5 Tips for Better Platformers in Unity (With Code)!

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  • Опубликовано: 18 дек 2024

Комментарии • 185

  • @gdbaradit
    @gdbaradit 4 года назад +230

    So summing up:
    1- Small Jumps: 0:21
    2- Hang Time: 2:45
    3- Jump Buffer: 5:50
    4- Look Ahead: 10:23
    5- Foot Dust: 16:00
    This was REALLY REALLY helpful! Thank you so much!

  • @Danidev
    @Danidev 4 года назад +228

    Cool tips man, foot dust sounds so weird lol :D

    • @gamesplusjames
      @gamesplusjames  4 года назад +32

      Thanks man, if was either gonna be foot dust or toe flakes, I think I went with the right one :D

    • @klarnorbert
      @klarnorbert 4 года назад

      @@gamesplusjames Will you continue the RPG series? Another thing: if you want to make a platformer, don't use colliders for the player controller: use raycasting.

    • @goldencookie5456
      @goldencookie5456 4 года назад +2

      bruh dani

    • @milky4887
      @milky4887 4 года назад +3

      Yes daddy dani

    • @IyaB
      @IyaB 4 года назад +3

      The milkman is everywhere🥛

  • @tasoganedude
    @tasoganedude 4 года назад +22

    0:21 Small Jumps
    2:46 Coyote Time
    5:50 Jump Buffer
    10:23 Look Ahead
    15:59 Foot Dust

  • @yuriaugusto1084
    @yuriaugusto1084 4 года назад +40

    I would recommend for everybody that use a ground verification every time on Update or FixedUpdate to stop the verification for the first 0.1s after the jump, because if you don't do that players can press multiple times and the ground check it's gonna return true because he not movemed enough to stop the ground check to return false;
    Another Tip:
    Remeber to set isGrounded to false and set de hangCount to 0 when you jump to avoid multiple jumps before the count gets to 0.

    • @adscomics
      @adscomics 4 года назад +2

      Thanks for this comment, mate. I was having this exact issue earlier.

    • @MaharbaRacsoChannel
      @MaharbaRacsoChannel 4 года назад +1

      I'd recommend instead to handle rigid bodies, like changing velocity or checking ground, in fixed update. You can check for input in update, store it, and use it in FixedUpdate. That way you don't need any delay; by the time the next FixedUpdate comes, any changes you made have already been applied.
      Unity runs in this order: FixedUpdate, apply physics, collision callbacks, Update. But only update is guaranteed to run every frame, the other three can run multiple times per frame as part of the physics loop or not at all.
      If you think about it, it makes sense to avoid handling physics in Update; because you may miss things, or physics may not be updated yet. You can check things like ground in the collision callbacks, but you should avoid velocity changes, because they won't be applied until after the next FixedUpdate.

    • @nagybalint1474
      @nagybalint1474 3 года назад +1

      @@adscomics lol who i found here Hi

    • @adscomics
      @adscomics 3 года назад

      @@nagybalint1474 Hey-o!

    • @yuriaugusto1084
      @yuriaugusto1084 3 года назад

      @@MaharbaRacsoChannel Yes, you're right but even in FixedUpdate we can get multiples jumps in one frame, since in one frame you apply the force and unless you're aplying an high force sometimes the body don't move enought before the next frame then you get unstable jumps heights, values that should't reset before the "real is grounded state" and thousands of others problems, best way to handle it is to just save the jump time and turn it on again 0.1s later, that's enought to solve any problems or you can set an small raycast line instead of big one but i don't recomend this since you can get another problems and most people use box check or circle...

  • @minkysteve
    @minkysteve 4 года назад +13

    I've never really posted a comment on RUclips, but I wanted to thank you for all the videos you've made over the years. This video helped me tremendously. I'll be buying a bunch of your courses later, for sure.
    Thank you for helping us pursue our passion!

  • @rainy1003
    @rainy1003 4 года назад +2

    Wow. You did so many things I saw explained for AAAGES in other tutorials with just a couple lines of code and even with better execution - it's amazing. Thank you!!

