Fluffy GameDev
Fluffy GameDev
  • Видео 14
  • Просмотров 94 067
Announcement: I'm rebooting the Dialogue System 😥
Long story short, being disappointed with the result, I'm rebooting the Dialogue System. I am aware some of you were eagerly waiting for the Nodal Editor. I'm terribly sorry about that. In the mean time, I released the Nodal Editor I've produced so far.
Github Nodal Editor Branch: github.com/FluffyGameDev/DialogueSystem/tree/nodal-editor
Dialogue System Wiki: github.com/FluffyGameDev/DialogueSystem/wiki
For more Coding & Gamedev related content, follow me on Twitter:
GameDevFluffy
If you have some questions regarding my tutorials, feel free to ask them on the Discord Server:
discord.gg/MrNTwR4uGd
Thank you to www.pexels.com for providing many images under a CC0 License.
Thank you to t...
Просмотров: 1 826

Видео

How to implement NFTs and become rich - Unity Tutorial
Просмотров 3142 года назад
Let's be honest, the only reason we are making games is to make tons of money!!! 💰💰💰 Here's a little guide teaching you how to leverage the awesome power of the blockchain. That's right, I'll teach you how you can make your own NFT Game. With this, you'll become a millionaire from the comfort of your home in no time ! After all, why bother generating some active income when your side hustle can...
Plans for 2022
Просмотров 3193 года назад
A new year begins! It's time for to to talk about future. I hope you are looking forward to this year as much as I am! ❤ For more Coding & Gamedev related content: Twitter ► GameDevFluffy Discord ► discord.gg/MrNTwR4uGd Thank you to www.pexels.com for providing many images under a CC0 License. Thank you to the RUclips Audio Library for providing the music. 0:00 Intro 0:37 Plans for ...
Stop using the AS Operator (so much) - Visitor Design Pattern - C# Tutorial
Просмотров 8303 года назад
Really, there are so many reasons why you shouldn't rely too much on the *as* operator. In this video, I'll talk about a pattern you can use to avoid using the *as* operator: the *Visitor*. Github repository: github.com/FluffyGameDev/VisitorBenchmark Visitor Benchmark Blog article: fluffygamedev.blogspot.com/2021/12/exploring-visitor-design-pattern.html For more Coding & Gamedev related content...
Messing around with Unity's Visual Scripting Language Bolt to manage Game Flow
Просмотров 1,4 тыс.3 года назад
This is probably one of my most ambitious videos so far. Taking the indie game Alba as a basis, learn how you can use Unity's Visual Scripting Language, Bolt, for game flow management. That is the management of the various states your game can be in. This video is closer to being a video of me messing around with Bolt. As such, prior knowledge of Unity and Bolt may be useful. Should you want a ...
Runstable - Trailer - Made in 48 hours for Ludum Dare 49
Просмотров 1533 года назад
Here’s a short trailer for my entry for the 49th Ludum Dare. Check out the game here: ldjam.com/events/ludum-dare/49/runstable For more Gamedev related content, follow me on Twitter: GameDevFluffy If you have some questions regarding my tutorials, feel free to ask them on the Discord Server: discord.gg/MrNTwR4uGd 0:00 Trailer 1:17 A few extra words
Improve your code with Event Channels - Unity Tutorial
Просмотров 4,3 тыс.3 года назад
Learn how you can use Scriptable Objects as Event Channels. Those channels can help you separate your code in independent components. Github repository: github.com/FluffyGameDev/UnityTips For more Coding & Gamedev related content, follow me on Twitter: GameDevFluffy If you have some questions regarding my tutorials, feel free to ask them on the Discord Server: discord.gg/MrNTwR4uGd ...
How to make an Inventory System with Unity - Part 2
Просмотров 4,3 тыс.3 года назад
It took longer than expected, but here's the part 2 of my tutorial on how to build an inventory system. This part of the tutorial focuses on how to equip some items in some special slots and modify some stats accordingly. This tutorial focuses more on the code architecture and less on the actual algorithms. As such this tutorial is aimed for intermediate-level developers. Inventory tutorial - P...
Improve your Unity Projects with Unity Events
Просмотров 3,1 тыс.3 года назад
Learn how you can use Unity Events to make your components more generic and reusable. Github repository: github.com/FluffyGameDev/UnityTips You can play my Ludum Dare 47 entry here: ldjam.com/events/ludum-dare/47/press-the-buttons For more Gamedev related content, follow me on Twitter: GameDevFluffy If you have some questions regarding my tutorials, feel free to ask them on the Disc...
How to make a Dialogue System with Unity
Просмотров 56 тыс.3 года назад
Learn how to make the bare minimum of a Dialogue System in Unity. This system can then be extended however you wish. Github repository: github.com/FluffyGameDev/DialogueSystem/tree/DialogueTutorial For more info on how I use Scriptable Objects to pass events, check out this video: ruclips.net/video/WLDgtRNK2VE/видео.html For more Gamedev related content, follow me on Twitter: GameDe...
How to make an Inventory System with Unity
Просмотров 21 тыс.3 года назад
Learn how to make a simple yet versatile Inventory System. It can work for any type of game no matter what it'll look like. Github repository: github.com/FluffyGameDev/InventorySystem/tree/v1 For more info on how I use Scriptable Objects to pass events, check out this video: ruclips.net/video/WLDgtRNK2VE/видео.html For more Gamedev related content, follow me on Twitter: GameDevFluff...
#LudumDare48 PostMortem - Search for the Undergem
Просмотров 973 года назад
Ludum Dare is an event during which game developers are invited to make games over the span of a week-end. For its 48th edition, I made Search for the Undergem, a 2D exploration game where you must find a Precious Gem in the depths of the earth. To do so, you have at your disposal a little mining droid that you can upgrade. Search for the Undergem: ldjam.com/events/ludum-dare/48/search-for-the-...
Playthrough of my Ludum Dare 48 game - Search for the Undergem
Просмотров 653 года назад
Search for the Undergem is a 2D exploration game where you must find a Precious Gem in the depths of the earth. To do so, you have at your disposal a little mining droid that you can upgrade. This game was made in under 48 hours for the 48th Ludum Dare Compo. You can play the game here: ldjam.com/events/ludum-dare/48/search-for-the-undergem
#100DaysOfCode - Retrospective and Tips on the 100 day challenge
Просмотров 3423 года назад
Since January 1st, I have been taking part in the #100DaysOfCode challenge. Now that I have completed the challenge, I wanted to share my experience as well as few tips on this challenge. I hope this will be useful to you. * My Twitter: GameDevFluffy 0:00 Intro 0:49 Tip 1: Enjoy Yourself 1:16 Tip 2: Have Clear Goals 2:17 Tip 3: Ideas Come From Anywhere 3:03 Tip 4: Don't Over Do It!!...

