Bright Game Dev
Bright Game Dev
  • Видео 41
  • Просмотров 15 794
Boundaries and Prefabs - Trigger Prefabs
Place box colliders as triggers along a boundary using this Unity Editor Tool.
Check out this tool and others at www.studiobright.info/products.
Просмотров: 40

Видео

Boundaries and Prefabs - Multiple Trigger Zones
Просмотров 132 года назад
Boundaries and Prefabs - Multiple Trigger Zones
Boundary and Prefab Tool Demo Reel
Просмотров 1672 года назад
This editor extension provides some useful tools to create custom mesh colliders (boundaries), and manage prefab placement along boundaries. It also includes some useful prefab/gameobject placement tools such as settling mass objects onto a terrian and random Y-rotation. Find it on the Unity Asset Store: assetstore.unity.com/packages/tools/utilities/boundary-and-prefab-tool-114483 Art assets us...
Accessorizer Custom UI - Programming Tutorial
Просмотров 822 года назад
Learn how to write a script to build a custom UI from accessory groups. Find Accessorizer on the Unity Asset Store: assetstore.unity.com/packages/tools/level-design/accessorizer-171315?aid=1100liuRK
The Legend of Doozy - Game Jam Submission
Просмотров 702 года назад
Gameplay of first release for Firith Studios' 2021 Autumn Game Jam. Check out our other games at studiobright.itch.io! We also make Unity Engine Extensions. studiobright.info
Light Controller - Unity Editor Extension
Просмотров 193 года назад
Simple tagging system for grouping and controlling lights in any scene using a global control class. Check it out on the Unity Asset Store: u3d.as/2F3S?aid=1100liuRK See our other assets: studiobright.info
Missing Pieces - Gameplay (Game Jam Submission)
Просмотров 203 года назад
Weekly Game Jam #213 - Theme: "Submerged" Salvage scrap from a submerged city in this atmospheric survival game. studiobright.itch.io/missing-pieces studiobright.info The original idea was a sort of survival game, but got so wrapped up in visuals that we didn't develop any survival mechanics... oops..
Material Group - Unity Editor Extension Tutorial
Просмотров 943 года назад
Walkthrough of sample scene setup using Material Group, Unity Editor extension. Available on the Unity Asset Store: assetstore.unity.com/packages/tools/utilities/material-group-193015?aid=1100liuRK
Material Group - Unity Editor Extension
Просмотров 493 года назад
Easily manage mesh materials and terrain layers into groups using our new Unity Editor Extension. Create themes and modify in editor or run time! Check it out on the Unity Asset Store: assetstore.unity.com/packages/tools/utilities/material-group-193015?aid=1100liuRK
Unity Engine - Scriptable Objects as Systems
Просмотров 933 года назад
This is a step-by-step programming example of how to use scriptable objects to manage logical relationships in your game. Check out the previous video on scriptable objects: ruclips.net/video/RZIRH_mjlxw/видео.html
Accessorizer Rule Tutorial - Unity Editor Extension
Просмотров 4573 года назад
Accessorizer is an editor extension that manages item visibility and relationships. It features a simple setup, powerful rule-based system, color groups, and saving/loading of outfits. Find it on the Asset Store: assetstore.unity.com/packages/tools/level-design/accessorizer-171315?aid=1100liuRK
Accessorizer Setup Tutorial - Unity Editor Extension
Просмотров 3263 года назад
Accessorizer is a simple but powerful tool used to manage visibility of object groups in the Unity Engine. Find it on the Asset Store: u3d.as/1Vo9
Accessorizer - Unity Editor Extension
Просмотров 1613 года назад
Accessorizer is an editor tool that allows designers to group common items, and control their visibility. It offers a simple setup, a powerful rule-based system, custom color groups, and saving of custom configurations. Find it on the Unity Asset Store: u3d.as/1Vo9
Accessorizer (Asset Demo) - Unity Editor Extension
Просмотров 1163 года назад
Accessorizer allows you to easily manage game object groups for character creators or modular items. Find it on the Unity Asset Store: u3d.as/1Vo9
ProcMod - Generate Basic Geometric Scene
Просмотров 2533 года назад
This video shows how to use the ProcMod Unity editor extension to generate a basic random map, and spawn a player object inside it. Find ProcMod on the Unity Asset Store: assetstore.unity.com/packages/tools/level-design/procmod-157795
Boundary and Prefab Tool - Editor Extension
Просмотров 254 года назад
Boundary and Prefab Tool - Editor Extension
Fragile - Gameplay (Game Jam / Prototype)
Просмотров 714 года назад
Fragile - Gameplay (Game Jam / Prototype)
"Kachujin" - Gameplay (Weekly Game Jam Submission)
Просмотров 2564 года назад
"Kachujin" - Gameplay (Weekly Game Jam Submission)
Heatstroke Homestead - Gameplay
Просмотров 224 года назад
Heatstroke Homestead - Gameplay
Character Controller - Add Prone Animation
Просмотров 6694 года назад
Character Controller - Add Prone Animation
ProcMod - Infinite Terrain Demo
Просмотров 6994 года назад
ProcMod - Infinite Terrain Demo
ProcMod - Procedural Item Generator Extension
Просмотров 3824 года назад
ProcMod - Procedural Item Generator Extension
ProcMod - Infinite Terrain Testing
Просмотров 164 года назад
ProcMod - Infinite Terrain Testing
ProcMod - Unity Extension - NavMesh Gaps
Просмотров 974 года назад
ProcMod - Unity Extension - NavMesh Gaps
Unity Engine Scriptable Objects as Events
Просмотров 1944 года назад
Unity Engine Scriptable Objects as Events
Unity Engine Scriptable Objects as Variables
Просмотров 1414 года назад
Unity Engine Scriptable Objects as Variables
Unity Engine Scriptable Objects as Enums
Просмотров 3,6 тыс.4 года назад
Unity Engine Scriptable Objects as Enums
Native Project - Fit Hex Map to Terrain
Просмотров 1434 года назад
Native Project - Fit Hex Map to Terrain
Tribal Map Generation
Просмотров 114 года назад
Tribal Map Generation
Native Project - Household Activities
Просмотров 124 года назад
Native Project - Household Activities

