Wow that's so exciting! I remember when i first started learning and i actually ended up quitting for about 6 months because i couldn't figure out how to get a door to work 😂🙈there is going to be so many challenges when learning but please keep going! coming out the other end is so rewarding and so worth it! 🔥🔥 When watching tutorials try to keep a mental or written down note of the most common things written in code as there is a few lines of code which crop up almost everywhere. things like: transform.position (used for moving your game object) and getComponent (getting a reference to a script attached to your game object) speaking of tutorials as well, they are often presented as if the person doing the tutorial wrote the code first try and you think "how could i ever do this". As someone who has made unity tutorials of my own i can guarantee you this is not the case. These people would have wrote the code to start with, probably going over their own roadblocks and problems, they will then rework the code so it is cleaner and simpler to understand and then finally they can present the code. So don't worry about writing code first try. the editor looks very complicated at a first glance but thankfully you dont actually use most of it most of the time. Generally you will use the same bits of the editor for 80% of the time and pick up knowledge of the other things as you go. Thank you for your kind message and best of luck in your journey!!! 😆
@jamesbland5082 I started with a tutorial from blackthorn their free thing and that wasn’t too bad. I guess I learned the basics on moving around unity and placing objects into the scene. Also, connecting the logic to the elements feels very odd. Plenty of times I felt like okay I wrote the transform.position for instance but of what? Since you have to attach the script as a component you don’t have to be as explicit in the code which coming from python just feels wrong haha. I think I need to keep a document of commonly used functions so I don’t have to rethink of them each time. Like how to connect a projectile to a character and make it fire using input. Or how to spawn enemies from specific or random points in the maps on a set interval. I need to learn about how to organize the script files and the hierarchy probably next otherwise anything more complex I’m gonna be screwed.
@@AnthonyJansen69 Yes i love blackthorn!! that's a super interesting take about the connection of logic to an element I've never heard that before. I mean you can attach components onto an object using addComponent so i guesssssss you could have some kind of factory object which spawns in game objects and then attaches all the scripts to it 🤷♂ but otherwise probably just something to get used to haha 😅 I mean one of the best ways to learn is to teach so making little guides for yourself on how do do certain things as you said like firing a projectile or spawning enemies sounds very useful! Yes your definitely correct there staying organized is vital. One little tip for organizing your scene hierarchy is make empty game objects and use them like folders in your hierarchy. then you can organize your scene much better for example: lights and camera, environment, managers etc...
gigantonachy mouse 😂🐭 That's a great question! Almost everything was done inside of unity so the model of the mouse is made up of just primitive shapes 🔴 then i exported parts of the mouse such as its eyes and body to blender so i can paint some textures 🖌 then back in unity i go to the animation window i then used the unity animation window to keyframe all of my animations because the mouse has rayman like feet that dont attach to the body the animation is super easy and you can get quite creative with how you choose to add expression to the way the character animates! then finally i throw all the animations into an animation controller and hey presto we've got a walking mouse 🐭🐭 so in conclusion instead of the character being a rigged skinned mesh its just a bunch of spheres having their transforms animated 😁(i did it this way as my focus was on the ai implementation so needed a quick way to get a character animated) hope this gives some insight into the process 😁
@@timmygilbert4102 aaahh that’s an interesting way of doing it! Maybe even mix a bit of cos in there so the feet move in an arc 😉 I wonder what advantages there are of animating it procedurally in this way
@jamesbland5082 nah I can do a full human walk cycle with just sin() no cos(), you use the same sin output on every element (even hair), to shift rotation and "bobbing" up and down, amplitude multiplier 5o amplify or reduce movements, with * -1 for opposite limb, each part do select which attribute to apply.
Looking at the engagement graph for the video you make a good point lol 😂 unfortunately it was a requirement for the video to start with a minute of gameplay (university submission) 😌
For everyone that keeps clicking off the video cause of the relaxing intro, Just keep going, then you'll get to the fun stuff.
@@plant_king_eli This guy ⬆️💯🔥 thank you 😁
Thank you James blands second account
@LuixAS01 waaaaaaa. I love science, Aperture science!
Went completely over my head fella
MOUSE IN DA HOUSE
MOUSE IN DA HOUSE 🗣
Just started learning unity this weekend and honestly it’s a lot, but content like this is helpful and inspiring.
