I have used this specific playlist for so many different projects, just because there are so many elements of it that I find useful. Thank you so much, Brackeys.
COMPLETE. 3 years later, 90% of instructions were relevant and 10% of the project had to be researched by myself. The 10% included: Main Issue: Environment not loading correctly because our Tree and Base Environment objects were imported as .blend files and my Unity setup did not like that. My fix: open the .blend files in Blender and export as .fbx to the same location in your project. Next, I had to assign these new .fbx models to the GameObjects that were searching for their mesh! Clicking and dragging my .fbx model onto those GameObjects replaced them in space. The original corrupted GameObjects can be deleted after this. Now, make sure to change the layer settings on these new .fbx GameObjects and set their respective Walkable settings. Your environment should be fixed & Ray Casting should function properly. Good luck!
thanks for the help i ended up just downloading a different map anyway as it was easier but at least now i know it wasn't something I did wrong and i still have hope for my game.
Brackeys i am a Professional software Engineer and Unity Certified but i must say You are the best and one of them who encourage students to do not afraid of Game Programming thumbs Up ...
ive watched step 1 only like 100 times... over and over and over again... i cannot get the same results as you.... but after reading comments, it seems like im not the only one having issues
For those under 11th grade: 1.Vector means something which had values (1 meter ,2 liter ,3 cm,etc) with a specific direction (ex: North) 2.Vector 3 is pointing objects position in 3 dimensions (x,y,z) 3.Raycast is just throwing an invisible ray to direction of which you are looking (Like in shooting games) 4. Quadrillion is way for measuring angles in 3d and Euler is it's diamensions
Just dived into this. I have to say; really clear, concise and snappy instructions and you take the care to answer a lot of questions one may have up-front. Loaded with tips and good, clean code practices. Some of the best unity tutorial content I've ever had the pleasure working through. Thanks man!
Man you are my hero... Even I do not understand 90+% of what you are doing, I am still making the first game but added all my graphics, models and ideas. From you I just learned how to make basic scripts, after I finish this, so in like half year as I assume, I will try this. Ty so much for everything
Incredible. I personally like it that you cover over 100 lines in just 17 minutes, while still working a lot in the unity editor and more. Even though people criticize you going fast-paced, I like it how you plan ahead, and do everything in a way that we don't waste our time. This is a problem with many Unity tutorial makers like Yaseen Mujamid and Jimmy Vegas. Thank you for the amazing assets as well. Way to go Brackeys!
You can select the Mage Circle in the Hierarchy, then in the Inspector go to Mage circle (Mesh Filter). Under mesh, click the plus and select the mage circle mesh. Then it should show up!
ok so I have a problem that when I load the example the ground model won't show up on the Scene view but it dose show up on the Game view. how to fix this?
You actually need to get an old version of Blender and an old version of Unity for the assets to work since the way they translate over has changed since this video came out. If anyone is still interested, I can name the versions that he Brackeys used in his video.
Bathorse I’m assuming you’re using Visual Studio along with Unity. What is working for me is Unity 5.6.2. Which you can find by going to Download Archive - Unity and going to the Unity 5.x and finding the version (it should have the date 21 Jun, 2017 under the correct version). Next, you’re going to have to get the correct version of Blender, Blender 2.78. I got this by going to Previous Versions - Blnder.org, clicking on the underlined download below the “All Previous Versions”. After you open that page, then go near all the way down to the bottom of the list to “Blender2.78/ 01-Mar-2017 16:43, click on the link, and go to blender-2.78c-windows64.msi (if you have windows) and download that. A file should appear to wherever you place it and all you have to do is download it. Visual Studio you can keep the same, just make sure not to let it edit anything for you while you’re working on your game or else it could seriously mess things up. Once you get to a certain point in your script writing it will say “Inconsistent Line Endings” ⚠️ MAKE SURE TO SAY “NO” OR “IGNORE ALL” IF THIS HAPPENS OR ELSE YOU COULD HAVE TO RE-START YOUR PROJECT BECAUSE I COULDN’T FIND A FIX!! ⚠️
Quick, concise, and to the point. No uncertainty on design decisions or superfluous explanations on concepts that should already be known. Brackeys tutorials are awesome. I'm exciting for this series.