Комментарии

  • @n00bslayherttv92
    @n00bslayherttv92 Год назад

    i actually like this a lot. thanks !

  • @Pixelkvist
    @Pixelkvist 2 года назад

    This video doesn't seem to work, is it possible to reupload it? :/

    • @brightgamedev353
      @brightgamedev353 2 года назад

      Thanks so much for letting me know! I'm not sure what happened here.. I've reuploaded here: ruclips.net/video/mT9z5iEQdrE/видео.html

  • @finntanner8851
    @finntanner8851 2 года назад

    The blender equivalent to freeze transform is Reset Transforms! It can be done to induvidual transforms like rotation, scale etc or to all transforms :)

  • @DicobaYuks
    @DicobaYuks 2 года назад

    She is a beautiful figure

  • @Unreality3D
    @Unreality3D 2 года назад

    I commented this on another of your videos but this one is probably more relevant: I'm actually wondering how you get all the various parts connected to one rig.

    • @studiobright1249
      @studiobright1249 2 года назад

      Hi there - thanks for asking! Each mesh is a separate object, but they're all bound to the same rig. How to do this will depend on which 3D modeling program you're using, but in general you would have all the separate meshes as children of a root object and bind each mesh to the bones individually. I could make a video of this process, but it would be specific to Maya since that's what I personally use.

