcuts to Code Faster with Visual Studio
Add Juice, Polish and Functionality with Unity Event Handlers
zhlédnutí 10KPřed 2 lety
Add Juice, Polish and Functionality with Unity Event Handlers
(Better) Object Pooling - I Didn't Like My Old Solution
zhlédnutí 14KPřed 2 lety
(Better) Object Pooling - I Didn't Like My Old Solution
Local Multiplayer and Split-Screen - New Input and Cinemachine
zhlédnutí 28KPřed 2 lety
Local Multiplayer and Split-Screen - New Input and Cinemachine
Strategy Game Camera with Unity's New Input System
zhlédnutí 30KPřed 2 lety
Strategy Game Camera with Unity's New Input System
Raycasting with the Unity’s New Input System
zhlédnutí 9KPřed 2 lety
Raycasting with the Unity’s New Input System
Unity Raycasting - 4 Examples
zhlédnutí 4,3KPřed 2 lety
Unity Raycasting - 4 Examples
Should YOU use visual scripting?
zhlédnutí 6KPřed 2 lety
Should YOU use visual scripting?
A Cinemachine Overview - If you're not using it. You should be.
zhlédnutí 12KPřed 2 lety
A Cinemachine Overview - If you're not using it. You should be.
Grub Gauntlet - Official Trailer & Free Demo on Steam
zhlédnutí 3,4KPřed 2 lety
Grub Gauntlet - Official Trailer & Free Demo on Steam
Key Rebinding with Unity's New Input System and Generated C# Code
zhlédnutí 22KPřed 3 lety
Key Rebinding with Unity's New Input System and Generated C# Code
Shorter Cleaner Code with Extension Functions - C# and Unity
zhlédnutí 5KPřed 3 lety
Shorter Cleaner Code with Extension Functions - C# and Unity
3rd Person Controller - Unity's New Input System
zhlédnutí 84KPřed 3 lety
3rd Person Controller - Unity's New Input System
Easy High Resolution Unity Screenshots
zhlédnutí 10KPřed 3 lety
Easy High Resolution Unity Screenshots
Changing Action Maps with Unity's "New" Input System
zhlédnutí 16KPřed 3 lety
Changing Action Maps with Unity's "New" Input System

Komentáře

  • @t33h33studio
    @t33h33studio Před 8 hodinami

    What a GOLDMINE of a video!!

  • @Slimbo
    @Slimbo Před 2 dny

    This works amazing in the editor but whenever I build the game this doesn't work. I can rebind but when I load a new scene or reload the game nothing saves. Any help appreciated

    • @OneWheelStudio
      @OneWheelStudio Před dnem

      I dealt with this in my latest project. You’ll have to save the data to player prefs or some other file - then reload it when needed. Feel free to jump on the OWS discord and I can share some of my code. It may not perfectly fit your needs but might get you started.

    • @Slimbo
      @Slimbo Před dnem

      @@OneWheelStudio Thanks for the reply, I actually fixed the issue. It was basically the input manager was reading its own input actions and my existing UserInput script which dealt with all the player inputs was reading a different one so I tied my exiting script into the InputManager and it saved all good!

  • @JackFoz454
    @JackFoz454 Před 4 dny

    This looks awesome! Just booted up the computer to grab the demo. Looking forward to trying it in the next few days!

  • @HomeMech
    @HomeMech Před 4 dny

    Wow, so great to see the results of all your work!! As a huge fan of Sid Meier's Alpha Centauri, I'm loving how big that tech tree looks. 🤩

    • @OneWheelStudio
      @OneWheelStudio Před 4 dny

      🙏You're too kind! The project has come a long way and still has a good distance to go. The tech tree is pretty decent sized and should grow some more as the rest of the content gets developed :)

  • @OneWheelStudio
    @OneWheelStudio Před 5 dny

    🆓Free Demo: store.steampowered.com/app/2630960/Deep_Space_Directive_Demo 🕹Steam Wishlist: store.steampowered.com/app/2510180/Deep_Space_Directive/

  • @bluzenkk
    @bluzenkk Před 5 dny

    the grraphic looks kinda grey out. you might want to try adding some post processing like bloom, and make the bright brighter and dark darker. also you might want to try add a shader to those empty grid to add a sutle dark moving grow so the view wont look so dull, and the green tile really need a different color of green. since this is a sci - fi theme game, maybe you can take a look at those sci fi ui template for inspiration. Other than that, the gameplay looks good~ great job!

    • @Archangelm127
      @Archangelm127 Před 4 dny

      Agreed.

