💬Netcode for Entities! One of the most requested topics, after quite a bit of research here is a super detailed tutorial, I hope you learn a lot! 🌍 FREE 7 HOUR DOTS Course! ruclips.net/video/1gSnTlUjs-s/видео.html ✅ FREE Game Dev Report Newsletter - cmonkey.co/gamedevreportnewsletter 📝 Get my C# Complete Course! cmonkey.co/csharpcourse 🔴 RELATED VIDEOS 🔴 Learn Unity DOTS! (FREE Tutorial Course) ruclips.net/video/1gSnTlUjs-s/видео.html EXTREME PERFORMANCE with Unity DOTS! (ECS, Job System, Burst, Hybrid Game Objects) ruclips.net/video/4ZYn9sR3btg/видео.html Making MULTIPLAYER Games has never been EASIER! ruclips.net/video/PCd3yp_VZ-c/видео.html The FASTEST TOOLS in the World! (Unity DOTS Asset Review, Animation, Pathfinding) ruclips.net/video/ehDbwr7PyJ4/видео.html Learn C# FREE Tutorial Course Beginner to Advanced! [2024 - 12 HOURS] ruclips.net/video/qZpMX8Re_2Q/видео.html Flow Field Pathfinding in Unity DOTS! (INSANELY FAST! 15 NEW Lectures) ruclips.net/video/xV0pFUAb7wc/видео.html
you are creating great courses and they all are free, meanwhile i still see people complain about little things in comments. i just wanted to thank you mr monkey, you are a hero
The server side prediction looks so good! I was literally working with Photon today and wow, the demo you showed basically knocks what I was working on out of the water!
This is amazing content. I definitely recommend the full DOTS course by the way, if you’re wondering if it’s worth it, I really believe it is. So much effort has been put in just like everything by Hugo it is easy to understand and there is a lot of back of forth in the comments under each lesson. I don’t think I’ve seen a more involved teacher Looking forward to every next tutorial you put out, I’m so impressed with the quality and how much you simplify very complex concepts
Fantastic work as always Hugo. Love this. I'm halfway through the DOTS course and I'd love to see the Netcode Networking integrated into that project so I can see how I might use it myself. Thanks a million as always.
Found my old project made with Photon PUN2 and was going to remake it with Netcode for Entities but it was still in beta and there where no tutorials on how to start with it. And this has come at the perfect time.
This is crazy Code Monkey! Two hours ago i was thinking about if Unity netcode for entities would be a good fit for our future game, or if i should look into Photon or something else. So it’s obvious that you’re reading my mind! Thanks, now i will enjoy the video! 😅
Oh Wow, thats what ive been looking for, i am decent at coding dots but didnt look into netcode for dots till now. Nice to see a good video on that powerfull tool
We recently started studying Netcode for Entities, and aside from the official documentation, this is the best tutorial I’ve seen-it clarified a few things for me. I just wish you had gone into more detail about session management with Relay, which I find essential for a game. I hope you’ll cover it in the future, as we spent quite a bit of time figuring it out ourselves.
I'm glad you like the video! By session management you mean just the connection? I looked briefly at that sample and it seemed pretty straightforward, I'll look into it some more
@@CodeMonkeyUnity Sorry, I wasn't very clear. I meant managing a scene prior to the game where players can choose from a list of sessions and decide where to connect to play. This is seen in the widget package examples. I encountered a lot of problems once players had chosen the session and the game started. When loading a new scene, if not done correctly, the connection is lost or the clientworld loses the networkstreamdriver. Therefore, I believe that an in-depth exploration with some best practices could be beneficial for everyone who wants to use Netcode for Entities. I couldn't find any tutorial that addressed this aspect, which I consider important in the construction of a game.
Thank You Code Monkey. 💯👏🏻 I really appreciate it. This is Amazing... AAA Knowledge for free, and of course there's always the option to pay for premium content.
Yeah it definitely is a bit tricky to get started, took me quite a while of reading the documentation and the samples to figure out how it works, I really hope this video helps!