Комментарии

  • @Legionope
    @Legionope 7 месяцев назад

    I need this system to trigger events within their scriptable objects. But I have no clue how to implement those.

  • @davidsanchezplaza
    @davidsanchezplaza 8 месяцев назад

    man, i agree with all comments. this video is underrated, this deserves way more. i am thinking for way too long about this dialogue system, and is truly hard. as other guy commented, also, your naming is perfect. will revisit this video more than once

  • @laserbean00001
    @laserbean00001 Год назад

    Why does your interface name not start with the letter "I"?????

    • @fluffygamedev
      @fluffygamedev Год назад

      That's because I don't follow that specific coding convention for my own projects. I find it adds some useless noise. Years ago, it might've been useful but nowadays, IDEs make it easy/fast to peek at the declaration of a class/interface. Furthermore, I come from a C++ background where interfaces aren't really a thing (at best, classes with only pure virtual methods) so it never quite became a habit. That being said, if I work with a team that uses that convention, so will I.

    • @laserbean00001
      @laserbean00001 Год назад

      ​@@fluffygamedev From what I understand, the "I" prefix helps to distinguish whether you're inheriting from a class or from an interface. Like class CustomClass : IDamageable would be different from CustomClass : Damageable. (Damageable could be a monobehaviour abstract class) It's understandable if you don't use it in your own projects, but i believe it's a good practice and it should be worth adding/mentioning in your tutorial.

  • @KjipGamer
    @KjipGamer Год назад

    Hey! I know it's been over a year since this video came out, but I was recently creating a dialogue system and would love to see how you would tackle it!

  • @cosmicrenegade
    @cosmicrenegade Год назад

    Best dialogue tutorial that I've found so far. Actually implements dialogue choices. Good stuff, sir!