  • @spider853
    @spider853 2 года назад +5

    Also instead of making dust on input value you might want it to be on velocity.x, as when you move towards a wall and hit it it will continue to generate. Sometimes this might be desirable to show the player pushing stuff while drifting on the ground but in that case you might want a directional particle system so it will not generate in one place but show the opposite direction of pushing

  • @Kopellis
    @Kopellis 2 года назад

    i liked the number 4 at 15:00 specialy the cam target script. I can use it for shake.
    landing on 23:00 very cool.

  • @sipsopgamera7624
    @sipsopgamera7624 4 года назад +2

    Another very good tip is instead of just checking if the Player is grounded you should also check if he is not moving on the Y axis so he does not get his jump just back just by touching the side.
    Here is what I mean.
    Do:
    if (IsGrounded == true && Rb.velocity.y == 0)
    {
    hangTime = hangTimeValue;
    }
    Do not do:
    if (IsGrounded == true)
    {
    hangTime = hangTimeValue;
    }

    • @apexxcode2197
      @apexxcode2197 4 года назад +1

      This was a nice touch to keep the double-jump from happening if you spam the key at the beginning of the jump because of hangTime. Thanks!

    • @sipsopgamera7624
      @sipsopgamera7624 4 года назад

      @@apexxcode2197 Glad that I could help

    • @derpydino17
      @derpydino17 3 года назад

      Yeah but the code doesn’t work when going up slopes

  • @fifnmarlindemann8404
    @fifnmarlindemann8404 2 года назад

    I love this style of videos. They have solid knowledge, and they tell you without trash talk.

  • @BAgodsmack
    @BAgodsmack 2 года назад

    Oh man, I finished your Udemy course recently. Love the way you explain things. Great tips and pleasant voice.
    No homo

  • @Ishmeetsinghis
    @Ishmeetsinghis 3 года назад

    These tips are gold. I was thinking from quite some time that how will I do jump buffer, hang time and jump velocity. Thank you. You got a sub.

  • @Red_Eagle
    @Red_Eagle 3 года назад +2

    Quick tip: for look ahead, use the rigidbody velocity instead of player input, since velocity takes wall collision into account, while GetAxisRaw doesn't. Cheers from france!

  • @MathieuGosbee
    @MathieuGosbee 4 года назад +3

    Thank you so much for your tutorials, I just purchased your course "Learn To Code By Making a 2D Platformer in Unity & C#
    "

    • @gamesplusjames
      @gamesplusjames  4 года назад

      I hope you enjoy the course!

    • @MathieuGosbee
      @MathieuGosbee 4 года назад

      @@gamesplusjames ive been going through your tutorial for making an old style rpg :)

    • @radikalbeats
      @radikalbeats 4 года назад

      link to course?

    • @MathieuGosbee
      @MathieuGosbee 4 года назад

      @@radikalbeats www.udemy.com/course/unityplatformer/

  • @GermanCoronel
    @GermanCoronel 3 года назад

    worked like a charm in 3D!

  • @nightlifebartenders
    @nightlifebartenders 3 года назад +10

    This is pure GOLD!

  • @fabioburkard
    @fabioburkard 3 года назад

    Very very cool tips; I started looking for the "small jumps" issue, and discover things I've never heard of, like the coyote jump.
    Thanks! It would be cool to keep publishing content like this.
    Great work!!!

  • @Pityon22
    @Pityon22 3 года назад

    4 minutes in and I'm already amazed, sooo good content. I appretiate it a lot, thank you man!

  • @evolgenius1150
    @evolgenius1150 3 года назад +1

    Mind blown at how you make all of this perfectly clear 👌
    Usually ppl do stuff and im scratching my head and I leave out absolutely boggled. Not u mate.
    Jump "king" bc this walk-thru is tops. Cheers.

  • @clemguitarechal
    @clemguitarechal 3 года назад

    Thanks for sharing these tips.
    I don't see myself coding it the same way, but they are pretty clever directions toward which to go.

  • @saif0316
    @saif0316 3 года назад

    This tutorial is so useful I spent like a day implementing each one

  • @alexgeeves7096
    @alexgeeves7096 3 года назад

    dude you have helped me SOOO much through your youtube videos and udemy courses. THANKYOU !