Hey bro, love your courses. Just purchased the DOTS one and im so amazed by the quality. Any chance you make a fully blown course with Network for entities and DOTS? Maybe reuse what we build on your ECS RTS Course and add multiplayer? Ideally with some Listen Server logic. Sorry for asking for too much but i would insta buy the course :D
I am currently working on basically remaking my simple multiplayer that I just published but making it with Netcode for Entities ruclips.net/video/YmUnXsOp_t0/видео.html After I-m done with that I want to get back to my DOTS RTS game and convert that one into multiplayer. That's a lot of work so it will take some time but that's the plan!
Hi CodeMonkey, great tutorial once again. Not totally sure but could it be that your issue with the EntitiesSubscene not being loaded correctly is due to the fact that you are suppose to load it using a dedicated system so that it can actually "await" for the LoadSceneAsync to finish loading and react to the component stating that the subscene is loaded before moving on with the connection?
Hey CodeMonkey, would be nice if you could explain the workflow of making game in a gaming company. I mean the steps from game design, art, programming, audio and so on.
I want to create a 2D puzzle game for 2 players, where each player sees different information on their screen and can interact with or influence objects in their own way. My question is: I don't have a traditional player (prefab); on your screen, there are just objects you can interact with, like a maze. Different players can only see part of it, and they need to communicate in order to navigate through it. (one player see only horizontal lines and can move up and down, the other one see vertical lines and can move left and right) Is there a way I can create the game logic for a game without player characters, but where each player has their own scene and we can share information about each player's actions with each other in real time?
I'm going to research that right now. Basically you need to make the Units and Buildings into Ghosts, and just with that it should already be pretty good. Then make RPCs and GhostFields to synchronize all the other data. I'm hoping it won't be too difficult so I'll be able to make a few lectures on it.
Thanks very much for always teaching us what we want. I have a question, I haven't went through the video yet, but in the overview match making wasn't mentioned. How can we include match making in netcode for entities? Thanks
Hmm I haven't tried doing a stress test so not sure but technically yes Netcode Entities is meant to be much more capable than NGO. I would guess NGO's limit is around 20-50 network objects, (Unity themselves recommend 2 to 8 players + other objects) depending on how much they move/change state. Whereas I assume Netcode Entities should be able to handle hundreds
Hey, so for my project I really only need DOTS to handle the hundreds of non player enemies, other than that I use mainly GameObjects. If I was to migrate that project to multiplayer, should I go with Netcode for Entities or would NGO work just fine and still give me the benefits of DOTS for handling said enemies? Thank you!
For the error at 1:14:10 I get 2 errors on the Player 2 window's console: "InvalidOperationException: This cannot be used during play mode, please use SceneManager.LoadScene()/SceneManager.LoadSceneAsync() instead." which is caused in something in the Playmode package, and "Asset Assets/SceneDependencyCache/1e860e01e6467dd37402a7b72a4cf33b.sceneWithBuildSettings couldn't be imported. (Most likely the assets dependencies or the asset itself is being modified during import.)" which happens in the Entities package. Your fix and removing the subscene from the scene list works, so I don't need help with it but I would be interested to know what are causing the errors, in case someone knows what's happening there.
at 16:42 when you go and edit the multiplayer build settings, My settings for the client are greyed out and I can't edit the NetCode Client Target from "Client And Server" to just "Client". Do you know if there is some sort of setting preventing me from changing that? I did also make a new project and start your tutorial and it worked so I'm also curious if that's something that only works if the project is made with the HDRP? I'm not sure if my game was made on that and that's why it isn't working.
Hmm strange, were you in play mode? If so stop playing and it should allow you to change. I haven't seen that option be blocked so no idea why that could happen, I doubt it's related to HDRP. Maybe try changing the Build Target, maybe you have it set to Dedicated server or something, change it to a normal PC build.