    • @Unreality3D
      @Unreality3D 2 года назад

      @@studiobright1249 thank you so much for the reply! I use Blender, but I understand the concepts. In this example, I assume you extracted the meshes from a number of different rigs and put them all on one, is that right? Did you have to remove vertex assignments and re-assign them to the one rig? Or did it just so happen that the Synty characters shared an identical rig? I'll be setting up my character generation system from the ground up, no pre-rigged models, so any tips you have for how to prepare will be much appreciated. Off to buy your tools!

  • @Unreality3D
    @Unreality3D 2 года назад

    Hi! I'm very close to buying your asset to use in a game I'm working on, where this would allow swapping of body parts, hair and clothing, but am wondering if you have any guidance on how to set up the rig so that different parts are properly parented to it? Or are you swapping out an entire duplicate rig when you swap out body parts and clothing?

    • @studiobright1249
      @studiobright1249 2 года назад

      Each accessory mesh is bound to the same rig. Your 3D modeling program should have a command to select both a mesh and a rig and "bind" the mesh to the rig. In the end, you'd have a parent object with many child accessory meshes.

    • @Unreality3D
      @Unreality3D 2 года назад

      @@studiobright1249 thank you again, I also saw your answer to my question on your other video here ruclips.net/video/_D_H_iQoTd8/видео.html Much appreciated!

  • @Daniel_Vital
    @Daniel_Vital 2 года назад

    It has potencial, i really like the film feel that the camera gives, and the environment looks great, but some aspects can improve. -Narrative is almost no existent -At least in the video, there was no options panel -character design and pallet, despite beeing relativly visible, can still improve (they are way too mutch mono chromatic in my opinion) -Character Size changes way too mutch, and can get lost in certain dark areas -Some sounds are a bit louder and repetitive, like the crickets in the night level -Site isnt working for me And the other problems in not gonna adress, because this is just a simple demo, and the team probably isnt big enough. Despite that, good work! A bit more work and this can definitly catch some attention. I reccomend to post it on IndieDB.

    • @studiobright1249
      @studiobright1249 2 года назад

      Thanks for the feedback, Daniel! We enjoyed putting this together for a recent game jam - the goal was to mimic the camera and character movement of the classic PS game "Pandemonium." The storyline was supposed to include a dog running into the forest and being "dognapped" by a mysterious animal tribe, but we didn't have time to make cutscenes. Thanks for playing!

  • @damionmccoy9966
    @damionmccoy9966 3 года назад

    It's a very interesting and unique idea however wouldn't it be way more expensive than using the regular enum

    • @brightgamedev353
      @brightgamedev353 3 года назад

      If you mean expensive in terms of memory or computation, there wouldn't be much overhead there. The true benefit is being able to add features to your games without modifying code. This is great when working with others who spend more time building levels than coding. The other benefit not shown in this video is the ability to add more properties to your "scriptable enums," which is something you can't do with a regular enum. Considering that and the likelyhood that game features will expand, the extra steps to set this up initially is worth not having to change it in the future.

    • @damionmccoy9966
      @damionmccoy9966 3 года назад

      @@brightgamedev353 that makes since, I am going to have to play with the idea see what crazy things I can do with it. Thanks

  • @ashutoshtripathi8927
    @ashutoshtripathi8927 3 года назад

    Very Great Video! Keep it Up!! You deserve over 1 million 🙏

  • @TheRedAstro
    @TheRedAstro 3 года назад

    Very cool. Do you still have the code? I'm working on some procedural objects to place on top of a procedural generated terrain and yours seems to be a very clean placement solution :)

    • @brightgamedev353
      @brightgamedev353 3 года назад

      Placing the game objects is quite simple. You just loop through them, do a raycast against the terrain layer starting some distance above pointing directly down, and move the object to the hit location. In this situation there were two different algorithms, one to place game objects (described above), and another to modify a mesh to move each vertex on top of the terrain (hex meshes). I developed and released a prefab placement (and procedural generation) tool which contains this "settle" feature. u3d.as/18jD