  • @VinatsuYT
    @VinatsuYT 4 года назад +2

    Thanks for the last tip

    • @gamesplusjames
      @gamesplusjames  4 года назад

      It really helps make your character feel like a part of the world :)

  • @spider853
    @spider853 2 года назад

    for hangtime you might need to set hangtime to 0 on jump as people might exploit it to double jump
    * same for jumpbuffer as it might double jump if it's hitting a ground or something jumpable in that 0.1 sec

  • @spider853
    @spider853 2 года назад

    One more thing is to pay attention on small jumps as it might cause exploits later in case you have some boosters or things that push you up, player might use the space key to slow them down to have better precission on landing. So maybe just add a guard in that cases that user jumped from the ground or a booster

  • @K0BRAKID
    @K0BRAKID 3 года назад

    this video is 100% priceless!! so easy to implement to my own code and it does make a great difference, u got a sub!

  • @kaiser9321
    @kaiser9321 4 года назад +11

    I’d like a series about putting work into a camera system

    • @aimeeharper5130
      @aimeeharper5130 4 года назад

      Kaiser9321 yes me too!

    • @noellekkar903
      @noellekkar903 4 года назад

      U can download free assets

    • @noellekkar903
      @noellekkar903 4 года назад

      For camera shake and camera follow

    • @nagybalint1474
      @nagybalint1474 3 года назад

      @@noellekkar903 you cant just joink everything and call yourself a PrGrAmMeR

  • @Foreverstudio0192
    @Foreverstudio0192 3 года назад

    this video really helped polish my game further. THANK YOU SO MUCH!

  • @random_precision_software
    @random_precision_software 3 года назад

    Nice one James! Can't wait to incorporate all these on my game!

  • @anaibrahim4361
    @anaibrahim4361 3 года назад

    Like you had a peek into my brain
    Thanks a lot dude for thats presentation

  • @marksimpson4310
    @marksimpson4310 4 года назад +2

    Firstly, I just want to say your tutorials are great. For anybody out there who wants to make a 2D platform game and like me has no experience, then I have to recommend his Udemy course, this RUclips tutorial makes a great following on point from what I've learned from you from Udemy.
    I have two quick questions;
    Q1) is there any way to add momentum to a player controller? I'd like it so the player does not always run at a fixed speed along the x axis, but builds up momentum over time, with a cap on how fast the top speed is.
    Also, I'd also like to be able to add the ability to crouch. I know that Brackeys covers crouching in one of his tutorials. However, he uses a pre-written script, but I like the way you break it down for beginners what each line of code is doing. I'm not knocking Brackeys, because his tutorials are also amazing too.

  • @frankeeeej
    @frankeeeej 4 года назад +1

    Super handy tips. Guess somebody has been reading up on Celeste dev blogs and stuff ;D
    I usually do two things differently though
    -For jumping I have a 'light' gravity (1 for example) for when the player is traveling up and holding the button, and a 'heavy' gravity (2.5 or something) for when he is going down, or still up but has just released the jump button. Seems to work pretty much the same as your though :d
    -I usually tie foot-dust to animation events. That way I can time the particles (or maybe even some animated sprites) with the steps perfectly, and also do a footstep sound and maybe other stuff all in a single 'step' function on the player somewhere :)

    • @gamesplusjames
      @gamesplusjames  4 года назад +1

      Nice! That's an interesting way to achieve the same effect

    • @savitar8183
      @savitar8183 2 года назад

      I was stuck trying to play particles when my character runs for like hours, and then i saw your comment and tried to play it using animation events and it worked flawlessly 😭 thanks!!

  • @hiddehi5982
    @hiddehi5982 2 года назад

    15:25 . for some reason when moving right my camera goes too, but when i move left my camera doesnt go left but right.
    yet the camtarget child does go left and right accordingly, i can see that via plus and minus position.
    but my camera doesnt go left when child goes. anyone help please? i really dont know fix

  • @VlakitusGaming
    @VlakitusGaming 3 года назад

    This is gold, man! Thanks a lot! Game Feel really improved

  • @brendanleaman9419
    @brendanleaman9419 2 года назад +1

    Maybe this is a silly question, but what's going on with groundCheckPoint2? Like, it makes sense for the first one to be placed at the player's feet to detect the ground, but where is the second one being placed?