@@CodeMonkeyUnity Maybe I'm misunderstanding your video, but isn't what you setting up in the video a dedicated server setup? or is it and your simply setting it up without the use of the dedicated server? On your suggestion though, I did have it setup on a Linux Server but I tried all the other options and it didn't resolve my problem. Any other thoughts?
Edit > Project Settings > Multiplayer > Build > NetCode Client Target, set this to Client and Server. This example can be used as a dedicated server you would switch this back to client to remove any server logic from it's build.
If you already like it then keep using it! I haven't used it myself but as far as I know all Netcode tools are awesome nowadays, so use whatever you like. By the way Netcode has no cost, Netcode is just the connection. Do you mean Relay? You can use Unity Relay or any other Relay tool with any Netcode toolstack.
Netcode performs far better than Photon in my experience. Also, Netcode is free. Relay is paid, but you'd still have to use Relay or a similar service even with Photon.
@@CodeMonkeyUnity Wouldn't there be some issue with the connectivity to the game? Like, if the server runs an instance, wouldn't it assume there was a player?
Good Question, for me using a linux server build, I do not have any issue with the server thinking it's a client. However, I skipped the part with the UI buttons and have it just use the autoconnect feature.
Oh that's fascinating! I didn't know that package existed. It looks like it was made specifically for logging in DOTS, very interesting. Thanks for the tip!
Someone at unity is hovering their finger over the “deprecate current networking api” button and is just waiting for me to start following this tutorial.
The only networking API they have deprecated was UNET almost 10 years ago, so I would say don't worry about that Or if you want go use Netcode for Game Objects, it has already been around for 5 years and is continually getting updates, it's not going anywhere.
What do you mean by that? Netcode is just the connection that sends bytes from A to B, it doesn't "run" on anything. You mean dedicated servers? I'm not familiar with AWS but with Unity you export a executable for the server then you run that in some AWS container
If you setup NAT and your firewall then yes. Otherwise you need to use something like Relay to bypass the firewall ruclips.net/video/msPNJ2cxWfw/видео.html
How can I load scriptable objects which has meshes and materials I want to load the mesh and materials used for procedural generation into the dots but baking only works on monobehavior and mesh / materials are also not allowed in components since they are managed unity objects. How do I resolve this...
All clients have the same build so all clients have the same scriptable objects. You would use some kind of Enum to send an RPC to the server to define what data you want to grab from what scriptable object.
@@CodeMonkeyUnity yeah but thats not what im asking. How do you bake the scriptable object data to an entity so you can use that data from the scriptable object as essentially prefabs because you cant have references to them in entity components.
Sadly no I don't think so, at least I didn't see any mention in the docs. It's possible but you'd have to handle it yourself, set up a Lobby and if the host disconnects define another player to be the new Host and start the connection again
Since it's been available, it's an excellent tool that helps me spend more time on the content of the video itself as opposed to making thumbnails (which I hate doing)
You're not supposed to follow this in realtime, just like I absolutely did not learn all of this in one hour, it took me weeks to research for this video. So take your time, pause as much as you need as you're writing your own code, best of luck!
Why? It's an excellent tool that helps me make much better thumbnails than I could draw myself, and it helps me save time so that I can spend that time on the thing that actually matters, the content of the video itself
@@CodeMonkeyUnity people don't like AI. It immediately put me off too which is why I scrolled down to see if anyone else was bothered by it. It seems they are. I care about the content people make. Not the content that an AI regurgitates. Even if it's a lower quality thumbnail I just don't care. The fact it was made by a person and has actual intent and care behind it is far more impactful in my opinion. You can disagree. But know that a decent chunk of your viewers, including me, hold this opinion. Art is not the field any of us wanted AI to go for first. It was the last. In fact many of us would prefer if AI never went for art. I think the best way to describe it is that art is like a conversation. I don't like talking to a public service robot. But I do like talking to you.
@@CodeMonkeyUnityi do not use unity but it is ok. But unity corp isnt sadly, at least for now. Btw, i got addicted to creating pixel roguelike recently 😅
Yup it's an excellent tool that allows me to spend more time on what actually matters, the content in the video, as opposed to the thumbnail which I hate doing
💬Netcode for Entities! One of the most requested topics, after quite a bit of research here is a super detailed tutorial, I hope you learn a lot!