    • @brightgamedev353
      @brightgamedev353 3 года назад

      Email me and I'll send you a code example: <brightgamedevs@gmail.com>

    • @TheRedAstro
      @TheRedAstro 3 года назад

      @@brightgamedev353 awesome, will do! thank you :)

  • @jackiemoon1992
    @jackiemoon1992 3 года назад

    awesome tutorial thank you

  • @mowax74
    @mowax74 3 года назад

    Since Autodesk is "clever" enough to get rid of the numeric value input in the maya uv editor, this tutorial is obsolete when using maya 2018 and above.. ;-)

    • @brightgamedev353
      @brightgamedev353 3 года назад

      Aw, sorry to hear that! This is a fairly primitive way of doing this, and I would assume there's a way using Blender. I decided the time savings provided by the Mesh Baker asset for Unity Engine is well worth the price.

    • @mowax74
      @mowax74 3 года назад

      @@brightgamedev353 I was just wondering if there is an easy way doing this atlasing in maya instead of unity, but it seems there isn't an easy solution, other then doing everything by hand. With my own models this is not a problem, but can get time consuming when preparing bought models for realtime with a lot of single textures.

  • @Ne0mega
    @Ne0mega 3 года назад

    Pretty sure this is why I subbed to your channel. Very interesting.

    • @brightgamedev353
      @brightgamedev353 3 года назад

      Thanks for the sub! That system has become pretty powerful - I like it a lot!

  • @mitchiarikov2614
    @mitchiarikov2614 3 года назад

    Thank you, great video

  • @alexbobyr8076
    @alexbobyr8076 3 года назад

    Thank you for the great and simple tutorial

  • @MrKTYlhu
    @MrKTYlhu 4 года назад

    Dude, thanks for great tutorials on Scriptable Objects, but i`ve mentioned, that you didn't upload the 4th one on Systems. Are you planning to do one? Would be great. Thumbs up, thanks for content!

    • @brightgamedev353
      @brightgamedev353 3 года назад

      Hey, sorry it took forever, but I just made a new video describing this! ruclips.net/video/fQcxLitGJ5E/видео.html

  • @themaskyyt
    @themaskyyt 4 года назад

    Hi, I would like to ask a simple question, what if I want to use a literally tileset as a texture? I have been searching a lot and I still can't find anything about it. I know I can literally place face by face into each tile but...I think it should be another way, isn't it?

  • @strackx86
    @strackx86 4 года назад

    Amazing tutorial, I want to follow it but I can't find prone animations apart from the ones of mixamo that are carrying a rifle. Any advice of where to get them or how to make them? Thanks in advance. Subscribed to your channel ;)

    • @johnson512n28
      @johnson512n28 4 года назад

      Thanks, hope it is helpful. Honestly, finding animations to fit your project is pretty tough (for free). The Unity Asset Store is a good place to start looking if Mixamo doesn't have what you need. Otherwise, you will need to either make your own or (modify one that isn't quite right) using Blender or another 3D software.

    • @strackx86
      @strackx86 4 года назад

      @@johnson512n28 Yeah, that's what I thought and I was thinking about buying this asset and use the prone animations. assetstore.unity.com/packages/3d/animations/crouch-prone-mocap-27739

    • @johnson512n28
      @johnson512n28 4 года назад

      @@strackx86 That would do it. Or you could sift through the three, free, mocap libraries: assetstore.unity.com/packages/3d/animations/crouch-prone-mocap-27739?q=huge%20mocap&orderBy=0

  • @Zeemis
    @Zeemis 6 лет назад

    Jesus man, your voice is so low lol

  • @meltpack8876
    @meltpack8876 6 лет назад

    Do you have a link to the asset?

    • @brightgamedev353
      @brightgamedev353 6 лет назад

      I assume you mean the volumetric fog asset? I put a link in the description -- just click [Clone or Download] to get the whole project as a zip.

    • @meltpack8876
      @meltpack8876 6 лет назад

      Bright Game Dev cheers!