    • @OneWheelStudio
      @OneWheelStudio Před 4 dny

      I’d be curious if you had the same thoughts based on the images on the Steam page? I’ve noticed sometimes video or live streams looks more greyed out than I expected it to be. So not sure if it’s my poor ability to choose colors, my monitors, or something else. I appreciate the feedback either way 🙏

    • @Archangelm127
      @Archangelm127 Před 4 dny

      @@OneWheelStudio I just checked, and I see the same issue in the screenshots. I also downloaded the demo, and curiously it's *not* so apparent when actually playing the game. Still, many of the colors in the game are muted compared to certain bright spots of color (red dots on iron ore, those yellow trees, your advisor's hair, etc). Whether this is a bad thing and how you should change it (if at all) I'm not really qualified to say. I think the OP might have better ideas. Looking forward to digging into the demo over the weekend! ❤

    • @OneWheelStudio
      @OneWheelStudio Před 4 dny

      Thanks for that. Very helpful. I certainly won't defend my ability to choose colors. Not a strong suit by any means ;) I dream of working with a proper artist some day instead of relying on my "skills." Enjoy the demo! Do check for the latest version. I'll be pushing fixes and improvements based on feedback.

    • @Archangelm127
      @Archangelm127 Před 4 dny

      @@OneWheelStudio FWIW, if the OP hadn't mentioned it I doubt I'd have noticed anything. :P

  • @deano42
    @deano42 Před 5 dny

    It's been a long time coming, my friend. So happy to see it coming into its own. Congratulations! And, it's looking quite dapper as well! Cheers!

  • @-Kadir_Demirci-
    @-Kadir_Demirci- Před 6 dny

    Masterpiece. Thanks. 👍🏻👍🏻👍🏻

  • @phearedphantom
    @phearedphantom Před 6 dny

    The visual scipting in gamemaker 2 has the power to make a game as if it were in the code language, albeit less efficient

  • @borise4104
    @borise4104 Před 7 dny

    Allocations? GC stalls? No! Never heared. References to the old List? Never happened!

  • @Morituri96
    @Morituri96 Před 10 dny

    thx bud very helpfull

  • @DeNeGaDa
    @DeNeGaDa Před 14 dny

    Dude who uses mouse anymore ???? I don’t have a mouse how I’m I supposed To do this???

  • @Luciphear
    @Luciphear Před 14 dny

    Unfortunately it seems like the developer has abandoned it as they have gone completely silent with unresolved bugs. I ditched it and just learning how to utilize UI Toolkit instead for now, even though I did like NOVA.

  • @thebestcelep6358
    @thebestcelep6358 Před 14 dny

    Thank you :)

  • @USSR-Lenin-Stalin-Forever

    there is no SerializedScriptableObject in unity, my Dictionary is not displayed in inspector

  • @Ryöken17
    @Ryöken17 Před 15 dny

    Scriptable object can be used as a short save option, like i make pick a character and i save this choice on a scriptable object, in every scene they share this scriptable object, no need to save this data if it's for one run. or temporary

  • @Ryöken17
    @Ryöken17 Před 15 dny

    enums can share the same integrer ?

  • @moeyali123
    @moeyali123 Před 19 dny

    I'm a programming student looking to get into game dev. I've been looking to learn the basics of data movement in Unity and this is soooooo good. Thank you! Edit: also my head was spinning the whole time watching this video but I took notes and it's actually super easy once it clicks. Thanks again dude! Subbed

  • @josephenriquez579
    @josephenriquez579 Před 25 dny

    Super useful and super clean! Thank you for making this!

  • @noobemath
    @noobemath Před 26 dny

    Thanks man

  • @DairyaJohnson
    @DairyaJohnson Před 26 dny

    how do i keep my 3d shape from turning into a 2d shape after i connect object info to instance on points

  • @CescosGames
    @CescosGames Před 27 dny

    thank you for making this video 🙏 very helpful

  • @user-ss1on3ts7h
    @user-ss1on3ts7h Před 29 dny

    I have some weird issue. The code is the same, and the actions are as well. I checked; the camera is attached, and there are no errors. But my character moves only if I press A and D, and it moves diagonally (kinda). I have no clue why W and S don't work. I will try to fix this, but it seems like I wasted 2 hours on this. In the end, I might just go back to the old version of moving the character because I have no idea at all what the issue might be.

  • @Ryöken17
    @Ryöken17 Před 29 dny

    Why not a singleton?