  • @pocoace5415
    @pocoace5415 Год назад

    i cant understand

  • @petersnayde4873
    @petersnayde4873 Год назад

    expected(

  • @Hippowoo
    @Hippowoo Год назад

    유니티의 좋은 기능이지만, 유지보수 관점에서 접근하기 꽤 어려운 방법인 것 같습니다. 다른 엔지니어와 협업할 경우에 유니티 코딩 규칙, 가이드라인을 잘 만들어놔야 할 것 같아요. 유지보수 관점의 팁이 있다면 추가로 알려주세요.

  • @mug3ed
    @mug3ed Год назад

    Amazing video, extremely interesting and in-depth!

  • @candylide
    @candylide Год назад

    I can feel my brain expanding while watching this

  • @Xuul_
    @Xuul_ 2 года назад

    Is this project dead?

  • @indie_developer_9
    @indie_developer_9 2 года назад

    You are nothing less than an angle at this moment for me...I have 7DFPS submission after 2 days. I was making the environment the whole week and just realised that I have a freaking huge story to integrate 😂. And I don't know why , but I was suddenly making a whole huge story game just for a Gamejaam.

  • @Alex-rj5wp
    @Alex-rj5wp 2 года назад

    Im new to scripting and stuff and wondered why you wrote private and public variable names. What does the symbol => mean, when you say "public string Text => m_Text;"? Thank you in advance!!

  • @nog5078
    @nog5078 2 года назад

    The best video ever! Thank you for sharing

  • @eveninglight8381
    @eveninglight8381 2 года назад

    how can i trigger the dialog using a different key instead of the space button?

  • @aliduha
    @aliduha 2 года назад

    How was this video an April Fool?

  • @Darleer
    @Darleer 2 года назад

    Very good code quality!

  • @dreamcatforgotten8435
    @dreamcatforgotten8435 2 года назад

    Edit: Why didn't you use UVS/Bolt for the Dialogue system from the beginning? I think that using something Unity supports and will continue to improve is better for the future. [Edit: I wrongly assumed you used xNode - I've been watching too many VS tutorials from different sources, haha]

    • @fluffygamedev
      @fluffygamedev 2 года назад

      Heya! You are actually right, I was using xNode before I planned the reboot. There were a couple things I didn't like with how it was architectured. Prior to that, I had actually planned to use Bolt but quickly realized I didn't quite fit my needs. What I needed was merely a tool to have some visual representation of the dialogue data. Whereas Bolt/UVS brings so much more since it's for Visual Scripting. Now of course, that can be extremely useful and can make extending the dialogue edition Easy. However, on the other hand, I feel that having an overly generic tool can hinder specific usages (since the UX is planned to be generic) and can also cause some performance overhead. I have heard however of some Unity supported API to make nodal editors. It's still in experimental but I'd like to have a look.

  • @summorandogamor6826
    @summorandogamor6826 2 года назад

    I was wondering how we add items to our inventory? I have the Scriptable Object I just don't know how to add them.

  • @nikoart1561
    @nikoart1561 2 года назад

    I really love this one but I have one problem 😅 i have no idea how to translate dialogues because every text we store is in the scriptable objects

  • @Blinkers2007GameDev
    @Blinkers2007GameDev 2 года назад

    That is amazing - Saved on my "Development" Page on youtube to watch again in the future!

    • @fluffygamedev
      @fluffygamedev 2 года назад

      Thank you ! To be honest, there are a couple things I'd change such as the fact that there are too many scriptable objects. 😅 But still, I'm glad you found this tutorial useful. 😁

  • @SFG.X
    @SFG.X 2 года назад

    Hey thanks for this tutorial ! The script for the DialogueChoiceButton look incorrectly on Github is a (.prefab) and not a (.cs) files. Can u reupload please ?

  • @violon212
    @violon212 2 года назад

    I don't get it, why not just use the strategy pattern and give the method you want to a unit with scriptable object? You would need only one unit script and it would call the method you give it with an SO. Why go threw the hassle of this pattern?

    • @fluffygamedev
      @fluffygamedev 2 года назад

      As I said, units may not be the perfect example to illustrate the use of visitors. To be honest, normally, I'd most likely use something like DOTS to implement units (or some other Data orient Approach). That being said, you point is a good one! :) Your solution would definitely work. Plus, it'd help separate generic unit behaviours from specifc behaviours. Come to think of it, Units could benefit from a Flyweight pattern. We could have the logic in the flyweight class, the intrinsic data in a scriptable object, and the extrinsic data in the unit class. Regardless, the point i wanted to make here is that with the Visitor pattern, we can easily add behaviours to all classes of a hierarchy without having to modify the classes in said hierarchy.