While he doesn't make one, I can give you some directions: The save game is basically a file with information on it (variables mostly), so you can use the File class from MSDN and use the write and read methods. Unity has a great tutorial on it, you can find it with a quick search of "Persistence - Saving and loading data" :)
On each viedo i see how this guy repeat and explain the same thinks even if it was in all previus viedos. And honestly i realy thankful for it. No need to serch any video to know how to make that exacly lesson. Thanks for it.
THE SOULUTION FOR Assets\Environment\PostProcessing\Editor\PropertyDrawers\MinDrawer.cs(6,34): error CS0104 Put the following code in line 3 of the MinDrawer.cs file (directly under using UnityEngine.PostProcessing) using MinAttribute = UnityEngine.PostProcessing.MinAttribute; Now it should work.
I imagine many people here are new to programming, so this may be helpful: there is UnityEngine.MinAttribute and UnityEngine.PostProcessing.MinAttribute. When we simply use "MinAttribute" there is ambiguity, and so we need to specify which one we want. This line of code provided by our friends basically tells your computer "When I say MinAttribute I mean UnityEngine.PostProcessing.MinAttribute". it would also have the same effect replacing every instance of MinAttribute for UnityEngine.PostProcessing.MinAttribute.
Hey Guys If you're watching this in 2021 You have to use Unity 5.6.2 Because the newer versions you will have get many errors when you import the environment package I hope that was helpful :)
Found a fix for the below issue; NullReferenceException: Object reference not set to an instance of an object PlayerController.Update () (at Assets/PlayerController.cs:18) Ray ray = cam.ScreenPointToRay(Input.mousePosition); Fix: Tag your camera as main camera in the inspector view. That fixed it for me.
YOU are the best Brackeys ! :D - clear voice (that's cool for those who aren't native english-speaker like me) - clear explanations - awesome tutorials three reasons that make you a cool youtuber ! Thanks so much for your channel, can't wait for more videos ! :3
I love your videos Brackeys but please may you slow down a bit? I have to watch it at 0.75 speed and even then I'm always pausing and rewinding haha. Thanks for this series though, very helpful!
Nah he's right. Actual classes aren't this fast. Most online game development classes are way too quick. If they explain everything like you are learning (not a master) then it's easier to be taught.
Just an opinion, whenever anyone write code they don't ever explain the function/methods that theyre using. Every unity tutorial is just oh here's a code that I wrote just copy it.. I know programming coming from java and c+ but I don't know what any of the built in classes and methods in unity does. So for example which should I use for movement rigid body or character controller? Should I use if statement and GetKeyDown or Input.GetAxis. If any unity RUclipsr can explain the important classes and functions in the unity API that would be great, like explaining quaternion is.
That's more of an art question, not a programming/design question. I would encourage you to focus on making a working game - even if it is just all cubes and spheres rolling around the map - before focusing on the art, if your goal is to learn "how to make games". The art - to be more specific, the sculpting - is actually the "easy" part, the hard part is implementing assets into an engine and making everything run well - the technical side of game art and game design. Studios aren't going to hire you if you can sculpt; they will be interested if you can do something more technical, like VFX designs for particle emitters, or building a texture from Substance Design. Long story short, when you are starting out just using someone else's art package is a fine way to get things going. But if you are feeling motivated and want to learn how to 3d model, there are plenty of tutorials out there dedicated to that cause - youtube search for "Blender" or "Maya" and you will find loads of great information for free (I personally refer to "the Maya toolbelt" videos all the time - they are simple, to-the-point explanations and demonstrations of every tool in Maya). It is fine to start out using Blender, which is freeware and open access, and many studios are starting to take Blender seriously, but Maya and Autocad are still the industry standard and worth picking up if you can get yourself a student version (if you can't, just get practice in with Blender and then see if you feel like paying for a Maya subscription when you start to feel more competent). Z-brush is also gaining in popularity - a lot of Blizzard content, for example, focuses on Z-brush work - but while Z-brush is intuitively easy and visually stunning it takes some technical know-how to import Z-brush work properly into a game (the gist of it is a computer cannot currently run in real time the 10 million + polygons that Z-brush will generate, so you have to "bake" a Z-brush texture onto a simpler model with less polygons. Baking sounds intimidating, but in reality it is basically taking a few snapshots of an object from different angles then printing the pictures onto a flat surface so that it looks 3d but is actually a texture). Anyways, I hope that was helpful.