  • @AlexCaie-m4g
    @AlexCaie-m4g Před měsícem

    Thank you so much! You helped me a lot. I'm am completely new with Unity and C# but after this video I made big steps forward with my project and skills. Unfortunately I have been having a Null ref,ex error. I declared the camera variable checked the name was used correctly in the script and made sure that in the slot I assigned the main camera to variable in my player script. Do you know what could be causing it? If you did read this thank you for your time. I have the code sorry about the //, : Sincerely, using System; using System.Collections; using System.Collections.Generic; using Unity.VisualScripting; using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.UIElements.Experimental; public class rdPersonController : MonoBehaviour { // Input fields So all that code is just going oh ok I going to allow these inputs to become events and I map the inputs of different controllers and allows you to disable inputs based on (e.g., enabling player controls only during gameplay). I use structs so I can use cold memory. private NewControls playerActionsAssets; private InputAction move; // Movement fields, all variables related to speed/ rb private Rigidbody rb; [SerializeField] private float MovementForce = 1f; [SerializeField] private float JumpForce = 5f; [SerializeField] private float MaxSpeed = 5f; // Declaring position variable to 0,0,0 It just is like that. private Vector3 forceDirection = Vector3.zero; [SerializeField] // camera variable?? private Camera PlayerCamera; // A class (rdPersonControler) is a cake recipy ,a blue print and an instance of a class/object is the cake. This referenses the cake and it's properties (rb enable physics) // Awake is a Unity event method. It is called before void start and called only once. Even when script disabled.For references to game object like Rb. You want Rb even if script disabled and since other voids scripts etc.. depend on it. //variable References. rb is variable type rigidbody as declared up. Same for other. private void Awake() { rb = this.GetComponent<Rigidbody>(); playerActionsAssets = new NewControls(); // defining variables } // The point of OnEnable is to set up or initialise components and behaviours that need to be active when the GameObject or script is enabled. //-- 1.Subscribing to events, an event is declared in a class (public event ...), When the event is triggered, subscribed methods are executed. + inputs in input system are events. //-- 2. Initialising variables or states. So that they are set up when game logic is needed. //-- 3.Starting services or systems needed for the script’s functionality. Ej: Physics System,Input System. Not worth defining. Complex. Services ( supporting stuff for other applications) private void OnEnable() { playerActionsAssets.Player.Jump.started += DoJump; // 1. Starts processing input, Jumps, started = event so Method DoJump is called. move = playerActionsAssets.Player.Move; // playerActionsAssets=variable=declared as New Controls. It is defining move as Move input action inside New controls. playerActionsAssets.Player.Enable(); // Once enabled, the input system will start receiving and processing input event } // Monob script disabled. private void OnDisable() { playerActionsAssets.Player.Jump.started -= DoJump; //This line unsubscribes the DoJump method from the started event (not void) of the Jump action. playerActionsAssets.Player.Disable(); // Disable(); only works on action maps not input action. // why do we unsubscribe DoJump if its part of map? Why do we define move in the ONEnabled and not in void Awake? Won't it be bug when disabled???? or will it never be used in disabled contexts. } private void DoJump(InputAction.CallbackContext obj) // Input action is a class that contains: The specific input control that triggered the action (button) , phase: (started | perfromed | cancelled) // You add CallbackContext: Provides detailed context about an input event performed,ReadValue<T>() time it was pressed, information ABOUT the phase. // obj: Is used to access properties and methods provided by CallbackContext to handle the input event. { if (IsGrounded())// ==true is redundant , !IsGrounded { forceDirection += Vector3.up * JumpForce; // (I.Call obj) Parameters in programming are variables that are passed to functions or methods to provide the necessary data for those functions to perform their tasks. } } // parameter nit currently used. // A ray is a concept in physics and graphics with a start and end. In this instance it's a local variable, Ray ray declared only inside and only used inside. // It is a class.New Ray is creating one with (details) // this :Object witch script is attached. // You can add more logic like tag of what is jumped on etc... private bool IsGrounded() { //position //,Direction Ray ray = new Ray(this.transform.position + Vector3.up * 0.25f, Vector3.down); // so it is obj+ 0.1.0 (+1 up)* 0.25 = objects position + 0.25y. Direction is down. if (Physics.Raycast(ray, out RaycastHit hit, 0.3f)) // Physics is just a class, Physics.Rayclast is just a method inside physics.methods have arguments () // out is parameter that is indicating passed by referance. * explained below. You declare next to out. RaycastHit hit { // RaycastHit is a struct that provides detailed information about what the ray hit. // Hit is just variable name declared, you could name it boobies. return true; } else { return false; } } private void FixedUpdate() { forceDirection += move.ReadValue<Vector2>().x * GetCameraRight(PlayerCamera)* MovementForce; // basically move input contains a vector 2 data. ReadValue finds component. V2 since its x,y forceDirection += move.ReadValue<Vector2>().y * GetCameraForward(PlayerCamera)* MovementForce; // What does any of this actually mean??????????????????? So we multiply x by a V3 * a int= 0 if its set 0??? rb.AddForce(forceDirection, ForceMode.Impulse); //??? forceDirection = Vector3.zero; if (rb.velocity.y < 0f) { rb.velocity -= Vector3.down * Physics.gravity.y * Time.fixedDeltaTime; } Vector3 horizontalVelocity = rb.velocity; horizontalVelocity.y = 0; if (horizontalVelocity.sqrMagnitude > MaxSpeed * MaxSpeed) rb.velocity = horizontalVelocity.normalized * MaxSpeed + Vector3.up * rb.velocity.y; } private Vector3 GetCameraRight(Camera PlayerCamera) { Vector3 Forward = PlayerCamera.transform.forward; // Purpose: Provides a unit vector pointing in the direction the camera is facing. Forward.y = 0; return Forward.normalized; } private Vector3 GetCameraForward(Camera PlayerCamera) { Vector3 right = PlayerCamera.transform.right; // So we set lets say if y was 6 6=0 So it simplifies, but ? is normalized doing if its 0. Setting value to equivalent of 0 right.y = 0; return right.normalized; //why do we use y? } } //* // Out indicate passed by reference. // v void ExampleMethod(out int result) // { // result = 42; // Must assign a value to the out parameter // } // int myResult; // ExampleMethod(out myResult); // //myResult will now be 42 // meaning original value of variable changes. So if we use it in method void ..(ref int var) { var = var + 10} in void update it will increase by 10 per frame. // int ExampleMethod() // { // return 42; // } // int myResult; // myResult = ExampleMethod(); // // =42 you might as well just as well declare normally. // The method that takes the out parameter is responsible for assigning a value to it. So you do not declare it. // before we declared in public class and added as arguments.