🌍 FREE 7 HOUR DOTS Course! ruclips.net/video/1gSnTlUjs-s/видео.html
✅ FREE Game Dev Report Newsletter - cmonkey.co/gamedevreportnewsletter
📝 Get my C# Complete Course! cmonkey.co/csharpcourse
🔴 RELATED VIDEOS 🔴
Learn Unity DOTS! (FREE Tutorial Course) ruclips.net/video/1gSnTlUjs-s/видео.html
EXTREME PERFORMANCE with Unity DOTS! (ECS, Job System, Burst, Hybrid Game Objects) ruclips.net/video/4ZYn9sR3btg/видео.html
Making MULTIPLAYER Games has never been EASIER! ruclips.net/video/PCd3yp_VZ-c/видео.html
The FASTEST TOOLS in the World! (Unity DOTS Asset Review, Animation, Pathfinding) ruclips.net/video/ehDbwr7PyJ4/видео.html
Learn C# FREE Tutorial Course Beginner to Advanced! [2024 - 12 HOURS] ruclips.net/video/qZpMX8Re_2Q/видео.html
Flow Field Pathfinding in Unity DOTS! (INSANELY FAST! 15 NEW Lectures) ruclips.net/video/xV0pFUAb7wc/видео.html
you are creating great courses and they all are free, meanwhile i still see people complain about little things in comments. i just wanted to thank you mr monkey, you are a hero
Thanks! I hope this video helps a lot of people learn!
He also have great Udemy courses that I can recommend.
The server side prediction looks so good! I was literally working with Photon today and wow, the demo you showed basically knocks what I was working on out of the water!
were you working with photon PUN or photon FUSION?
This is fantastic Hugo! Here is a Merry Christmas and a thank you from GVS. 🎄♥
Many thanks for the super thanks! I hope the video helps you learn! Merry Christmas!
@@CodeMonkeyUnity Would not even consider learning NE without a CodeMonkey tutorial on it! =) Your tutorials are an absolute game changer.
Thank you for making it only one hour long! What a pleasure it is to have an ability to scroll back when missed a single word!
This is amazing content. I definitely recommend the full DOTS course by the way, if you’re wondering if it’s worth it, I really believe it is. So much effort has been put in just like everything by Hugo it is easy to understand and there is a lot of back of forth in the comments under each lesson. I don’t think I’ve seen a more involved teacher
Looking forward to every next tutorial you put out, I’m so impressed with the quality and how much you simplify very complex concepts
HOLY SHIIIT!!! Been waiting for this for ages!🎉
I hope you learn a lot!
Fantastic work as always Hugo. Love this. I'm halfway through the DOTS course and I'd love to see the Netcode Networking integrated into that project so I can see how I might use it myself. Thanks a million as always.
Found my old project made with Photon PUN2 and was going to remake it with Netcode for Entities but it was still in beta and there where no tutorials on how to start with it. And this has come at the perfect time.
This is crazy Code Monkey! Two hours ago i was thinking about if Unity netcode for entities would be a good fit for our future game, or if i should look into Photon or something else. So it’s obvious that you’re reading my mind! Thanks, now i will enjoy the video! 😅
Oh Wow, thats what ive been looking for, i am decent at coding dots but didnt look into netcode for dots till now. Nice to see a good video on that powerfull tool
We recently started studying Netcode for Entities, and aside from the official documentation, this is the best tutorial I’ve seen-it clarified a few things for me. I just wish you had gone into more detail about session management with Relay, which I find essential for a game. I hope you’ll cover it in the future, as we spent quite a bit of time figuring it out ourselves.
I'm glad you like the video!