It took me quite a while to figure out my motor object issue. For me- it was that the script was added in the assets, but not as a component to my player. These tutorials are absurdly fast and don’t explain many of the whys and whats. I appreciate them but they could use work. Im new to C#, so learning some basic shortcuts and functions would be extremely beneficial, instead of a fast paced type in what I type in deal.
I love the guides! They are very easy to learn from, and you are explaining why you do the things, so a bit of personal experimenting is a bit easier since i'll have some basic knowledge from the way you teach. The same goes to Sebastian, you two are really good at teaching (Y) =)
What i did was just put some elongated cubes down as obstacles since i don't like the idea of literally copying someone else. I baked them in the navigation just like you said and it works great! thanks brackeys, i'll be watching the other tutorials and make an awesome epic masterpiece xD
Or maybe binary serialization. Could be kinda cool to see that. I think it's a bit more simple to understand as well. Especially for beginners. And also it's the safest way on saving things. And I think it's really important factor. Mostly for the RPG game. So much data is being saved in the game like this. I think it would be wise to make this data unreachable to the player. At least that's my opinion anyway.
DOES ANYONE ELSE GET THIS - Assets\Environment\PostProcessing\Editor\PropertyDrawers\MinDrawer.cs(6,34): error CS0104: 'MinAttribute' is an ambiguous reference between 'UnityEngine.PostProcessing.MinAttribute' and 'UnityEngine.MinAttribute' HOW DO U FIX THIS?!?!
I had this issue too. The fix that worked for me was replacing 'MinAttribute' with 'UnityEngine.PostProcessing.MinAttribute' in MinDrawer.cs. That should fix it!
This is awesome, I'm so excited for the rest of the series. One question, is it possible to make the camera rotate when the mouse touches the edges of the screen instead of A and D keys?
if you are having troubles with the code here it is (copy and paste in your script) // this is for player controller using System.Collections; using System.Collections.Generic; using UnityEngine; public class PController : MonoBehaviour { Camera cam; // Use this for initialization void Start () { cam = Camera.main;
} // Update is called once per frame void Update () { if (Input.GetMouseButtonDown(0)) NewMethod(); } private void NewMethod() { Ray ray = cam.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { Debug.Log("We Hit " + hit.collider.name + (" ") + hit.point); // Move our player to what we hit // Stop focusing any objects } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PController : MonoBehaviour { public LayerMask movementMask; Camera cam; // Use this for initialization void Start () { cam = Camera.main;
} // Update is called once per frame void Update () { if (Input.GetMouseButtonDown(0)) NewMethod(); } private void NewMethod() { Ray ray = cam.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, 100, movementMask)) { Debug.Log("We Hit " + hit.collider.name + (" ") + hit.point); // Move our player to what we hit // Stop focusing any objects } } }
For everyone saying that he's too fast, go watch the "How to make a game" series first. That was my introduction to Unity and C#, I am able to follow this video fluidly now.
For anyone using the assets, make sure you have Blender installed (3ds max user here) before importing the package or you might bump into errors and missing meshes.
how to make a cliff and if the player falls into a cliff then the player will repeat the level. Do you know the game "Star Wars: Jedi Fall Order?" yeah like that
Anyone having a error "NullReferenceExeption: Object reference not set to an instance of an object PlayerController.update () (at assets/PlayerController.cs:25)?
