Level Snapping, Random Generation, & Space Customization - FREE for Unity3D

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  • čas přidán 28. 08. 2024

Komentáře • 29

  • @Mark-ry1lw
    @Mark-ry1lw Před 2 lety +17

    Thank you so much for your videos, truly awesome. Side note, would love to see a modern take on how to set up multiplayer, something that would be geared towards an mmo style that can handle many people at once. Thanks again for great content

  • @brandonellis9060
    @brandonellis9060 Před 2 lety +3

    This is exactly what I was looking for. I appreciate how well you explained everything!

  • @jahoopyjaheepu497
    @jahoopyjaheepu497 Před 2 lety +2

    I've been building a similar system recently, but instead of "Snap Points" I came up with a "Connection" system. Your implementation is much nicer, of course!

  • @supertenchoo4271
    @supertenchoo4271 Před 2 lety +1

    I was like what ? you design this with pro builder Jason you are an artist your self

  • @atn4034
    @atn4034 Před 2 lety

    Thanks for sharing. I like that you refer to the doc in the videos. It'll help viewers get into this habit as well.

  • @WellNowLetsSee
    @WellNowLetsSee Před 2 lety +3

    The snapping peek my interest. It'd be awesome to see a spin off of this this for base building like in ARK, Rust, Valheim etc. where the player can build to their heart's content. I think the biggest challenge would be demolition.

  • @MQNGameDev
    @MQNGameDev Před 2 lety

    Awesome stuff Jason. I wish I saw this before spending 2 hours yesterday, dragging prefabs in and positioning them :)

  • @Delphster
    @Delphster Před 2 lety

    This is a great implementation - thanks for the source! With my own game I'm constructing room blueprints (consisting of multiple floors, walls, deco, etc) and then having a special Entrance/Exit tile. I was having issues with figuring out the offsets, but with this guide I just create a tiny cube on instantiation, and then can use the code as-is. :) Thanks!

  • @ep1417
    @ep1417 Před 2 lety

    Jason, very nice! I have a job for this code, you made my current project easy. I have learned a lot from you and thank you very much for that.

  • @stylie473joker5
    @stylie473joker5 Před 2 lety

    Wow that's crazy thanks for making and sharing it

  • @formo21
    @formo21 Před 2 lety

    This is awesome! Thanks Jason!!!

  • @StigDesign
    @StigDesign Před 2 lety

    This is really cool :D Nice way for level making with modular parts, next step i Guess is perhaps adding Script stripping option for when done making the level for optimizing?
    and also some kind of Mesh Merging? i know its advanced :) Great Video :D

  • @RoyHuang1
    @RoyHuang1 Před 2 lety

    Always very insightful. Thanks for such wonderful videos!

  • @random_precision_software

    Those renders look awesom

  • @trickstapriestxm
    @trickstapriestxm Před 2 lety

    Neat stuff! This might be helpful for some of the 3d game dev stuff I'll try and tackle in the future. Right now I'm working on a 2d puzzler - trying to figure out how I can minimize the amount of time needed to actually create the levels (save and load already works) - a simplistic editor, but need to grasp how to pull that off. Going to be bleh.

  • @vermilionssj9081
    @vermilionssj9081 Před 2 lety

    Wow its Awesome! I love it.
    Thank you very much!

  • @beardordie5308
    @beardordie5308 Před 2 lety +1

    This is great. Probably need to update it though to remove or wrap the UnityEditor Assembly reference with an #if UNITY_EDITOR. Otherwise you won't be able to make a build.

  • @Bacatorious
    @Bacatorious Před 2 lety

    That interior demo it flashed a few times reminded me of Warframe for some reason

  • @Soul.Gnomon
    @Soul.Gnomon Před rokem

    It's really too bad you didn't go back after this was recorded to add in footage of the swapped out art. I wanted to see what is possible to do with these snapping, grey-boxed rooms without downloading the project.
    Still very good! I had some issues as I was using a plane like a fake door as the snap node and that requires rotating it differently than your nodes but I went back and just made it a square.
    Turning the node object into a gizmo so it wouldn't need a mesh renderer or filter would have been a great addition to it.
    You can just do:
    void OnDrawGizmos()
    {
    Gizmos.DrawWireCube(transform.position, new Vector3(1, 1, 1));
    }
    And a wireframe cube, sphere, or mesh will be rendered in editor without having to select the object itself. Very helpful for making things like nodes or spawn points. These snap points I would not want removed from the prefabs or even in the final game as I'll be using it for aligning generated rooms. This just means less resources used up from having to contain unnecessary assets or components on the nodes.

  • @georgegordian
    @georgegordian Před 2 lety

    This was great! Thanks.

  • @zekiozdemir420
    @zekiozdemir420 Před 2 lety

    Thank you!

  • @Tenzordk
    @Tenzordk Před 2 lety

    Hmm. Been looking at Dungeon Architect. Maybe I should adjust this to random from different assets. Hmm

  • @quietackshon
    @quietackshon Před 2 lety

    4:18 How many of these businesses have a E.S.G. score?

  • @ha7anali313
    @ha7anali313 Před 2 lety

    How Can i get the package

    • @Unity3dCollege
      @Unity3dCollege  Před 2 lety +1

      It should be in the description, but its game.courses/snap

    • @ha7anali313
      @ha7anali313 Před 2 lety

      @@Unity3dCollege Ohh THx Man