By session management you mean just the connection? I looked briefly at that sample and it seemed pretty straightforward, I'll look into it some more
@@CodeMonkeyUnity Sorry, I wasn't very clear. I meant managing a scene prior to the game where players can choose from a list of sessions and decide where to connect to play. This is seen in the widget package examples. I encountered a lot of problems once players had chosen the session and the game started. When loading a new scene, if not done correctly, the connection is lost or the clientworld loses the networkstreamdriver. Therefore, I believe that an in-depth exploration with some best practices could be beneficial for everyone who wants to use Netcode for Entities. I couldn't find any tutorial that addressed this aspect, which I consider important in the construction of a game.
This just makes my game so much more easy. Goat video
Many thanks Hugo ! big help, I will watch it after work 😀👍🙏
CodeMonkey you are the best! Thank you so much for making this!
Thank You Code Monkey. 💯👏🏻
I really appreciate it.
This is Amazing... AAA Knowledge for free, and of course there's always the option to pay for premium content.
Thanks! I hope you learn a lot!
You just saved me, was just getting started with this and struggling
Yeah it definitely is a bit tricky to get started, took me quite a while of reading the documentation and the samples to figure out how it works, I really hope this video helps!
Thank you so much! This is invaluable!
Very interesting, thank you 🙂
Hey bro, love your courses.
Just purchased the DOTS one and im so amazed by the quality.
Any chance you make a fully blown course with Network for entities and DOTS?
Maybe reuse what we build on your ECS RTS Course and add multiplayer?
Ideally with some Listen Server logic.
Sorry for asking for too much but i would insta buy the course :D
I am currently working on basically remaking my simple multiplayer that I just published but making it with Netcode for Entities ruclips.net/video/YmUnXsOp_t0/видео.html
After I-m done with that I want to get back to my DOTS RTS game and convert that one into multiplayer.
That's a lot of work so it will take some time but that's the plan!
Amazing! Thanks
Hi CodeMonkey, great tutorial once again. Not totally sure but could it be that your issue with the EntitiesSubscene not being loaded correctly is due to the fact that you are suppose to load it using a dedicated system so that it can actually "await" for the LoadSceneAsync to finish loading and react to the component stating that the subscene is loaded before moving on with the connection?
Hey CodeMonkey, would be nice if you could explain the workflow of making game in a gaming company. I mean the steps from game design, art, programming, audio and so on.
LESSS GOOOOOOOOO
I want to create a 2D puzzle game for 2 players, where each player sees different information on their screen and can interact with or influence objects in their own way. My question is: I don't have a traditional player (prefab); on your screen, there are just objects you can interact with, like a maze. Different players can only see part of it, and they need to communicate in order to navigate through it. (one player see only horizontal lines and can move up and down, the other one see vertical lines and can move left and right)
Is there a way I can create the game logic for a game without player characters, but where each player has their own scene and we can share information about each player's actions with each other in real time?
Hey! Could one apply this to the game that is created in your DOTS course? Or is it even planned to include MP into the DOTS game / course?
I'm going to research that right now. Basically you need to make the Units and Buildings into Ghosts, and just with that it should already be pretty good. Then make RPCs and GhostFields to synchronize all the other data. I'm hoping it won't be too difficult so I'll be able to make a few lectures on it.
@@CodeMonkeyUnity Can't wait, almost done the paid course
@@CodeMonkeyUnityThat would be amazing!
lovely.
All of this is free ? Holy cow
Thanks very much for always teaching us what we want.
I have a question,
I haven't went through the video yet, but in the overview match making wasn't mentioned. How can we include match making in netcode for entities?
Thanks
There's a separate tool for that, I covered it here ruclips.net/video/90Iw1aNbSYE/видео.html
@CodeMonkeyUnity thanks very much
First 🔥
Thanks for this but I'll just wait for all the boilerplate stuff to be included by default
Well, I was going to go through turbos netcode video... But I suppose I can start with this one instead.
From your experience working with both systems is there a number of objects where networked ecs is better than networked gamobjects?
Hmm I haven't tried doing a stress test so not sure but technically yes Netcode Entities is meant to be much more capable than NGO.