@@m1g4s I dont really remember how I fixed that problem, but uts gone now. in all my projects. I dont understand shit what's going on. but thanks anyway!
i came as soon as i got da notification and was waiting for first ep 1 hour was lke 1 day thanks for uploading btw watching this 1 o clock in the night Edit Thanks for the heart on the comment thanks thanks alot
The project did not run because the MinDrawers.cs script had an ambiguous reference, so i changed MinAttribute to UnityEngine.PostProcessing.MinAttribute, and it worked.
(a bit late) if your cube goes half way through the floor after adding the nav agent check if your Base offset is 0.5 in the nav agent component. Took me an hour to find out lol. The problem i think is that the nav agent goes through the floor which intercepts with your capsule collider making it go half way through the floor.
I'm still having problems with The base model (Environment and such) and trees. I have Blender installed and double clicking models in unity correctly opens them in Blender but for some reason they don't show up in Unity, does anyone have any tips? For some reason the Lamps, campfire and few other models do show up...
I was having the same issue. I was also getting an error that my .blend files were not assigned to open with blender. I installed blender, and assigned it to open .blend files. Then I Reimported the RPG environment package and its showing up now. Hope this helps.
Hello! To fix missing model from downloaded asset, select file BaseEnvironment or Tree 01 or Tree 02 within Models folder. In the import settings, below Normals & Tangents, switch the Normal mode from Import to Calculate then click apply. Voila!
if you don't understand him then you should learn c++ coding first before trying to learn how to make a game. the stuff he glosses over is the basics you learn in any C++ for dummies book.
The code was DEFINITELY the hardest part for me. I had to keep going back and forth from RUclips, Visual Studios, and the Unity console because I kept getting errors. Thanks so much for the help.
In 19.3, I had this issue: Assets\Environment\PostProcessing\Editor\PropertyDrawers\MinDrawer.cs(6,34): error CS0104: 'MinAttribute' is an ambiguous reference between 'UnityEngine.PostProcessing.MinAttribute' and 'UnityEngine.MinAttribute' I fixed it by removing line 2 (using UnityEngine.PostProcessing;) in MinDrawer.cs.
It's like you came to help me! I was working on a point and click game but was having trouble. Thanks for this! I'm trying to make Ragnarok Online style controls so I want to walk and interact with the left mouse button while rotating camera with the right mouse button.
I keep getting this and idk what to do???????? “SetDestination” can only be called on an active agent that has been placed on a NavMesh. UnityEngine.AI.NavMeshAgent:Set destination(Vector3)
If you're still getting this problem, I figured it out. All you need to do is adjust the step height in the navmesh agent until when you click bake, you can see blue across your terrain.
It looks pretty smooth and there is a nice low-poly aesthetic to the terrain, I don't think you can specify a poly count in Unity's terrain editor (unless you use script). I'm guessing it was made in Blender
I have used this specific playlist for so many different projects, just because there are so many elements of it that I find useful. Thank you so much, Brackeys.
COMPLETE. 3 years later, 90% of instructions were relevant and 10% of the project had to be researched by myself.
The 10% included:
Main Issue: Environment not loading correctly because our Tree and Base Environment objects were imported as .blend files and my Unity setup did not like that.
My fix: open the .blend files in Blender and export as .fbx to the same location in your project.
Next, I had to assign these new .fbx models to the GameObjects that were searching for their mesh!
Clicking and dragging my .fbx model onto those GameObjects replaced them in space. The original corrupted GameObjects can be deleted after this.
Now, make sure to change the layer settings on these new .fbx GameObjects and set their respective Walkable settings.
Your environment should be fixed & Ray Casting should function properly.
Good luck!
thanks man, this was super helpful
Oh my God thank you mate
thanks for the help i ended up just downloading a different map anyway as it was easier but at least now i know it wasn't something I did wrong and i still have hope for my game.
