Anyone got a tutorial how to painlessly kill myself? 😂 I lost 3 years of my life and everyone is just like eh just switch engines MAKInG GAMES IS EASY xd
I'm glad you keep doing progress despite the awful news. Whatever happen, you will overcome it and use it as a positive moment. Even if you had to move on to new engine.
@@uxxix 😭 I'm sorry, I'm gonna go full preach mode xD. Ignore it if is annoying: The more the pain the better we become. That's why most amazing people are those who have the most painful and unexpected moments and yet they find peace in going through these tough times and they shape who they are instead of becoming weak. So I'm sad for situation but I'm not worried. Positive will begin to form and show up if we accept these struggles and learn from them.
This was a lot more complicated than I expected 😂. I did get a game transitioning from one scene to another while playing around with a few bits a few months ago, but I remember the coding being much simpler (though I imagine also a lot more limited than what you’ve set up, I.e. mine was just one door and it went from scene 1 to scene 2). I’ll have to watch this a couple more times I think to make sure I’m understanding it properly before I try to implement anything similar!
Passei muitos dias procurando como fazer isso, e esse tutorial me salvou. Parabens pelo grande trabalho! I spent many days looking for how to do this, and this tutorial saved me. Congratulations on a great job!
When having 2 PlayerInputs on the same scene, AutoSwitch no longer works because each Player Input "claims" a control scheme. My recommendation for the UserInput Class to work is, instead of adding a Player Input component to the UserInput Class gameobject and having a Static Reference to it, to have a Serialized Field private reference to the Player Input Component of the Player and get the InputActions references in Start instead of Awake to avoid null references.
Is this really how they do it? Everything feels like we are fighting the system and creating unnecessary dependencies, but ey.... I haven't released a game...
the first person in my mind after unity trndimg news , i feel soo sad for you. you and your wife lost many things to get into this after all the one thing which you trusted made this kind of step is soo sad , i know its very pain i want to cry for you , BUT i have to Say Just puk of evrything happend , past is past Dont leave our dreams by others mind: If you have to Achevie the Goal change the Strategy,Not the goal- by lord krishna
A little feedback: next time, you could include a "Unity Tutorial" word in your video's name, soo that everyone knows instantly that this is a tutorial video
For some reason, when I tried the new Input setup, the controls are no longer detected. Any idea what I might be missing. I copied the UserInput script and in Player.cs used, for example, moveInput = UserInput.MoveInput.x;.
Hey, the Scene Field class does not appear to work when it comes to renaming the scene. The script renames the scene in the string field only if the editor for the object is open.
Nice tutorial have you seen about this unity fee ??? 0.20 cents per install of the game even if some one keep reinstaling the game just for trolling the developer will have to pay for it this is crazy unity is going down the hill are you thinking about migrating your game to unreal ???
Even if they try to walk back these changes, they'll just try them again but worse one, two, three years from now. Anyone starting a project in Unity now has to understand they're basically signing up to pay any arbitrary fee Unity invents in the future.
Do you think it's really worth to make all this shenanigans to work around "dont destroy on load" what if you just let it be gone, and have a player on every scene? I don't see a point in keeping stuff as the same object. except something like a music player
the dont destroy on load is to keep state. If you destroy and reload each scene the reloaded object will have whatever value was saved in the scene. IE you cannot keep persistance between scene loads.
@@Fenga i don't feel like storing data on the game object itself is a good idea in most cases, only seems useful for music dont stop playing between scenes imo
Please, we've heard about your difficulties in making your games so you guys can fulfill your dream. Heck, I could even offer to give you a hand, no cost, to move to something else but please, don't stay in Unity. It's a risk and it could become your worst financial decision. I'm not joking.
Some useful information, but misleading title. A lot of simplifications: you should use async scene loading, use animations for scene transitions, very bad limitation with door enums, and so on.
I don’t think in this particular case that the door enum is a bad solution - enums can be bad when they might need to be expanded and you need to do more than a simple bool if the values are equal. As long as the check is just for equivalent value, then it’s easy to expand on it in the one place the enum is defined. Another solution over the enum would be ScriptableObjects. Make an SO type DoorID, and then you can just make the field holding that on each door readable and just check if the one assigned to the exit door matches that on the entrance door. But both are doing the same thing in essence.
Next tutorial: Why i started using Unreal Engine
Anyone got a tutorial how to painlessly kill myself? 😂 I lost 3 years of my life and everyone is just like eh just switch engines MAKInG GAMES IS EASY xd
Or Godot.
Unreal is terrible for 2d so I think you mean Godot
I'm glad you keep doing progress despite the awful news. Whatever happen, you will overcome it and use it as a positive moment. Even if you had to move on to new engine.
He probably recorded this in advance. Pretty tough spot.
@@uxxix 😭
I'm sorry, I'm gonna go full preach mode xD. Ignore it if is annoying:
The more the pain the better we become. That's why most amazing people are those who have the most painful and unexpected moments and yet they find peace in going through these tough times and they shape who they are instead of becoming weak. So I'm sad for situation but I'm not worried. Positive will begin to form and show up if we accept these struggles and learn from them.