  • @victora203
    @victora203 4 года назад

    This was so incredibly useful! Thank you so much!!

  • @oscarfrancisco6131
    @oscarfrancisco6131 3 года назад +4

    Great video! I tried implementing the jump buffer into my game and, while it worked, all of the jumps that I buffered were at the maximum height and weren't affected by the variable jump height I also got from this video. I know why this is, but I don't know how to solve the problem. Can someone help me please?

  • @arazibrahim7416
    @arazibrahim7416 2 года назад

    Really helpful! Thanks a lot bro

  • @cracatonga
    @cracatonga 3 года назад

    Amazing tutorial. It works with 3D characters!

  • @gamedevel22
    @gamedevel22 4 года назад +2

    Awesome tips and really really helpful! I am developing a Halloween platformer game right now for this month and I will also upload it on my Channel.🎃
    I just implemented the hangtime and found a little problem...When jumping from the ground and if you manage to press the jumo button again before teh hangcounter is < 0, you actually manage to make a double jump. This happens because we no longer check if ew are grounded in order to perform a jump.🤨
    I am working on this right now and I will comment here again if a solution is found! Thanks for the video bro😀

    • @amuzak9063
      @amuzak9063 4 года назад

      dunno if you figured it out yet, but setting a simple bool such as jumpBufferActivated to true when it should be active and false when the jump has been made or the timer ran out should be the fix there

    • @MarkJrLuat
      @MarkJrLuat 3 года назад +1

      @@amuzak9063 can u send the code pls

  • @arcuny.8680
    @arcuny.8680 2 года назад

    Gold tutorial thank you so much!

  • @asmr_codster
    @asmr_codster 3 года назад

    This is a very cool video, keep going!

  • @victorlecam1813
    @victorlecam1813 4 года назад

    Great work, great channel, thank you for your work and for making ours easier !

  • @apexxcode2197
    @apexxcode2197 4 года назад

    Thank you for the helpful tips here! I appreciate you, James.

    • @crispy_doggo9117
      @crispy_doggo9117 4 года назад

      is this the entire script or is there another for controlling jump momentum and all that?

  • @MaximumSpice
    @MaximumSpice 3 года назад

    fantastic stuff man, thank you very much!

  • @gluedtogames
    @gluedtogames 4 года назад +1

    Great video as always, James.

  • @Mr.Epsilion
    @Mr.Epsilion 4 года назад

    You are the best teacher on planet :)

  • @mk_games_official
    @mk_games_official 4 года назад

    Excellent small super tweaks:)

  • @creeperfreaker3910
    @creeperfreaker3910 4 года назад +1

    I used your horizontal movement script and for some reason after jumping with my character, some kind of invisible border spawns where my player won't move in that direction anymore

  • @ivanbrankovic1628
    @ivanbrankovic1628 2 года назад

    I have issue with camera ahead, Camera just moves on right side. I have different Camera script for following object, maybe that's the issue?

  • @ilnabbo9444
    @ilnabbo9444 4 года назад +1

    Awesome video as usual James.
    I've got a question about the jumping before player touch ground... would it be good to do it by calculating the distance between the player and the ground and making it possible to jump if distance >, let's say, 0.5f? (just as an example. If we calculate the distance from a child object on the player that's positioned at the player's feet that should make it so that it would ignore "side" ground if you have platforms on the sides but still get the ground below.
    As I write this I'm also thinking... is it possible to just calculate the "down" distance in the vector2 (like.. vector2.down) related to a "general" object as it could be the tilemap?

    • @gamesplusjames
      @gamesplusjames  4 года назад +1

      You could certainly do that, but it would be a lot more complicated managing raycasts. Remember what your trying to achieve is not just checking if the player character is close to the ground, you are making it so that if the player presses a button slightly too early that you dont miss the input. You want that to be consistent and if for example your player was falling very fast, that window of being able to press early would become a lot shorter if you were simply checking the distance to the ground :)

    • @ilnabbo9444
      @ilnabbo9444 4 года назад

      @@gamesplusjames I see. That makes sense. Thank you. I'll see you in the Jam :)

  • @theofficialamt6626
    @theofficialamt6626 10 месяцев назад

    How can I add double jump to these mechanics? Been trying for 2 days now and can't seem to get everything to work together without causing issues.