I would guess NGO's limit is around 20-50 network objects, (Unity themselves recommend 2 to 8 players + other objects) depending on how much they move/change state. Whereas I assume Netcode Entities should be able to handle hundreds
Hey, so for my project I really only need DOTS to handle the hundreds of non player enemies, other than that I use mainly GameObjects. If I was to migrate that project to multiplayer, should I go with Netcode for Entities or would NGO work just fine and still give me the benefits of DOTS for handling said enemies? Thank you!
Você parece que lê minha mente 😂
For the error at 1:14:10 I get 2 errors on the Player 2 window's console: "InvalidOperationException: This cannot be used during play mode, please use SceneManager.LoadScene()/SceneManager.LoadSceneAsync() instead." which is caused in something in the Playmode package, and "Asset Assets/SceneDependencyCache/1e860e01e6467dd37402a7b72a4cf33b.sceneWithBuildSettings couldn't be imported. (Most likely the assets dependencies or the asset itself is being modified during import.)" which happens in the Entities package. Your fix and removing the subscene from the scene list works, so I don't need help with it but I would be interested to know what are causing the errors, in case someone knows what's happening there.
at 16:42 when you go and edit the multiplayer build settings, My settings for the client are greyed out and I can't edit the NetCode Client Target from "Client And Server" to just "Client". Do you know if there is some sort of setting preventing me from changing that? I did also make a new project and start your tutorial and it worked so I'm also curious if that's something that only works if the project is made with the HDRP? I'm not sure if my game was made on that and that's why it isn't working.
Hmm strange, were you in play mode? If so stop playing and it should allow you to change.
I haven't seen that option be blocked so no idea why that could happen, I doubt it's related to HDRP. Maybe try changing the Build Target, maybe you have it set to Dedicated server or something, change it to a normal PC build.
@@CodeMonkeyUnity Maybe I'm misunderstanding your video, but isn't what you setting up in the video a dedicated server setup? or is it and your simply setting it up without the use of the dedicated server? On your suggestion though, I did have it setup on a Linux Server but I tried all the other options and it didn't resolve my problem. Any other thoughts?
Edit > Project Settings > Multiplayer > Build > NetCode Client Target, set this to Client and Server. This example can be used as a dedicated server you would switch this back to client to remove any server logic from it's build.
Photon is cheaper than Netcode. Can someone please give me a good argument for Netcode?
If you already like it then keep using it! I haven't used it myself but as far as I know all Netcode tools are awesome nowadays, so use whatever you like.
By the way Netcode has no cost, Netcode is just the connection. Do you mean Relay? You can use Unity Relay or any other Relay tool with any Netcode toolstack.
Netcode performs far better than Photon in my experience. Also, Netcode is free. Relay is paid, but you'd still have to use Relay or a similar service even with Photon.
Any idea if Netcode for entities is better than the DotsNet created by the authors of mirror ?
mirror is bad and dotsnet is dead
@tryfinally why ? And which do suggest as an alternative?
Hmm no idea since I haven-t used either of those sorry
Can you show steamworks + netcode in unity6?
The only thing different is swapping the transport layer, that is indeed something I'd love to research someday
so assuming I wanted to use this tutorial but I was running a headless server instance, so the server wasnt a player, how would I go about that?
Basically no difference, everything the same, you would just have a ServerWorld and no ClientWorld on the server
@@CodeMonkeyUnity Wouldn't there be some issue with the connectivity to the game? Like, if the server runs an instance, wouldn't it assume there was a player?
Good Question, for me using a linux server build, I do not have any issue with the server thinking it's a client. However, I skipped the part with the UI buttons and
have it just use the autoconnect feature.
Fun Fact: you can use Unity.Logging inside of burst compile methods.
Oh that's fascinating! I didn't know that package existed. It looks like it was made specifically for logging in DOTS, very interesting.
Thanks for the tip!
Someone at unity is hovering their finger over the “deprecate current networking api” button and is just waiting for me to start following this tutorial.
