- Видео 61
- Просмотров 154 941
AnanDEV
Индия
Добавлен 3 сен 2021
Unity Tutorials & Game Dev Channel 🎮
Trying to achieve my dream of creating Indie Games
And share my knowledge on various aspects of Game Development
I want to share whatever I know, in a place where anyone can afford it
Trying to achieve my dream of creating Indie Games
And share my knowledge on various aspects of Game Development
I want to share whatever I know, in a place where anyone can afford it
STOP Making These Profiling Mistakes in Unity | 100 Tips in Unity #5
Optimize Smarter: What Most Devs Miss About Profiling!🚀
Profiling your game the wrong way can lead to wasted time and missed performance issues. In this video, I’ll break down key things you must consider before and during profiling. From setting performance budgets to avoiding common mistakes, these insights will help you catch problems early and optimize efficiently.
Stop guessing-start profiling smart.
Check out the 100 Tips in Unity playlist 👇
ruclips.net/p/PL70amZWFBXsqpOXgfP7tq_ZypP1p8nofN
📂 Resources:
Unity Profiler (Docs): docs.unity3d.com/Manual/Profiler.html
7-Step Profiling Process (Detailed Video) + Thermak Throttling Fix: ruclips.net/video/ksZunek5CbY/видео.html
🚀 What You’ll Learn i...
Profiling your game the wrong way can lead to wasted time and missed performance issues. In this video, I’ll break down key things you must consider before and during profiling. From setting performance budgets to avoiding common mistakes, these insights will help you catch problems early and optimize efficiently.
Stop guessing-start profiling smart.
Check out the 100 Tips in Unity playlist 👇
ruclips.net/p/PL70amZWFBXsqpOXgfP7tq_ZypP1p8nofN
📂 Resources:
Unity Profiler (Docs): docs.unity3d.com/Manual/Profiler.html
7-Step Profiling Process (Detailed Video) + Thermak Throttling Fix: ruclips.net/video/ksZunek5CbY/видео.html
🚀 What You’ll Learn i...
Просмотров: 128
Видео
This Tool Will Change How You Design Game Mechanics (100 Tips in Unity #4)
Просмотров 19021 час назад
Animation Curves Will Change the Way You Design Game Mechanics! 🎮 Game mechanics feel clunky? Not anymore. In this video, I’ll show you how Animation Curves can transform your game design, making mechanics smoother, more dynamic, and easier to tweak. From health recovery to enemy AI and difficulty scaling, this tool unlocks insane control over time-based changes in Unity. Once you start using t...
7 ESSENTIAL Canvas UI Tips Every Developer Needs! | 100 Tips in Unity (Episode 3)
Просмотров 24414 дней назад
Master Unity Canvas like a Pro! 🎨 Building efficient, user-friendly UI in Unity can be tricky-but it doesn't have to be. In this video, I’ll walk you through 7 essential Canvas UI tips that every Unity developer should know. These tips will not only help you optimize performance but also streamline your workflow, making UI design faster and easier. Whether you’re working on a small indie projec...
The Time-Saving Unity Tip You Need | 100 Tips in Unity (Episode 2)
Просмотров 19521 день назад
Speed Up Unity Development with Assembly Definitions! 🚀 Struggling with long compile times in Unity? Assembly Definitions are the ultimate time-saver for Unity developers! In this video, I’ll show you how to organize your scripts into custom assemblies, drastically reducing compile times and improving project performance. Whether you’re working on a large game project or just want to speed up y...
How to Optimize Your Game Worlds | 100 Tips in Unity (Episode 1)
Просмотров 29628 дней назад
Level Streaming is a powerful technique for optimizing game worlds in Unity! In this video, I’ll show you how to efficiently load and unload parts of your game world based on the player's position, improving both performance and player experience. Whether you're dealing with large open worlds, complex scenes, or limited hardware, this method will make your game faster and more responsive. Get t...
Thank you ❤️
Просмотров 226Месяц назад
2025 is here, and with it will come new updates, challenges, and more to do! The previous year has been tough, and I wanted to let you guys know that I will try my absolute best to share new stuff, and make more videos on this channel! Happy New Year ❤️ Thank you so much, you guys! Check out our discord club👇 discord.gg/kVjSMDHMda Check out my Instagram 👇 anandev.0 TIMESTAMPS🔍 0:...