  • @ttrudeau83
    @ttrudeau83 4 года назад +4

    For the camera movement why not use the cinemachine camera? It's built into Unity and does all that stuff with sliders that are much easier to understand and no coding needed.

  • @MP-dn5mf
    @MP-dn5mf 4 года назад

    hello bro :) im join your 2 udemy course.you doing awesome works there .and this video also informative and helpful thank for that.please keep your awesome work and have a wonderful day

  • @trashbag3086
    @trashbag3086 4 года назад +1

    Please help. I was following the first step and got the jumping in alright and it works. But for some reason my player passes through the platform above it when it does the larger jump (doesnt do it on the lower jump though). It looks like it turns off the Box Collider 2D on my player. I'm new to coding so I dont really know what the matter is. Any help would be greatly appreciated 😂

    • @trashbag3086
      @trashbag3086 4 года назад

      Think I've managed to fix the problem, however I have been struggling with the last step (the impact particle effect). I've watched through the video 10 times now and dont know a fix :/

  • @VahdaMage
    @VahdaMage 2 года назад

    When i set up the footsteps effect the same as you have yours, i still cant see the effects when i play the game. you can kinda see them but they are soooo small you cant really see them at all

  • @annielou5329
    @annielou5329 2 года назад

    Can we use cinemachine for the look ahead?

  • @ChristopherMcDow1
    @ChristopherMcDow1 4 года назад

    Great job! Very useful tips!

  • @MirageDreamer550
    @MirageDreamer550 3 года назад

    nice video, though you can make look ahead camera much easier with cinemachine

  • @LassiY
    @LassiY 3 года назад +1

    What does isGround do? i need change it but don't know what i type there. Can you please help. I have differend name for it, u have isGrounded and i have xxx...?

  • @niyazimustafa
    @niyazimustafa 3 года назад

    Merhaba farkli bir konu hakkin da soru sormak isterim. Tilemap kullaniyorum ground check icin de ray yolluyorum sorun yok one way effector kullandigim da ve zipladigim da effectora degdigi icin ayakta ki ray ground algiliyor ve birden fazla zipliyor karakter nasil cozebilirim

  • @salahqamachi2084
    @salahqamachi2084 4 года назад

    Great tips man, thanks

  • @lAztechl
    @lAztechl 4 года назад

    Hi, Great Tutorial.
    I like to ask because I am stuck implementing the Small Jump, Hang Time, and Jump Buffer. But when I implement Jump Buffer the Small Jump Logic Broke.
    This is just an example for testing if you set Jump Buffer TIme to for example 1 sec then you press rapidly. when the jump executed it will always equal to jump force and you can't do a small jump. Can I ask how can I fix that because I am stuck in the logic of how can I implement those two together. Thank you in advance

    • @crispy_doggo9117
      @crispy_doggo9117 4 года назад

      I'm trying to create a 2D platformer for a school project. I recreated this code but the jump doesn't work. Is there another, separate character controller? Do I have to pay for the programming course to access it?

  • @alirezahashemi9728
    @alirezahashemi9728 4 года назад

    thanks , it was very helpful

  • @Arteka81
    @Arteka81 2 года назад

    When i tried to do coyote time it worked but it also added my game to double jump how can i fix it

  • @mnby82
    @mnby82 4 года назад

    How are you doing the parallax in the background? Do you have a good video tutorial on that?

  • @barsaliaksu2963
    @barsaliaksu2963 4 года назад

    Everythin' is perfect dude, thx for video but; how can i get the other scripts like "CameraController" ? 'cause for example in fourth option, we need to drag the "Cam Target" to CameraController script which inside of the camera, and I don't have that script.