The only networking API they have deprecated was UNET almost 10 years ago, so I would say don't worry about that
Or if you want go use Netcode for Game Objects, it has already been around for 5 years and is continually getting updates, it's not going anywhere.
bro how to run netcode in aws can u share some doc
What do you mean by that? Netcode is just the connection that sends bytes from A to B, it doesn't "run" on anything.
You mean dedicated servers? I'm not familiar with AWS but with Unity you export a executable for the server then you run that in some AWS container
@@CodeMonkeyUnity Thanks sir.
If i send the game to my friend thas has onathor pc would the conections work? if he opened my game, would we play together?
If you setup NAT and your firewall then yes. Otherwise you need to use something like Relay to bypass the firewall ruclips.net/video/msPNJ2cxWfw/видео.html
Woow
Is it not possible to use Addressables in Unity DOTS?
Not sure what you mean by that, Addressables doesn't have anything to do with Netcode or DOTS. You can use Addressables in a mostly DOTS project
@@CodeMonkeyUnity Is it unnecessary to manage assets dynamically in Unity DOTS?
How can I load scriptable objects which has meshes and materials I want to load the mesh and materials used for procedural generation into the dots but baking only works on monobehavior and mesh / materials are also not allowed in components since they are managed unity objects. How do I resolve this...
All clients have the same build so all clients have the same scriptable objects. You would use some kind of Enum to send an RPC to the server to define what data you want to grab from what scriptable object.
@@CodeMonkeyUnity yeah but thats not what im asking. How do you bake the scriptable object data to an entity so you can use that data from the scriptable object as essentially prefabs because you cant have references to them in entity components.
Mito
Hello, does netcode contains host migration system?
Sadly no I don't think so, at least I didn't see any mention in the docs. It's possible but you'd have to handle it yourself, set up a Lobby and if the host disconnects define another player to be the new Host and start the connection again
@@CodeMonkeyUnity yup, that's wierd PUN 2 solved this issue years ago,
Thanks please make some tutorial on PUN 2 that will be helpful for us
@@rajsah4667 pun is amazing
I think they're working on that to get it into future unity 6 versions
Second
Code monkey! Since when are you using ai generated pictures???
Since it's been available, it's an excellent tool that helps me spend more time on the content of the video itself as opposed to making thumbnails (which I hate doing)
am i the only one who really struggles with him going this fast?
You're not supposed to follow this in realtime, just like I absolutely did not learn all of this in one hour, it took me weeks to research for this video.
So take your time, pause as much as you need as you're writing your own code, best of luck!
please stop using ai thumbnails
PLEASE
Lol
Why? It's an excellent tool that helps me make much better thumbnails than I could draw myself, and it helps me save time so that I can spend that time on the thing that actually matters, the content of the video itself
@@CodeMonkeyUnity i do belive that low quality thumbnails look better then the ones made by ai
no one will mind if you used ms paint to do so
@@CodeMonkeyUnity people don't like AI. It immediately put me off too which is why I scrolled down to see if anyone else was bothered by it. It seems they are.
I care about the content people make. Not the content that an AI regurgitates. Even if it's a lower quality thumbnail I just don't care. The fact it was made by a person and has actual intent and care behind it is far more impactful in my opinion. You can disagree. But know that a decent chunk of your viewers, including me, hold this opinion. Art is not the field any of us wanted AI to go for first. It was the last. In fact many of us would prefer if AI never went for art.
I think the best way to describe it is that art is like a conversation. I don't like talking to a public service robot. But I do like talking to you.
are get paid by unity to produce so "positive" videos? They not really netural imho
Uh? What does this video have to do with positive or negative? This is a Tutorial...
absolute manchild comment located
@@CodeMonkeyUnityi do not use unity but it is ok. But unity corp isnt sadly, at least for now. Btw, i got addicted to creating pixel roguelike recently 😅
Using AI art for your thubmnail, pitiful.
Yup it's an excellent tool that allows me to spend more time on what actually matters, the content in the video, as opposed to the thumbnail which I hate doing