Wow that's so exciting! I remember when i first started learning and i actually ended up quitting for about 6 months because i couldn't figure out how to get a door to work 😂🙈there is going to be so many challenges when learning but please keep going! coming out the other end is so rewarding and so worth it! 🔥🔥
When watching tutorials try to keep a mental or written down note of the most common things written in code as there is a few lines of code which crop up almost everywhere. things like:
transform.position (used for moving your game object)
and
getComponent (getting a reference to a script attached to your game object)
speaking of tutorials as well, they are often presented as if the person doing the tutorial wrote the code first try and you think "how could i ever do this". As someone who has made unity tutorials of my own i can guarantee you this is not the case. These people would have wrote the code to start with, probably going over their own roadblocks and problems, they will then rework the code so it is cleaner and simpler to understand and then finally they can present the code. So don't worry about writing code first try.
the editor looks very complicated at a first glance but thankfully you dont actually use most of it most of the time. Generally you will use the same bits of the editor for 80% of the time and pick up knowledge of the other things as you go.
Thank you for your kind message and best of luck in your journey!!! 😆
@jamesbland5082 I started with a tutorial from blackthorn their free thing and that wasn’t too bad. I guess I learned the basics on moving around unity and placing objects into the scene. Also, connecting the logic to the elements feels very odd. Plenty of times I felt like okay I wrote the transform.position for instance but of what? Since you have to attach the script as a component you don’t have to be as explicit in the code which coming from python just feels wrong haha. I think I need to keep a document of commonly used functions so I don’t have to rethink of them each time. Like how to connect a projectile to a character and make it fire using input. Or how to spawn enemies from specific or random points in the maps on a set interval. I need to learn about how to organize the script files and the hierarchy probably next otherwise anything more complex I’m gonna be screwed.
@@AnthonyJansen69 Yes i love blackthorn!!
that's a super interesting take about the connection of logic to an element I've never heard that before. I mean you can attach components onto an object using addComponent so i guesssssss you could have some kind of factory object which spawns in game objects and then attaches all the scripts to it 🤷♂ but otherwise probably just something to get used to haha 😅
I mean one of the best ways to learn is to teach so making little guides for yourself on how do do certain things as you said like firing a projectile or spawning enemies sounds very useful!
Yes your definitely correct there staying organized is vital. One little tip for organizing your scene hierarchy is make empty game objects and use them like folders in your hierarchy. then you can organize your scene much better for example:
lights and camera,
environment,
managers
etc...
Cool stuff dude!
Hell yeah thanks man! 😁😎
How did you do that gigantomachy mouse 🐭🐁 walk cycle? 🤔??
gigantonachy mouse 😂🐭 That's a great question!
Almost everything was done inside of unity
so the model of the mouse is made up of just primitive shapes 🔴
then i exported parts of the mouse such as its eyes and body to blender so i can paint some textures 🖌
then back in unity i go to the animation window
i then used the unity animation window to keyframe all of my animations
because the mouse has rayman like feet that dont attach to the body the animation is super easy and you can get quite creative with how you choose to add expression to the way the character animates!
then finally i throw all the animations into an animation controller and hey presto we've got a walking mouse 🐭🐭
so in conclusion instead of the character being a rigged skinned mesh its just a bunch of spheres having their transforms animated 😁(i did it this way as my focus was on the ai implementation so needed a quick way to get a character animated)
hope this gives some insight into the process 😁
@jamesbland5082 I see I thought it was animated through code, I just use a sin() for walking and the result are similar
@@timmygilbert4102 aaahh that’s an interesting way of doing it! Maybe even mix a bit of cos in there so the feet move in an arc 😉 I wonder what advantages there are of animating it procedurally in this way
@jamesbland5082 nah I can do a full human walk cycle with just sin() no cos(), you use the same sin output on every element (even hair), to shift rotation and "bobbing" up and down, amplitude multiplier 5o amplify or reduce movements, with * -1 for opposite limb, each part do select which attribute to apply.
@ ooohhhh this sounds really cool the hair sounds especially interesting! Sounds like a cool challenge!
James what u been feeding that mouse lol
@@CharlieChaos-1974 You can’t see it very well in the video but there is a massive piece of cheese that the mouse follows 😂🐭
@@jamesbland5082 going to have to rewatch and see if i can spot the cheese lol
@@jamesbland5082 found the cheese at 1.50 lol
@@CharlieChaos-1974 I appreciate the watch time 😂🙏
@@CharlieChaos-1974 hurray 😂
Dude... worst intro to a video EVER xD
I thought the whole video will be that mouse doing shit with music
Looking at the engagement graph for the video you make a good point lol 😂 unfortunately it was a requirement for the video to start with a minute of gameplay (university submission) 😌