    • @beri4138
      @beri4138 4 года назад

      Just use Cinemachine bro

  • @sonmohikan7413
    @sonmohikan7413 3 года назад +1

    I want to make comment for tip 2 :
    I did that tip in my game as in video but if player presses multiple times to jump button, character could jump multiple times as well. Here is the solution:
    public float hangTime=.2f;
    public float hangCounter;
    public bool isJumped=false;
    public float isJumpedTime=.3f;
    public float isJumpedCounter;
    public bool isEqual;
    private void FixedUpdate()
    {
    if (isGrounded)
    {
    hangCounter = hangTime;
    }
    if (!isgrounded)
    {
    hangCounter -= Time.deltaTime;
    }
    if (isJumped && isEqual)
    {
    isJumpedCounter = isJumpedTime;
    isEqual = true;
    }
    if (isJumped)
    {
    isJumpedCounter -= Time.deltaTime;
    }
    if (isJumpedCounter 0 && !isJumped)
    {
    rbb.AddForce(Vector2.up * player.jumpf);

    isJumped = true;
    }

  • @VahdaMage
    @VahdaMage 2 года назад

    would of been nice if you showed more of how the particle was set up. still cannot see my particles

  • @rishabh999100
    @rishabh999100 4 года назад

    More videos like this please 👍

  • @random_precision_software
    @random_precision_software 3 года назад

    How do I get a spectrum and c64 loading type screen on unity?

  • @nagybalint1474
    @nagybalint1474 3 года назад +1

    also i would really appreciate it if you could share with us your simple camera script xd

  • @PogueSquadron
    @PogueSquadron 4 года назад

    When introducing ideas like hangcounters and other checks, is there any chance that any kind of input lag could be introduced (as the game checks all of these values before determining the next course of action)?

    • @orinthian
      @orinthian 2 года назад

      Remember, all of these things are done within 1 frame before it loads so there wouldn't be any input lag. Usually with things as small as these, there shouldn't be any frame lag.

  • @David-Obermiller
    @David-Obermiller Год назад

    I am using the new input system and invoking my jump with unity events. I can't for the life of me figure out how to implement jump buffering in this way. Every single tutorial uses the old input system. Can someone PLEASE help!

  • @orkun441
    @orkun441 4 года назад

    hi, is it okay to use update function for movement?

    • @gamesplusjames
      @gamesplusjames  4 года назад

      It sure is!

    • @gluedtogames
      @gluedtogames 4 года назад

      A lot of people do that and it works great. Some people like creating a Movement() function separately just to keep things tidy and contained in their own little area. All about preference though!

    • @blumenkohltv1565
      @blumenkohltv1565 4 года назад +1

      @@gluedtogames he is talking about FixedUpdate() vs Update(). You should do all physics (such as rigidbody stuff) in FixedUpdate. The annoying part is that you sohuld get Input in Update(). The video is great but I would have loved to see this tutorial show an ellegant version to do it right.

  • @nagybalint1474
    @nagybalint1474 3 года назад

    bro can you please tell me what gravity setting you use cause my character is floating like a cloud and maybe i can go from your settings :D

  • @adspheel5850
    @adspheel5850 2 года назад

    To fix the double jump problem:
    // manage jump buffer
    if(Input.GetButtonDown("Jump"))
    {
    jumpBufferCount = jumpBufferLength;
    }
    else
    {
    jumpBufferCount -= Time.deltaTime;
    }
    if(jumpBufferCount >= 0 && hangCounter > 0f)
    {
    // theRB.velocity.x means that we leave the x axis as it is
    theRB.velocity = new Vector2(theRB.velocity.x, jumpForce);
    jumpBufferCount = 0f;
    }
    if(Input.GetButtonUp("Jump") && theRB.velocity.y > 0f)
    {
    theRB.velocity = new Vector2(theRB.velocity.x, theRB.velocity.y * .5f);
    hangCounter = 0f;
    }

  • @WhyTeVincent
    @WhyTeVincent 2 года назад

    id understand tha logic behind your code in buffer jump. If i'm not use jump the value of JumpBufferCount will be - Time. deltaTime. But is wrong becouse if i don't jump the value will be -infinite

  • @mirothemighty4054
    @mirothemighty4054 4 года назад

    I don't know why but for me the impact effect doesn't work. It follows the player in the air like the foot dust and dosen't stay at the jump location.