3 Scriptable Object Architectures That Will CHANGE Your Unity Game
Просмотров 366Месяц назад
Scriptable Objects can significantly change how you develop games in Unity! In this video, I’ll walk you through three essential architectures that I’ve been using to keep my projects modular, scalable, and much easier to manage. Whether you’re dealing with messy AI, inventory challenges, or chaotic damage logic, these techniques will save you a lot of time and frustration. 📂 Resources: - Get t...
Profiling for NOOBS (Step-by-Step)
Просмотров 6602 месяца назад
Struggling with lag, frame drops, or performance issues in Unity? In this video, I’ll take you through a beginner-friendly, step-by-step process to understand and use the Unity Profiler effectively. Learn how to spot performance spikes, identify problem areas, and optimize your game to improve performance. ⏩ What You’ll Learn in This Video: 1️⃣ How to open and navigate the Unity Profiler. 2️⃣ S...
In-Depth SCRIPTABLE OBJECTS Tutorial for Beginners!
Просмотров 3873 месяца назад
Learn how to use Scriptable Objects in Unity to simplify your game development process! In this video, we dive into what Scriptable Objects are, why they differ from MonoBehaviours, and how they can streamline your game development workflow. You’ll learn step-by-step how to create and implement Scriptable Objects in your projects, making it easy to manage game data, such as character stats, inv...
The REAL POWER of Using 1D Blend Trees in Unity
Просмотров 3953 месяца назад
This tutorial is about One Dimensional Blend Trees in Unity. 1D Blend Trees are a powerful tool used to animate characters in your game. Let's learn what they are, how to use blend trees, and learn 7 Essential Optimization Tips when working with them. Check out the full Animator Playlist ✨ ruclips.net/p/PL70amZWFBXspiJmZ2MTo8AmWwjZns4xES Check out the Animator Video (Learn Animator Culling Mode...
Creating Railway Tracks with Unity's Splines!
Просмотров 1,1 тыс.5 месяцев назад
Let's learn how to make Railroad Tracks using Custom Mesh, using the Unity Splines Package! Get my Spline Mesh Package (It's FREE) 👇 github.com/AnanD3V/SplineMeshUnity For doubts and stuff, join our discord club👇 discord.gg/kVjSMDHMda Check out my Instagram for MORE TIPS 👇 anandev.0 TIMESTAMPS🔍 0:00 Spline Mesh Package 1:01 Things to consider 1:59 Creating Tracks 6:12 Using Fbx a...
Make ROADS with Unity's Splines!
Просмотров 3,1 тыс.5 месяцев назад
Let's learn how to make Roads using (Custom Mesh) in Unity using the Unity Splines Package! Get my Spline Mesh Package (It's FREE) 👇 github.com/AnanD3V/SplineMeshUnity For doubts and stuff, join our discord club👇 discord.gg/kVjSMDHMda Check out my Instagram for MORE TIPS 👇 anandev.0 TIMESTAMPS🔍 0:00 Built-in way (LoftMeshBehaviour) 2:26 Using the Spline Mesh Package 7:31 FBX mesh...
Complex Character Animators made EASY with Unity SSMs
Просмотров 4976 месяцев назад
Complex Character Animators made EASY with Unity SSMs
Sub State Machines in Unity Explained
Просмотров 1,2 тыс.7 месяцев назад
Sub State Machines in Unity Explained
Animation Layers in Unity - Explained
Просмотров 3,4 тыс.8 месяцев назад
Animation Layers in Unity - Explained
Post Processing in URP - How To Do It
Просмотров 1,3 тыс.9 месяцев назад
Post Processing in URP - How To Do It
Animator Transitions: How to Get Started
Просмотров 6539 месяцев назад
Animator Transitions: How to Get Started
Animator Controller: How to Get Started
Просмотров 34910 месяцев назад
Animator Controller: How to Get Started
The ULTIMATE Animator Tutorial in Unity
Просмотров 59711 месяцев назад
The ULTIMATE Animator Tutorial in Unity
Basics of Animation in Unity Engine
Просмотров 1,7 тыс.11 месяцев назад
Basics of Animation in Unity Engine
Unity INTERIOR Lighting for Noobs | URP
Просмотров 5 тыс.11 месяцев назад
Unity INTERIOR Lighting for Noobs | URP
Create MOODY Lighting in Unity | For Beginners
Просмотров 824Год назад
Create MOODY Lighting in Unity | For Beginners
Custom Inspectors made EASY | Editor Attributes
Просмотров 938Год назад
Custom Inspectors made EASY | Editor Attributes
How to light your game in Unity | Step-By-Step Process
Просмотров 2,1 тыс.Год назад
How to light your game in Unity | Step-By-Step Process
Godot for Unity Devs: The Ultimate Mini Course for Game Development
Просмотров 452Год назад
Godot for Unity Devs: The Ultimate Mini Course for Game Development
From Beginner to Pro: Mastering Unity's Colliders
Просмотров 11 тыс.Год назад
From Beginner to Pro: Mastering Unity's Colliders
I made Transforms Easy to Understand in Unity!