  • @jimmmybacon9043
    @jimmmybacon9043 Před měsícem

    Problem is when I put my main coroutine into update, it keeps repeating them, and when i use a boolean to run it once, it only runs each coroutine for a single frame and then stops without actually completing the coroutine despite me putting the return value to a boolean that only turns true once the coroutine has reached its destination.

  • @choucheneyoussef3281
    @choucheneyoussef3281 Před měsícem

    if u hold space bar it'll still debug "jump" so its really bad i tried fixing it with tap interaction but its not a perfect solution

  • @mostlypixels2975
    @mostlypixels2975 Před měsícem

    "I can't image it being much easier" I've been trying to get Facepunch.Steamworks working for the past hour and it simply does not want to work 🤣. The docs are paper thin.

  • @CotsOficial
    @CotsOficial Před měsícem

    Is It free to implement & maintain a steam workshop for your game in steam? Just a question from a game Dev enthusiast 😅

  • @steve_rico
    @steve_rico Před měsícem

    Best Cinemachine overview video out there

  • @spiralhero9260
    @spiralhero9260 Před měsícem

    What I can't quite understand is how all this abstraction actually helps with the logic? Can't you just have the list of commands directly in the code instead? Why do I need a middleman?

  • @Obelardos2
    @Obelardos2 Před měsícem

    Useful but doesn't work in webGL

    • @OneWheelStudio
      @OneWheelStudio Před měsícem

      That’s a bummer. Webgl seems to have some frustrating limits.

  • @s.mohammedjunaith6152
    @s.mohammedjunaith6152 Před měsícem

    This is the best input binding video that I understand it beautifully. Thank you so much for your great explanation.

  • @user-ko3rb4sl4z
    @user-ko3rb4sl4z Před měsícem

    i trying to Prefab GameObject basically i make outlesh rush game i working on buy manager when player got o buying platform and player buy any item then this item gameObject save in json file and load when game restart reopen now i stuck on current script is saving single data newly buying item can you tell me how i fix this

  • @muppam
    @muppam Před 2 měsíci

    thanks man, really needed this👍👍👍👍

  • @dumpworth9473
    @dumpworth9473 Před 2 měsíci

    Nice video. Thanks.

  • @jordandills1430
    @jordandills1430 Před 2 měsíci

    This saved me hours of trial and error, thank you stranger

  • @antoninolocicero7193
    @antoninolocicero7193 Před 2 měsíci

    goodmornign, great tutorial! I have a question, how do you visualize on the screen which keys are you pressing?