    • @beri4138
      @beri4138 4 года назад +1

      That's because it's a child transform of the player! Use "transform.SetParent(null)" to un-child it!

    • @5Freerunner5
      @5Freerunner5 3 года назад

      @@beri4138 thank you! :)

  • @IAMMAT87
    @IAMMAT87 3 года назад

    Hello i`m having problems with number 4. Please help if possible.
    My playercontroller scripts flips the player like this.
    private void Flip()
    {
    if (canMove)
    {
    facingDirection *= -1;
    isFacingRight = !isFacingRight;
    transform.Rotate(0.0f, 180.0f, 0.0f);
    }
    }
    so when i use the following code, the camera wont go to left when going in that direction, it will only go right,
    if(Input.GetAxisRaw("Horizontal") >= 0)
    {
    cameraCheck.localPosition = new Vector3(Mathf.Lerp(cameraCheck.localPosition.x, aheadAmount * Input.GetAxisRaw("Horizontal"), aheadSpeed * Time.deltaTime), cameraCheck.localPosition.y, cameraCheck.localPosition.z);

  • @aleksanderwisniewski3328
    @aleksanderwisniewski3328 3 года назад +1

    Mr gamesplusjames, would you mind sending me your camera script? that would be very helpful! Great videos, you just got a new subscriber :)

    • @Gorgggg
      @Gorgggg 3 года назад

      If I where you I would just use Cinemachine for the camera :) no need to code that urself

  • @elijahbyrd3370
    @elijahbyrd3370 4 года назад

    Could you do a indepth tutorial on making a a game feel more impactful and "actiony". I have a platformer shooter..and i tried to add the basic game feel tips. But it still feels dull to play.

    • @gamesplusjames
      @gamesplusjames  4 года назад +1

      Adding screenshake is a handy way to do this, which you can find a tutorial on at ruclips.net/video/8PXPyyVu_6I/видео.html

  • @Dragon20C
    @Dragon20C 3 года назад

    I was wondering if it would be okay if I did a similar video but with gdscript in Godot?

  • @IOSoraOI
    @IOSoraOI 4 года назад

    Very good video thanks for the ideas :D

  • @SageNode
    @SageNode 4 года назад

    what asset pack are you using for that background and foreground?

  • @kittyboy6525
    @kittyboy6525 3 года назад

    I have your udemy course 2d platformer fox tale i have several character sprite in the course there has a fox character i want have a character select menu there is any tips for that

  • @ΔΑΝΙΑΝΟΣΑΠΑΤΑΓΓΕΛΟΣ

    how we can do double jump with this codes;

  • @JoshRhoton
    @JoshRhoton 4 года назад

    What's with all the overlay ADs????

  • @afiyindev
    @afiyindev Год назад

    very helpful, thanks

  • @paddy7154
    @paddy7154 4 года назад

    Can you make a Tutorial for the Camera Script ?

  • @yuriaugusto1084
    @yuriaugusto1084 4 года назад

    Awesome tutorial :)

  • @Dragon20C
    @Dragon20C 3 года назад

    I was looking for copper, and I found good!

  • @narcos_7022
    @narcos_7022 2 года назад

    Thank you sooo much

  • @pivinis
    @pivinis Год назад

    Thanks so
    much 😀😀😀😀

  • @nizanthp6257
    @nizanthp6257 4 года назад

    Bro how to create a basic 2.5d game in unity full tutorials.pls upload the video i want to make 2.5d

  • @tocom
    @tocom 3 года назад

    Great video man, small pet peeve but there are a lot of lip smacking videos that feel weird in my ear. Might want to look at the gain or have some water on hand.

  • @nicoblasss
    @nicoblasss 4 года назад

    Very helpful sir

  • @AzadehIranban
    @AzadehIranban 4 года назад

    Thank you!!

  • @MBernhardt03
    @MBernhardt03 4 года назад

    Great video!!

  • @harryking4700
    @harryking4700 Год назад

    Can you make full game like super mario😮