Просмотров 1,6 тыс.Год назад
I made Transforms Easy to Understand in Unity!
Visual Studio Good Habits - Learn C# for Unity (Part 2)
Просмотров 154Год назад
Visual Studio Good Habits - Learn C# for Unity (Part 2)
You're the best! great video Regards from Brazil
I appreciate the support! Glad you found it helpful. Love from India.
The rigid body isn't called a rigid body because of Unity class hierarchies. Rigid body is a term from physics - it's an object that can't be deformed
You're absolutely right-'rigid body' is a physics term referring to an object that doesn't deform. My mention of class hierarchies was just a pun, since Rigidbody in Unity isn't a MonoBehaviour, meaning it doesn't need to 'change' like other components. Hence, the joke about being 'rigid' 😄
Goldmine
Thaaanksss!!! Also for the constant support!! ❤️
❤
❤️❤️
Great video! nice explanations! thanks a lot :)
Thank you! I'm glad I could help!
This seems really useful, thanks!
Glad you liked it! It's one of my favorite little tricks.
@anandev just discovered your chanel and it definitely deserves more subs, please be consistent and never give up youll get popular one day man!
@@Basyis Thank you that means a lot to me... I will try my best and won't give up!
gracias por la explicación, estuvo muy buena
Thank you! I'm glad the video was useful!
a really in-depth and well constructed tutorial, All the details covered, thank you so much! keep it up!
Thank you so much! I'm glad you found it helpful!
¡Gracias!
Thank you for the support!!
Always using two variables instead of using curves. I knew this, but I never gave it the attention and potential value it has. Excellent video. Thank you very much! ps: will you make a lighting optimization video?
Thank you very much... It means a lot to me 🥹 Using curves is even better when creating packages (I forgot to mention in the video) as it allows us to define how a certain action is done, and we can tweak it to our liking. Also, I will make a video on optimizing lighting. I have a couple of videos lined up and requested already. Next one is on profiling, and another on a conveyor belt. I'll make one after that, meanwhile it gives me time to do some research on it 👍🏻
Great video, exactly what I wanted!
Awesome! Let me know if you have any questions. 😊
Where is the conveyor belt video. It's been 5 months 🥺🥺
Thank you so much for reminding me about the conveyor belt video! I want to be honest. I’ve been overwhelmed these past few months and have been dealing with some mental health challenges, which slowed things down. But your comment means a lot, and I really appreciate your patience and support. I’ll start working on the video ASAP and make sure it’s worth the wait!
great video my bro!
Glad you liked it, hope it was useful!
good
Thank you so much!
I wonder actually exactly how much performance you save from those canvas optimizations, I'm really curious about the numbers and if is worth sacrificing convenience, especially for animators. Also I can't want for UI builder to be production ready for runtime UI, its much more performant then UGUI and you don't have to bother doing all these little optimizations.
Great questions and points. Exact numbers would be difficult to find, but I'd say the gains are proportional to the complexity of the UI. For example, splitting canvases reduces the scope of redraws and not using animators, would be noticable for complex dynamic UIs and will be useful if you are targetting lower-end devices and mobile. But for simpler UIs I'm thinking that it may not be worth it. No matter what, I definitely think that completing the game should be the top priority, optimzation tweaks like these could be added later on as updates, only if necessary. As for UI Toolkit, it is promising! Once it's fully production-ready for runtime UI, it could eliminate the need for many of these manual optimizations. Right now, UGUI is still the go-to for runtime UI, but I'm looking forward to seeing how it evolves. Thanks for bringing this up.
It was helpfull, the scaling part did really helped,thanks.
I'm glad I could help! The scaling is an important factor. I've seen a lot of games on itch io without proper scaling, and it's really not that hard :)
can you make video on Alteruna?
Thanks for the suggestion! At the moment, I’m focusing on topics I’m more familiar with, so I don’t have plans to cover Alteruna. But I appreciate the idea and will keep it in mind for the future!
It was one of the most comprehensive videos on Rigidbody in Unity. Keep up the great work!
Thank you so much! It means a lot to me!