Savior
THANK YOU!!! LOVE YA!😆
If you're not seeing the Nav Mesh Agent, you might need to open package manager to install the AI Navigation!
heythank you. i did do that, but wasn't sure if it was the same thing. trying to follow this video still but its hard since the buttons are diff.
thanks bro!!!!
he is saying facts it took me 2 hours to find that then i looked in the comments i see i had wasted 2 hours of my life
Brackeys i am a Professional software Engineer and Unity Certified but i must say You are the best and one of them who encourage students to do not afraid of Game Programming thumbs Up ...
Can we get an updated version of this? Great tutorial but its three years old and Unity has a ton of new features.
Yes pls
yess plssssssssssssssssssssssssssssssssss
Yrs
Brackeys quit so no
Not gonna happen pal /:
4 years ago I started learning Unity with this Tutorial series about RPGs. Today I released my own tutorial. Big inspiration from your channel.
*Creates a folder, just dumps all scripts in there*
"Its good to stay organized" :)
It's like keeping all of your clothes in a big bucket and calling it organized XD
That's the exact way i used to clean my room as a kid. Closet = Everything-container.
Kicking all the dirty clothes under your bed. My mind is now clean.
Huh. Same way I deal with my anxiety and social ineptitude problems--
if you call that unorganized, then what would you call me?
ive watched step 1 only like 100 times... over and over and over again... i cannot get the same results as you.... but after reading comments, it seems like im not the only one having issues
Who else has been waiting all week for this?
For a week? I've been waiting my whole life!
I have been waiting since the introduction video was out. :)
HowToFAQ meee
Me
me
For those under 11th grade:
1.Vector means something which had values (1 meter ,2 liter ,3 cm,etc) with a specific direction (ex: North)
2.Vector 3 is pointing objects position in 3 dimensions (x,y,z)
3.Raycast is just throwing an invisible ray to direction of which you are looking (Like in shooting games)
4. Quadrillion is way for measuring angles in 3d and Euler is it's diamensions
tq
Only Brackeys could upload a 17 minute video and it would take me an hour to do!
you noob, I took 2 eras and while humans were building quantum reactors and conquering the universe, i sat here doing this very tutorial.
Just dived into this. I have to say; really clear, concise and snappy instructions and you take the care to answer a lot of questions one may have up-front. Loaded with tips and good, clean code practices. Some of the best unity tutorial content I've ever had the pleasure working through. Thanks man!
Where you able to make it work? A bunch of the code was out of date for me
Man you are my hero... Even I do not understand 90+% of what you are doing, I am still making the first game but added all my graphics, models and ideas. From you I just learned how to make basic scripts, after I finish this, so in like half year as I assume, I will try this. Ty so much for everything
Its been half a year how far have you come?
At least he tried
Its been 11 months, do you have an update for us?
1 year now, how is the game going?
Tell us
Incredible. I personally like it that you cover over 100 lines in just 17 minutes, while still working a lot in the unity editor and more. Even though people criticize you going fast-paced, I like it how you plan ahead, and do everything in a way that we don't waste our time. This is a problem with many Unity tutorial makers like Yaseen Mujamid and Jimmy Vegas. Thank you for the amazing assets as well. Way to go Brackeys!
The asset package could do with an update to make it work with newer versions of Unity out of the box. Also the Mage Circle model is missing.
I got the problem, does someone have a solution
You can select the Mage Circle in the Hierarchy, then in the Inspector go to Mage circle (Mesh Filter). Under mesh, click the plus and select the mage circle mesh. Then it should show up!
@@yaccobb5 thanks
As is saw this the fisrt time I checked nothing. Now after a half year of practise i return and see how easy this is. Great!
ok so I have a problem that when I load the example the ground model won't show up on the Scene view but it dose show up on the Game view. how to fix this?
yeah xd its been a year but I just found this project and it's not showing any idea how to fix it?
i think you need blender installed for the game making work
You actually need to get an old version of Blender and an old version of Unity for the assets to work since the way they translate over has changed since this video came out. If anyone is still interested, I can name the versions that he Brackeys used in his video.
@@tobiasdodd9521 pls, can you speak the exact versions that were used?