  • @kakarotsan3030
    @kakarotsan3030 2 года назад

    Singletons work better for event channels. You don't need to plug them in in the inspector

    • @fluffygamedev
      @fluffygamedev 2 года назад

      Technically speaking singletons are meant to be used when we want to restrict a class to having a single instance. So should we want multiple channels (ex: audio channels), using a singleton would make less sense. That being said, nothing stops us from hardcoding multiple static instances. Regardless, I agree, in many cases, we just want one channel. In those cases, it'd be perfectly alright to use a singleton.

  • @djt3rrv875
    @djt3rrv875 2 года назад

    Wow!!! This is literally what I've been looking for all this time. And in less than 10 minutes!!! God!!! You're amazing, thank you so much!!!

    • @fluffygamedev
      @fluffygamedev 2 года назад

      I'm glad this was helpful. If there's even the smallest thing you'd do differently, feel free to let me know. ;)

  • @fka8159
    @fka8159 2 года назад

    Thanks for this! I tried to find these exact solutions by myself and came pretty far until It kinda stalled - I went online to look for inspiration and was stunned and encouraged that the architecture I came up with so far mirrored your approach pretty closely. Your code will serve as a great reference to fix and enhance my own code.

    • @fluffygamedev
      @fluffygamedev 2 года назад

      I'm glad this tutorial was helpful ! :) If there's anything you think should be done differently, I'd be curious to know. 😁

  • @omritahar9048
    @omritahar9048 2 года назад

    Discovered your channel today my friend. I'm really impressed with the architecture quality wish you best of luck!

    • @fluffygamedev
      @fluffygamedev 2 года назад

      Thank you for the kind words! I found that not many gamedev channels explained "applied" software architecture. That's what motivated this channel. 😁

  • @izzydev05
    @izzydev05 2 года назад

    I was recently wondering about editor editing and making custom editors and stuff. Could you maybe make a series on that?

    • @fluffygamedev
      @fluffygamedev 2 года назад

      That's a very good idea ! I'm adding that to my roadmap !

    • @izzydev05
      @izzydev05 2 года назад

      @@fluffygamedev thank you! I really can't wait to see it. Also, are your road map and future series plans public or just something you write for yourself? I'd love to be able to see what you plan on putting out next

    • @fluffygamedev
      @fluffygamedev 2 года назад

      @@izzydev05 Technically yes. It's pinned on a bunch of social media accounts. But I don't advertise it all that much. Here's the link: trello.com/b/aRbntrIi/fluffy-gamedev-roadmap

  • @jean-michel.houbre
    @jean-michel.houbre 2 года назад

    I subscribed to your channel today, and not knowing enough English, I must say that my main criterion is the accent of the narrator... I am now looking for intermediate content for hobbyist, and I was very interested in some of your videos. Thank you.

    • @fluffygamedev
      @fluffygamedev 2 года назад

      Thank you ! 😁 If there's a specific subject that you want me to cover, do let me know.

  • @FlibidiiProductions
    @FlibidiiProductions 2 года назад

    La u.

  • @fluffygamedev
    @fluffygamedev 2 года назад

    If you've used the Dialogue System, are there some other issues you'd like to see fixed ?

    • @clashwithtrippertv2650
      @clashwithtrippertv2650 2 года назад

      you could make so a charakter has also a picture shown when he speaks. and the picture of the oponent he talks to should be on the other side of the textbox

    • @ZOMGbies
      @ZOMGbies Год назад

      Found this video after a lot of head-scratching following your original video. I'm a novice and much of the system you've created goes over my head for now - but I'm absolutely stuck on the m_CurrentNode being null when I try to initiate dialogue (CanStartNode() is the exception point). I brute forced currentNode to be "m_CurrentNode = node" above CanStartNode check, but then the dialogue breaks on the end rather than beginning. I know it's easier said than done - but I would like the next video to better explain the process/have no red herrings. I initially implemented most of your flowstate scripts - not realising they weren't part of the tutorial per se. I would recommend that if a component or script is not part of the tutorial that the footage is re-shot to exclude it completely from the footage. Viewers like me are watching, and then re-watching pausing and unpausing every 1-2 seconds - the voice explanation will often be lost in this process. On-screen labels and text explanations would be an effective way to include more optional information without overwhelming the viewer. As it stands now, I have no idea where or how to initialise m_CurrentNode to = the first node. I can probably work it out with enough trial and error. Lastly, a lot of effort for you but hopefully worthwhile too: It would be great to see a companion video for each core tutorial video where you have a 2-up screen going through tick-by-tick how the code executes on the left, and how the game looks at that point in the code on the right (maybe 3-up if there are inspector elements to view). e.g. m_CurrentNode is given the value "here", which then feeds into this class, etc etc. I could use such a thing to diagnose where I've gone wrong. At any rate - the confusion says more about me than you. I like what you're doing here - showing systems that are actually good rather than ones that work well enough for a youtube click but end up chugging your project or being incredibly limiting. Subscribed!