It's like going from cyber truck to regular truck
Haha! It's a Beetroot Harvester but it looks so cool, the game itself has a lot of really awesome machinery and tractors in it.
@@anandev I just meant how everyone jokes about the cyber truck looking like it never adjusted it's LOD from rendering from a distance
@@bigedwerd Ohhh, I think I totally missed what you meant-my bad! 😅 Could you explain it a bit? It sounds like a fun take, but I’m not quite following.
@@anandev it was a joke. the Cybertruck looks like it's LOD is low as if it was meant to be rendered far away even when close. This is a bug you'll see in games that try to utilize different models based on distance.
@@bigedwerd Aah, I get it now. It makes sense... I'm Elon board with the joke 😂
This is super cool. Yet each system deserves a separate episode with more visual aid :) I know how hard making a good lecture video is, so hats off to you!!!
Thank you so much buddy, it means a lot! I am thinking of going into detail on some of these, maybe in my new 100 Tips playlist I'm building... There's going to be a video on using Scriptable Objects as events coming soon. I'll hit record as soon as I'm done with my free dialogue system (which uses SO events) that I'm giving away. So stay tuned, SO events are game changers!
Thank you my guy! I needed this.
Glad I could help
Very usefull gonna dive into this like a cake on a birthday
Glad you found it useful! Just make sure you don't get frosting on the code 😉
To add on this video, its really important to plan how to separate your code base, because even if you used assembly definitions, if you keep referencing stuff back and forth (for example A references B and B references A), you ended up solving nothing since everything will have to recompile when any change is detected.
That’s a great point! You’re absolutely right that planning your code structure is super important. Just to clarify though, Unity actually won’t let you create circular references with assembly definitions. I've tested it out. If Assembly A references B, Unity stops you from making B reference A, throwing a cyclic dependency error, so it kind of saves us from that headache! But yeah, even without circular references, messy dependencies can still slow things down, so I totally agree with your advice on careful planning. Thanks for adding to the conversation! 😊
Está lista de 100 tips será la nueva biblia de optimización de unity
Haha! I really want it to be. But we will not just cover optimization, there should be more lesser known tips and tricks that would either speed up development, and general tips as well.
Excelente año. Prepara una transmisión en vivo. Eso te conectará más con la comunidad. Me gustaría adquirir tu curso y poderlo recomendar. Exitos en todo!
¡Gracias! Live streams are definitely something I'm considering for the future 😊
And my course, is currently in the recording stage, hopefully I'll be able to release it soon 🦭
The type or namespace name 'Splines' does not exist in the namespace 'UnityEditor' (are you missing an assembly reference?) This error shows up once i build my game. Do you any solution to this? I'm willing to provide more info. PLEASE
Thanks for letting me know. I think it's a namespace issue, I will fix it and update the package and will let you know.
It's not a namespace issue, I may have unknowingly put my class inside #IF_UNITYEDITOR. It won't appear in the build. So the class itself should not be inside the if directive, but the contents of the class should be. Thanks for letting me know. I will update the package and let you know soon.
@NitishMallTarlok I have updated the package to v1.2 which fixes the errors! Please do let me know if you are facing any problems. Here is the link: github.com/AnanD3V/SplineMeshUnity I will also update it to a v1.3 later which has a working conveyor belt system, and animated textures, and collider generators as well. I will make a video on it soon, if you are interested.
@@anandev I will let you know if it works. But honestly...THANK YOU SO SO MUCH for the support you have for the community. Ngl you are one of the most underrated channels on this platform, your tutorials are always taking me one step closer to finishing my racing game. Once again, I love ur channel & I'll let u know about the state of the issue very soon.
@@anandev oh and about the collision system...SURE THING...make a tutorial if u find it eazy. You just gained a sub!! 😉
you are Best of the Bests luck you
Thank you 😊
Hy very interesting topic. Please explain what is the process of making and managing multiple terrains in multiple subscenes. I tried to but it seems like there is no built in way of editing multiple terrains.
There is a built in way of editing multiple terrains (Except for the paint textures). We can select all terrains together and just to go to the terrain tools, and Unity will automatically allow us to edit them together. I'm sorry if it wasn't clear enough, but it is shown in the first half of this video
Junctions?
Junctions are not supported in this package right now. The mesh would still be generated properly like a junction should, but the texturing would be off. If you are using a simple texture, then this code will work. Or else a workaround would be to manually place junctions and align it with vertex snapping.
@@anandev İ am working advanced junctions thank you for answer 😍
Really cool! All the best for your projects!
