7 Game Dev Tricks to Improve Your Unity Game

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  • Опубликовано: 20 сен 2024

Комментарии • 25

  • @DawnosaurDev
    @DawnosaurDev  Год назад +3

    Join Our Discord! A space for creators to hangout, learn together and share their work.
    ➡discord.gg/W5vE5WKXYH
    Future Improvements to the Code will be put here:
    - If you're having performance issues, switching out the coroutines for timers within Update() would be a great place to start. While the memory allocated here is small this could add up eventually if you're using a lot of these effects. This will be super minor for most of you, but worth knowing just in case. Thanks a lot to @sealsharp for pointing this out!
    "Every start of a coroutine allocates memory. Every yield except yield null allocates memory. So, if you create all these little features that happen a lot with coroutines, that will add up and the garbage collector will come around for a nice frame drop."

  • @BravosChannel
    @BravosChannel Год назад +5

    AMAZING tips. I didn't know you only had around 4.6k subs considering these tips are said in the most concise and straightforward way. My favorite effect probably either has to be screenshake or time freeze. Love feeling the impact in games when action is happening

  • @sealsharp
    @sealsharp Год назад +2

    A little note at points #1, #3, #7
    Every start of a coroutine allocates memory. Every yield except yield null allocates memory. So, if you create all these little features that happen a lot with coroutines, that will add up and the garbage collector will come around for a nice framedrop.
    Every one of these examples done with coroutines can be done within the update loop just as easily.

    • @DawnosaurDev
      @DawnosaurDev  Год назад +2

      Thanks for letting me know. Usually I'm not super worried out performance when most of the games I and others are making are incredibly simple given modern hardware so I won't update the code. But, I'll add a note about this in the project description and on GitHub. Thanks for sharing!

    • @sealsharp
      @sealsharp Год назад

      @@DawnosaurDev The individual uses aren't the problem. It's when you get used to a workflow and it feels comfortable, you use it every time as it feels like the natural, intuitive thing to do. You may end up with a situation where fixing a framedrop problem requires change in lots of components. And it's not especially you who does that.
      Other channels do that as well with all kinds of systems from tinting a sprite to onHover events to AI behaviour. Worst i've seen is someone creating some wiggle-effect with OnCollisionStay as the trigger, which then creates 50 coroutines per second per entity and running through the screen from left to right creates hundreds of them with many running in parellel overwriting each other. And it looks fine. And if it looks fine, and it is taught that way, people assume it is fine and the way to do.
      So please don't take that personal and overall, you're doing fine. On average what youre saying is right and well delivered and it will help people. So good job and have a nice sunday :-)

  • @ytubeanon
    @ytubeanon Год назад +2

    came from Reddit... very polished, some tips reminded me of Feel in the asset store

  • @madlad255
    @madlad255 Год назад +1

    This is such a great and concise video. I remember a while ago I said your editing felt a bit too fast-paced, but I think you're starting to find a nice balance where you give a lot of information in a short time while also making it stick!
    Also, it's nice that you mentioned you don't *have to* include these effects in your games; a lot of tutorials forget about that part.

  • @jakesilberstein9227
    @jakesilberstein9227 Год назад +1

    Really a great video man! I think the fast paced nature of it combined with genuinely good ideas is a really entertaining and informative style. Well done!

  • @duyvo1258
    @duyvo1258 Год назад +1

    Your code is really easy to understand and keep track of as you use comments and regions in a very smart way. Thank you! Oh and by the way also thank you for the platformer tips, they're really helpful, I combined them with state machine pattern and it's pretty nice.

  • @TobiDerCoole
    @TobiDerCoole 9 месяцев назад

    i love your work! had to watch it 3 times cause it was really fast but even as a beginner i understood everything :D

  • @iiropeltonen
    @iiropeltonen Год назад +1

    Excellent gamedev tutorial. Technical and entertaining.

  • @kneo12
    @kneo12 7 месяцев назад

    Great video as always

  • @eddiee9147
    @eddiee9147 Год назад +1

    Thank you Atom for the tips (Yes I called you Atom). I’m going to look through your older videos to see if I can finish a project

  • @osa4erpak591
    @osa4erpak591 Год назад

    Man you are the best! your guides are just imba, make a video about the combat system like in HK.

  • @nicoo.caballero
    @nicoo.caballero Год назад +2

    He came back!

  • @mohakjain5802
    @mohakjain5802 Год назад +1

    I liked the video but I have to say that you were speaking fast. I thought my playback speed was 1.5X. I think you should slow down the pace of the video as little bit. Overall very informative video 💖💖

  • @Taehc
    @Taehc Год назад +1

    Regarding platformers, what do you say about leniency with button pressing accuracy such as coyote time or jump buffer?
    I mean, I might include them since apparently that's the trend for more "responsive control", when ironically they literally press too early or too late.

    • @DawnosaurDev
      @DawnosaurDev  Год назад +2

      I would always include them. Usually the times are short enough that players won't directly notice, but should help get rid of a ton of frustration points.
      I've got a full video on making a platformer jump feel great if you're looking for more: ruclips.net/video/2S3g8CgBG1g/видео.html

  • @zoeeechu
    @zoeeechu Год назад +1

    do i refrence camera shake with a public game object??? edit: nvm i got it when using the "Basic Multi Channel Perlin" make sure to actaully set a noise profile and set Amplitude Gain to 0 so it doesnt start shaking on start

  • @mohamedimranechehabi5735
    @mohamedimranechehabi5735 Год назад +10

    don't starve us from your content man, not cool

  • @figoospalle
    @figoospalle Год назад

    Time freeze is called hitstop

  • @franciscooteiza
    @franciscooteiza Год назад

    This is officially a semi-dead channel