  • @phintasticphin
    @phintasticphin 2 года назад

    It was so good until it got to the UIDialogueTextBoxController. You did not show your whole skript. ::((

    • @fluffygamedev
      @fluffygamedev 2 года назад

      If that can help, you can find that file on github. github.com/FluffyGameDev/DialogueSystem/tree/main/Assets/Scripts/UI/Dialogue I usually don't elaborate too much on the UI on this channel since interfaces can vary greatly from one game to another. But I guess I can talk about them at least a bit more. 😅

  • @BeatSmokerFactory
    @BeatSmokerFactory 2 года назад

    great video, the repo helped a lot to understand the code too! A follow up video on how to create a UI for dialogue creation would be beautiful

    • @fluffygamedev
      @fluffygamedev 2 года назад

      Let's just say I have a few plans regarding edition. It may take a while for me to release a tutorial on that (since there are other videos I need to do to explain nodal edition). But very soon, I'll post an announcement regarding the future of the dialogue system.

    • @BeatSmokerFactory
      @BeatSmokerFactory 2 года назад

      @@fluffygamedev cool, looking forward to it!

  • @TheIronicRaven
    @TheIronicRaven 2 года назад

    This is awesome! I am just about to start doing health in my game! Very useful! I was wondering, this system seems great for the player health, but what if I want to show the health of enemies onthe screen? If I want to use event channels (and I do!) how can I link an event call to the correct enemy model?

    • @fluffygamedev
      @fluffygamedev 2 года назад

      Very good question! I don't have a final answer to that yet, but here's what I've come up with so far. One problem we have to solve here is that we can potentially have as many health bars as we have enemies. In practice, we don't have to display all of them. For example, we can display only the health bars of closest enemies in the FOV. Or perhaps we can display only the healthbar of the focused enemy. All of that is decided by the game design. Regardless of the design, if we want to use event channels, we'll need some way to match Health Bars to the right channels. So one thing we can do is have enemy entities create their own health channels. And when we want to display that enemy's health, we get its health channel and have the health bar listen to it. I'll have to think some more about this. In the mean time, I hope this helps. :)

    • @TheIronicRaven
      @TheIronicRaven 2 года назад

      @@fluffygamedev Thanks for the response! Do you think it would work to attack an int to the event call that relates to an ID? like we get a call for ChangeHealth<int ID> and cycle through all the IDs to find the correct object with that ID? I'm gonna try it out and see!

    • @fluffygamedev
      @fluffygamedev 2 года назад

      @@TheIronicRaven It definitely could work. It's worth trying.

  • @Jack-io5tk
    @Jack-io5tk 2 года назад

    Hey great tutorial, I was wondering if you had any plans to expand on this. I'd like to know more about the data components you used for each of the items and if possible a tutorial on how to save these kinds of inventories.

    • @fluffygamedev
      @fluffygamedev 2 года назад

      I have sooo many plans !!! XD Data Components and a Save System are indeed among them. ;)

    • @Jack-io5tk
      @Jack-io5tk 2 года назад

      Fluffy GameDev awesome I’ll keep an eye out for them.

  • @teo-chan
    @teo-chan 2 года назад

    daaamn, this tutorial really help me, thxx bro

  • @atheistyoda8915
    @atheistyoda8915 2 года назад

    Thanks for this video! I'm a beginner Unity and C# user and since I don't really have much experience in game development (Apart from creating a shitty, primitive menu system in C++ with SFML back when I was 15), and so I don't really have much knowledge when it comes to writing "clean" code. I'll be sure to apply these in my next project. Right now I'm only making a simple chess game and the code is pretty much spaghetti at this point so I don't really have much motivation to fix it lmao.

  • @SigmaZer0
    @SigmaZer0 2 года назад

    lol, love your inventory and channel tutorials, but... it's almost May...