But how do you use the weight of the layers? So if i walk and i right mouse click, i want to use my next layer to point a gun, and if i unhold right mouse click the weight should go down again? Like how do i use it practical in code or anything else?
You can use the Animator.SetLayerWeight() function in code to change the layer weights. But you should interpolate the weight value, to get the smooth results. For pointing a gun, there are multiple ways you can do it. You can create a new layer for combat, and use Avatar Masks on it to filter out parts of the body. Then you can change the layer weight as you have suggested. Another way would be to procedurally animate it. Use the rigging package and use IKs on top of existing animations and override it. You animate the hand IKs via code when you are right clicking. Another simple way would be to create an entire animation for it, and then just transition to it. There is no right way to do it, but using layer weights is just so easy and straightforward. Make sure to set the layer to additive. Hope this helps! Let me know if you need further clarification!
@@anandev Holy shit, thank you for such a great, fast and many optional reply! I will look further into it! And great video btw!
@@TheTrolderia Thank you so much for the kind response! It means a lot! Also, glad you liked the video!
Really helpful video! Thank you. But if I want to make some "indoor" scene which is loaded when player character enter the house through the door and teleport character to inside, (like pokemon) where to put these house interior objects in world? And when multiple scenes are loaded, the directional light also affects objects in indoor scene, How can I prevent this?
There are a few ways to do this in my opinion. The first would be to make it realistic and make the interior in the same place as the entire house. This is more realistic. And when the player enters the house, or even when they get near to the house, you can load the interior beforehand and then enter inside. The second way would be to again, load the interior scene in a separate place, far away in a separate world space, and then teleport the player to that location. You can use Render Textures and Additional Cameras in the interior scene, and replicate camera movement, to create the visual appeal of the interior from the outside. About lighting, either you'd have to disable the directional light when inside the house and make sure that only scene-specific interior lights are enabled. You can use light probes here to get a solid effect. Or for interior scenes, you can set the lighting mode to baked. This means directional lights would have no impact on them. Both of them have their benefits and limitations, and it depends on how the transition needs to be made.
@ Thank you very much! I will try those
Cool! Let me know how it goes or in case you need assistance 😉
Hey 😊
Hey 😎✨
I haven't done Unity or Game Dev in a while, but I've always enjoyed your approach to teaching. I hope you get the help you need and please take care of yourself.
Thank you so much for the kind words @bigedwerd and for the constant support! It really means a lot to me ❤️
@@anandev Jim Carrey has an interview where he says (and I'm paraphrasing) that sadness is situational and depression is your body saying you need a break from the avatar that you've created. A friend of his says that instead of calling it "depressed" it should be "deep-rest" you need a deep rest from who you're trying to be. A lot of people in the comments are saying to take a break and travel. I think if it costs any amount of money to feel well it's worth it. I'm looking forward to more of your videos in the future, but in the meantime I hope you take up the hobby of feeling better.
I believe I've seen a video on that interview before! I completely agree with what you just said. That being said, right now, I am feeling much better and confident than ever before. Thank you so much buddy for staying with me throughout... It means a lot and I don't know what to say. This year, I will put in the effort in this channel to teach and share concepts as effectively as possible, without putting pressure on myself. Slowly but steadily I am falling in love with what I'm doing. And I'm sure that's for the best!
This is nice,would love a whole series on basic optimization for various stuff in unity for making big games :)
You got it! Thanks for the love. I'm already working on more optimization tips... I have finished setting up the project for the next two videos! Will record and upload the next one in a few days...
I enjoyed watching your video. It seems there are two methods to load maps: using the scene-based approach and loading prefabs. Would you not recommend the prefab loading method? I would like to hear your thoughts on this.
Thanks! I'm glad you enjoyed the video! In my opinion, scene-based loading is great for keeping things self-contained. It’s much easier to manage lighting, post-processing, and other scene-specific settings this way. On the other hand, prefab loading shines when you need flexibility, like for procedural generation or adding smaller, reusable parts into an existing scene. Both methods have their strengths, and I’d actually recommend combining them where possible. For example, in a survival-management game on mobile, you could load core elements like land masses and UI using scenes, and then dynamically spawn prefabs (like objects or NPCs) once the game starts. This approach reduces loading times while letting you animate objects spawning into the world for a polished experience. If I had to pick a winner, prefab-based loading might edge out slightly, as it’s more versatile-loading prefabs into a scene makes sense, but loading multiple scenes into one can get tricky. Plus, prefab loading gives you procedural control, which is a big advantage for certain types of games. That said, scene-based loading works exceptionally well for single-player, story-driven games where most objects have a "fixed place". It’s simple and efficient in those cases. I hope this helps clarify things! 😊
Another way of masking popping from loading is by using HLODs which is a simplified mesh version of your chunk with a low res texture on it so it occupies very little space in memory.