Bathorse I’m assuming you’re using Visual Studio along with Unity. What is working for me is Unity 5.6.2. Which you can find by going to Download Archive - Unity and going to the Unity 5.x and finding the version (it should have the date 21 Jun, 2017 under the correct version).
Next, you’re going to have to get the correct version of Blender, Blender 2.78. I got this by going to Previous Versions - Blnder.org, clicking on the underlined download below the “All Previous Versions”. After you open that page, then go near all the way down to the bottom of the list to “Blender2.78/ 01-Mar-2017 16:43, click on the link, and go to blender-2.78c-windows64.msi (if you have windows) and download that. A file should appear to wherever you place it and all you have to do is download it.
Visual Studio you can keep the same, just make sure not to let it edit anything for you while you’re working on your game or else it could seriously mess things up. Once you get to a certain point in your script writing it will say “Inconsistent Line Endings” ⚠️ MAKE SURE TO SAY “NO” OR “IGNORE ALL” IF THIS HAPPENS OR ELSE YOU COULD HAVE TO RE-START YOUR PROJECT BECAUSE I COULDN’T FIND A FIX!! ⚠️
Quick, concise, and to the point. No uncertainty on design decisions or superfluous explanations on concepts that should already be known. Brackeys tutorials are awesome. I'm exciting for this series.
Loved this tutorial; I had to watch it at .5x speed to keep up so it felt like I was listening to my drunk friend teach me how to code. 10/10
Thank you so much! I've been looking for an easy but thorough, comprehensive tutorial on a top-down RPG, and yours turned out to be perfect.
Brackeys can you make a save and load video?
This please! =)
While he doesn't make one, I can give you some directions:
The save game is basically a file with information on it (variables mostly), so you can use the File class from MSDN and use the write and read methods. Unity has a great tutorial on it, you can find it with a quick search of "Persistence - Saving and loading data" :)
that was pretty helpfull for me when i was diving into saveing data
wiki.unity3d.com/index.php?title=Saving_and_Loading_Data:_XmlSerializer
Please do this
Retro Gamer brackeys if u do this can u make it with json or xml and not just playerprefs
On each viedo i see how this guy repeat and explain the same thinks even if it was in all previus viedos. And honestly i realy thankful for it. No need to serch any video to know how to make that exacly lesson. Thanks for it.
NOTE: for anyone having issues tutorial assets not loading, you must have Blender installed for the files to associate with!
Installed, didn't help!
@@kylemccormack1785 read the pinned comment
One Of the Best Game Devopment Series
THE SOULUTION FOR Assets\Environment\PostProcessing\Editor\PropertyDrawers\MinDrawer.cs(6,34): error CS0104
Put the following code in line 3 of the MinDrawer.cs file (directly under using UnityEngine.PostProcessing)
using MinAttribute = UnityEngine.PostProcessing.MinAttribute;
Now it should work.
much appreciated
cheers mate
Thank you.
I imagine many people here are new to programming, so this may be helpful: there is UnityEngine.MinAttribute and UnityEngine.PostProcessing.MinAttribute. When we simply use "MinAttribute" there is ambiguity, and so we need to specify which one we want. This line of code provided by our friends basically tells your computer "When I say MinAttribute I mean UnityEngine.PostProcessing.MinAttribute". it would also have the same effect replacing every instance of MinAttribute for UnityEngine.PostProcessing.MinAttribute.
Thank you!
rising star music? a man of class i see.
Hey Guys If you're watching this in 2021 You have to use Unity 5.6.2 Because the newer versions you will have get many errors when you import the environment package
I hope that was helpful :)
He was sounding calm even though he tired to sound real excited and shout in the intro. Loving your videos btw.
Found a fix for the below issue;
NullReferenceException: Object reference not set to an instance of an object
PlayerController.Update () (at Assets/PlayerController.cs:18)
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
Fix: Tag your camera as main camera in the inspector view. That fixed it for me.
Thank you very much.