    • @fluffygamedev
      @fluffygamedev 2 года назад

      Damn ! Time goes too fast ! I'm pretty sure I'll have something ready by may. But yeah, so far, my 2022 plans haven't been too successful... 😅

  • @MrChick1984
    @MrChick1984 2 года назад

    Why do you use delegate instead of event inside your SO channel? With delegate anyone can clear your callbacks, but with event you can only add or remove callback, so you can't clear others callbacks by mistake.

    • @fluffygamedev
      @fluffygamedev 2 года назад

      Mostly lack of knowledge in C#. 😅 (I'm a C++ programmer by career) In any event, thank you for pointing that out ! Guess have to update all my projects !

    • @MrChick1984
      @MrChick1984 2 года назад

      @@fluffygamedev there are more options, you can use public C# event, private C# delegate + public methods for Add/Remove listeners or UnityEvent.

  • @puddle.studios
    @puddle.studios 2 года назад

    i feel like having one type of node would decrease the complexity of the script

    • @fluffygamedev
      @fluffygamedev 2 года назад

      I agree. I plan on doing a refactor of this system. One improvement I'll do is to have one node type to display text. I may still have extra node types. For exemple, nodes that trigger events or nodes that check conditions.

    • @puddle.studios
      @puddle.studios 2 года назад

      @@fluffygamedev cool

  • @mysterymuffn
    @mysterymuffn 2 года назад

    Strange and off topic question. What is that game at 0:53?

    • @fluffygamedev
      @fluffygamedev 2 года назад

      The game is called Iconoclasts! Great game btw!

  • @bakasan9424
    @bakasan9424 2 года назад

    Nice april fool X)

  • @RoffeDH
    @RoffeDH 2 года назад

    April 1st

  • @fluffygamedev
    @fluffygamedev 2 года назад

    NFTs and Crypto have been somewhat controversial subjects recently. Do you think those technologies have any redeeming qualities ?

  • @Steeksify
    @Steeksify 2 года назад

    How about a Resident Evil or Diablo style inventory, where items can take up more than 1 slot?

    • @fluffygamedev
      @fluffygamedev 2 года назад

      Good question ! The way I'd implement that kind of inventory is a bit counter intuitive. The idea is that that kind of inventory differs from others only by its UI. The back end (the Inventory System) does not care about data like the position of the items in the inventory. That's some UI specific data. As such, the way I'd implement this type of inventory, the slots would not correspond to the individual squares in the inventory grid but rather to the various item stacks within the grid. As such, The number of slots could change as the game progresses. For example, and empty inventory would have 0 slots. But an inventory with 7 different item stacks would contain 7 slots. In practice, to implement this kind of inventory, I'd have some UI-specific class to map item stacks/slots to their position in the grid. The dimensions of those stacks could be in a DataComponent in the Inventory Item GameObject (see part 2 to find out more about those). I hope this helps! :) If you want we can discuss all this further on Discord. ;)

    • @Steeksify
      @Steeksify 2 года назад

      @@fluffygamedev I sort of get what you're saying, but I am a total noob so a lot of it went over my head. I'd feel really guilty bothering you about it more than this, since I'd need explanations for basically everything and that's a bit too much work to ask of someone lol It at least gets me sort of in a direction to start looking.

  • @gameDev_Pat
    @gameDev_Pat 2 года назад

    Dang I was so wrong when I thought implementing dialogue system with choice wouldn't be that difficult

    • @fluffygamedev
      @fluffygamedev 2 года назад

      If there's anything I can do to make things easier, feel free to contact me on Discord. ;)

  • @teo-chan
    @teo-chan 2 года назад

    Complex and better script script:*exists* Me: uses mostly "if" statements xd

    • @fluffygamedev
      @fluffygamedev 2 года назад

      I may have exaggerated a bit on that intro. ^^' Using ifs that way can be alright. In the end, I guess what matters is to know various solutions to a problem. From there, we can make an informed decision based on the amount of time we can spend on the game and how much that code may change in the future.

  • @MMABBasiRaja
    @MMABBasiRaja 2 года назад

    Kindly make video on saving scene or saving the game in unity visual scripting bolt

  • @jonathanjblair
    @jonathanjblair 2 года назад

    I seriously have no idea how you only have 800 subs. I said the same thing to another channel last year and she just hit 20k. Hope you see the same results, your content is on point.

    • @fluffygamedev
      @fluffygamedev 2 года назад

      Thank you very much! This means a lot to me. :)