    • @OneWheelStudio
      @OneWheelStudio Před 2 měsíci

      There was an addon that did the key visualization. I’m not sure the current state the addon - I can’t point you to one that works with current blender versions, but I’d assume there is something out there to allow it.

    • @antoninolocicero7193
      @antoninolocicero7193 Před 2 měsíci

      @@OneWheelStudiooh so it's an addon, thanks for answering so quickly. Good evening

  • @user-mi8jx2yd6d
    @user-mi8jx2yd6d Před 2 měsíci

    the nova ui sounds great to use.

  • @Justeego
    @Justeego Před 2 měsíci

    My brain exploded with Alt up shortcut

  • @Chunkeeeeee
    @Chunkeeeeee Před 2 měsíci

    For anybody who didn't find a build in the build section after running the "run_build.bat" file, its probably because you're using more recent SDK, in which case, you'll need to make changes in the "...\sdk\tools\ContentBuilder\scripts\simple_app_build.vdf" file. ps. great video, thanks so much for making this such an easy process.

  • @omernahum8336
    @omernahum8336 Před 2 měsíci

    Thanks for that. But you said the problem started because you needed to update/set different values to the SO, and once you set the variables to private how did it solve your problem? becuase now you can't change these values from anywhere in your game

    • @OneWheelStudio
      @OneWheelStudio Před 2 měsíci

      In a lot of cases I'm using functions to change the values of local/private variables after doing some calculations. You can also use getters/setters that are public to change the values of private variables. Lots of ways to do it ;) But in all cases if you don't use the NonSerialize attribute changes made in play can persist out of playmode.

  • @summersssky
    @summersssky Před 2 měsíci

    thank you so much this really helped 🙏

  • @willostrand6555
    @willostrand6555 Před 2 měsíci

    Question about something here. If you had a scriptable object for your weapons, and in the scriptable objects set up a list of auxiliary damage types that the weapon had, such as empty for just a regular sword or fire and poison for a special sword, couldn’t you just have DoDamage always check the list and apply any kind of extra damage types to the damage? I don’t understand how setting the damageType for each individual weapon is more streamlined than this I think. I feel like you’re doing it with several classes when the way I’m currently doing it is with just a damage class and a weapon scriptable object. I’m not saying you’re wrong, I’m like a year into learning C# Unity. I’m just trying to figure out what you’re saying if you see this

    • @OneWheelStudio
      @OneWheelStudio Před 2 měsíci

      There are always more ways to do things. I’ve done something similar to what you suggest with a stat and upgrade system. I think the size of the project and the nature of the project is important when deciding how to do things. If you just have a handful of damage types using a list on an SO totally makes sense. If you have 25 damage types it probably isn’t the best choice. Each approach has pros and cons. I don’t think you’ll find a system that’s always the best. It’ll only be the best for or more realistically “good enough” for the current project.

  • @zwenkwiel816
    @zwenkwiel816 Před 2 měsíci

    38:40 I thought I was having an aneurysm

  • @RMDetho
    @RMDetho Před 2 měsíci

    I'm a seasoned dev, although I mostly focused on web solutions. I've had done a few test projects in Unity and made a few playable demos, but what I'm having the most difficulty is structure, from assets to code. I thing I noticed in your video, it looks like your scripts are very "atomic" What I'd do probably is have some kind of critter class that handles everything critter related, including it's disposal, but then I'd struggle connecting any kind of events there. I can see benefits and drawbacks on both sides, but which approach would be better in general?

  • @jaulloa21
    @jaulloa21 Před 2 měsíci

    The problem is breaking your game down to single mechanics then implementing them all together

  • @coolcola5828
    @coolcola5828 Před 2 měsíci

    Is there some Godot equivalent? That'd be awesome 😊

  • @wojciechbudzynski6658
    @wojciechbudzynski6658 Před 2 měsíci

    Oh man, this is perfect. I'm making small game as my bachelor's thesis and I wanted to implement my form into the game in a interactive way. Thanks <3

  • @jessyjdirado
    @jessyjdirado Před 2 měsíci

    inputAsset = this.GetComponent<PlayerInput>().actions; Getting an error on this line. Assets\Scripts\PlayerController.cs(19,22): error CS0029: Cannot implicitly convert type 'UnityEngine.InputSystem.InputActionAsset' to 'InputActionAsset' Which makes no sense to me but I figured I'd ask to see if there was a solution to anyone who comes across this video. Perhaps I am using the wrong Unity version because no one else seems to have this issue.

    • @jessyjdirado
      @jessyjdirado Před 2 měsíci

      nvm fixed it with some magic. private UnityEngine.InputSystem.InputActionAsset inputAsset;