You are right! HLODs can really help improve performance too! And it reduces the popping... I am adding that to the list!
@@anandev can you brief me About HLOD, how does it works behind the scenes
Of course! HLODs (which I believe stands for Hierarchical Level of Detail, I'm not sure) is essentially a single static mesh, which acts as a replacement for multiple static meshes, that are rendered far away from the camera. Imagine there are 10 huge buildings far away from the player. Because they are far away, and they are static (they don't move), you don't need to render it in full detail. You can create a single parent for these building game objects and use an HLOD system to combine all of those 10 buildings, and render them as if it is a single static mesh, with lower poly count and lower resolution textures. And because they are far away, yet in sight, the player won't notice a difference. This improves performance and reduces draw calls (10 buildings would need 10 separate draw calls, but now as they are combined into a single mesh, it needs only a single draw call) So it is great!
I will see if I can find a good HLOD system and make a video on it. I don't think there is an HLOD system in Unity. I know there is one in Unreal Engine, and I think it works this way!
@@anandev Unity has an experimental HLOD system on github
Thanks for this, I tried something like this a year before and failed terribly.
I'm glad you found the tips helpful! Don't let past failures discourage you; every setback is a stepping stone to success.
Thanks ❤
You're welcome! 😊Glad you find it useful!
@anandev can you teach me c# for programming games from very basics
That is definitely possible! Hm, it's not going to be a lot of work as there is not a lot of setup for me to do, maybe I can create a full playlist for coding too! Would like that?
@anandev yes
@@anandev i'd love that thanks
A lot to learn from. I finally understand some things, like what sub-state gray transitions are. 1 caveat - default state transition is used last, when no other state is valid, not first.
Oh I didn't know that! Thanks for letting us know! Glad the video is insightful!
Thanks!
You're welcome! Hope it was helpful!
Happy New Year Bro, you can go for a trip which will really help and be with loved ones and thank you too for all your work.
Happy New Year to you too! I will try to make some time for myself soon. 😊
Brother you are great, Don't lose hope ever. I love your teaching style I still sometimes refer your videos when I am stuck while studying and working on unity. They are of great help not just for me but probably for some other people. You are amazing if person like you thinks about giving up what would people like me would even do. Never give up man, may this year brings you a lot of happiness and success. We are with you hang in there my man.........
Also livestreaming is great idea, I will join whenever I can.........
Thank you so much! This means so much to me 🥹♥️ I will not think about giving up again.. I wish you happiness and success too bro 💕🙏🏻
Okay that's good to know, I'll look at livestreaming
Youre a good man, your videos helped me a lot. Hope you have a beautiful year.
Thanks! I appreciate that and I wish you the same 😊 I'm glad the video helped!
Understimulate your brain and you will quit any addiction 🎉
I will try my best 😊
Happy new year! U got this
Thank you! ❤️ Let's make this year amazing! 😎
I am a game developer with 8 years of experience. And I watch your videos from time to time to refresh some topics that I had forgotten and also occasionally learn new things. You're a badass unity developer. So thank you for all your videos. And a happy new year 😊
Bro you have this much experience 😭 Give me some advice i want to become Game Programmer ❤
Thanks! That means a lot! 😇 Happy New Year!
Happy new year brother 🫶🫶🫶
Happy New Year to you too bro 💖
Happy New Year Anand. Keep up the good work. And thanks for helping the community. May you have a great year ahead 😇
Happy New Year to you too! and thanks! 😊 I wish you an awesome year as well!
All i can say is bro keep going .. "Experiment and Experience" everything possible. Your videos are very informative which i have said you personally earlier also. Just Keep Hustling bro 🦾😄
Thank you so much! That means a lot! 🤗 I will continue learning new things and share stuff I know
bro change your thumbnail like " Why I end Myself" , I Think you get more views
bhai no beef but i think "YOU" should get a live
Thanks for the suggestion but I'm not doing this for the numbers... They never end. Although I don't mind it. But no I don't want to change the narrative in a way that would benefit me. This video is more of a "thank you" more than the alternate title you have suggested.
He might have his own reasons probably but thank you for standing up for me🫂
@@SamarAnimetion1 that's not a good joke and very disrespectful.
@@bigedwerd I'm not joking my brother , I just try to help him