@@lDeath489some will grow some will not. I feel like killing myself
why is everyone such a drama queen
@@Change-jy1rl sometimes that's what is needed for the moment. Sometimes it is annoying and unnecessary. So I understand.
This was a lot more complicated than I expected 😂. I did get a game transitioning from one scene to another while playing around with a few bits a few months ago, but I remember the coding being much simpler (though I imagine also a lot more limited than what you’ve set up, I.e. mine was just one door and it went from scene 1 to scene 2).
I’ll have to watch this a couple more times I think to make sure I’m understanding it properly before I try to implement anything similar!
Although I'm planning on moving away from Unity, I think the basic scripting principles behind this are really good and helpful!
Passei muitos dias procurando como fazer isso, e esse tutorial me salvou. Parabens pelo grande trabalho!
I spent many days looking for how to do this, and this tutorial saved me. Congratulations on a great job!
I like it. I really like your tutorials. For me is ok how you presented it. As always i learn something new!
Amazing, love how your brain thinks. So grateful for your videos sir.!
When having 2 PlayerInputs on the same scene, AutoSwitch no longer works because each Player Input "claims" a control scheme.
My recommendation for the UserInput Class to work is, instead of adding a Player Input component to the UserInput Class gameobject and having a Static Reference to it, to have a Serialized Field private reference to the Player Input Component of the Player and get the InputActions references in Start instead of Awake to avoid null references.
A good follow-up video would be how to use dependency injection for your "persistent objects".
10:56 if you use Mouse controls in your game, make sure to disable Raycast Target on the Inspector of the panel.
Is this really how they do it? Everything feels like we are fighting the system and creating unnecessary dependencies, but ey.... I haven't released a game...
dude not giving a single f*ck about unity going nuts❤
He might have started editing the video before the crazyness went live.
Godot tutorials from now? 🤖🔪💠
Thanks a lot! I really needed this video:)
the first person in my mind after unity trndimg news , i feel soo sad for you. you and your wife lost many things to get into this after all the one thing which you trusted made this kind of step is soo sad , i know its very pain i want to cry for you , BUT i have to Say
Just puk of evrything happend , past is past Dont leave our dreams by others mind:
If you have to Achevie the Goal change the Strategy,Not the goal- by lord krishna
A little feedback: next time, you could include a "Unity Tutorial" word in your video's name, soo that everyone knows instantly that this is a tutorial video
and its useless because of new Unity Runtime Fee; too bad
@@borisnaftaliev2911doubt that will even affect you.
Really great
How can this be used to spawn on the left or right to the portal instead of the middle of the portal
For some reason, when I tried the new Input setup, the controls are no longer detected. Any idea what I might be missing. I copied the UserInput script and in Player.cs used, for example, moveInput = UserInput.MoveInput.x;.
I am having the same problem
Hey, the Scene Field class does not appear to work when it comes to renaming the scene. The script renames the scene in the string field only if the editor for the object is open.
Nice tutorial have you seen about this unity fee ??? 0.20 cents per install of the game even if some one keep reinstaling the game just for trolling the developer will have to pay for it this is crazy unity is going down the hill are you thinking about migrating your game to unreal ???
That doesn't even affect most devs
I love how you don't give a f***😂 this unity stuff won't stick
Even if they try to walk back these changes, they'll just try them again but worse one, two, three years from now. Anyone starting a project in Unity now has to understand they're basically signing up to pay any arbitrary fee Unity invents in the future.
Do you think it's really worth to make all this shenanigans to work around "dont destroy on load"
what if you just let it be gone, and have a player on every scene?
I don't see a point in keeping stuff as the same object.
except something like a music player
the dont destroy on load is to keep state. If you destroy and reload each scene the reloaded object will have whatever value was saved in the scene. IE you cannot keep persistance between scene loads.
@@Fenga i don't feel like storing data on the game object itself is a good idea in most cases, only seems useful for music dont stop playing between scenes imo
@@reversamente im curious, how do you then store gamestate between scenes ? Do you serialize to disk each load - i guess not, but im just wondering
Does this mean you will still use Unity going forward?
Oof timing.
Please, we've heard about your difficulties in making your games so you guys can fulfill your dream. Heck, I could even offer to give you a hand, no cost, to move to something else but please, don't stay in Unity. It's a risk and it could become your worst financial decision. I'm not joking.
Are you serious about that? Will you move my game to a different engine for free? Or are those just empty words
@@maciejtyczynski6836 Who are you?
Some useful information, but misleading title.
A lot of simplifications: you should use async scene loading, use animations for scene transitions, very bad limitation with door enums, and so on.
I don’t think in this particular case that the door enum is a bad solution - enums can be bad when they might need to be expanded and you need to do more than a simple bool if the values are equal. As long as the check is just for equivalent value, then it’s easy to expand on it in the one place the enum is defined. Another solution over the enum would be ScriptableObjects. Make an SO type DoorID, and then you can just make the field holding that on each door readable and just check if the one assigned to the exit door matches that on the entrance door. But both are doing the same thing in essence.
damn you don't care don't you
First