No Problem
I have looked in the inspector and it is indeed tagged as main camera, do I have to add a camera under the player?
QualityPirate For me I missed the cam = Camera.main; assignment that was in start method
You are a god. Thank you.
YOU are the best Brackeys ! :D
- clear voice (that's cool for those who aren't native english-speaker like me)
- clear explanations
- awesome tutorials
three reasons that make you a cool youtuber ! Thanks so much for your channel, can't wait for more videos ! :3
Just in case anybody else couldn't find their Lighting tab at 15:05, go to Window > Rendering
> Lighting Settings
you're awsome
Thank you so much!
Love work of this guy. Nice diction, good and helpful content with no useless talking.
I love your videos Brackeys but please may you slow down a bit? I have to watch it at 0.75 speed and even then I'm always pausing and rewinding haha. Thanks for this series though, very helpful!
Thanks for reminding me about the video speed feature on youtube, that should help me out with these tuts
press j k and l keys to jump and stop
Pause button dude...
Nah he's right. Actual classes aren't this fast. Most online game development classes are way too quick. If they explain everything like you are learning (not a master) then it's easier to be taught.
This is not a tutorial. This is just advertisement.
The good thing about these is that you can really easily adapt everything to do what you want it to
The hype is real for this series!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Can we all take a moment to appreciate the intro for this? 😂 I was totally caught off-guard
Watching these really makes me sympathetic towards game developers
same
Just an opinion, whenever anyone write code they don't ever explain the function/methods that theyre using. Every unity tutorial is just oh here's a code that I wrote just copy it.. I know programming coming from java and c+ but I don't know what any of the built in classes and methods in unity does. So for example which should I use for movement rigid body or character controller? Should I use if statement and GetKeyDown or Input.GetAxis. If any unity RUclipsr can explain the important classes and functions in the unity API that would be great, like explaining quaternion is.
Get used to reading the documentation
@@christophercatino9049 oof
@@christophercatino9049 savage D;
@@christophercatino9049 burnt to the ground
@@christophercatino9049 Youre killin the beast
Words of wisdom. Still relevant in 2023
Could you do a tutorial on how to make the environment?
cha0ticmager make it in maya... drag it in as OBJ...
I think he wants to know HOW to do it, not WHERE to do it.
learn in Blender, is free
That's more of an art question, not a programming/design question. I would encourage you to focus on making a working game - even if it is just all cubes and spheres rolling around the map - before focusing on the art, if your goal is to learn "how to make games". The art - to be more specific, the sculpting - is actually the "easy" part, the hard part is implementing assets into an engine and making everything run well - the technical side of game art and game design. Studios aren't going to hire you if you can sculpt; they will be interested if you can do something more technical, like VFX designs for particle emitters, or building a texture from Substance Design. Long story short, when you are starting out just using someone else's art package is a fine way to get things going.
But if you are feeling motivated and want to learn how to 3d model, there are plenty of tutorials out there dedicated to that cause - youtube search for "Blender" or "Maya" and you will find loads of great information for free (I personally refer to "the Maya toolbelt" videos all the time - they are simple, to-the-point explanations and demonstrations of every tool in Maya). It is fine to start out using Blender, which is freeware and open access, and many studios are starting to take Blender seriously, but Maya and Autocad are still the industry standard and worth picking up if you can get yourself a student version (if you can't, just get practice in with Blender and then see if you feel like paying for a Maya subscription when you start to feel more competent). Z-brush is also gaining in popularity - a lot of Blizzard content, for example, focuses on Z-brush work - but while Z-brush is intuitively easy and visually stunning it takes some technical know-how to import Z-brush work properly into a game (the gist of it is a computer cannot currently run in real time the 10 million + polygons that Z-brush will generate, so you have to "bake" a Z-brush texture onto a simpler model with less polygons. Baking sounds intimidating, but in reality it is basically taking a few snapshots of an object from different angles then printing the pictures onto a flat surface so that it looks 3d but is actually a texture). Anyways, I hope that was helpful.
It took me quite a while to figure out my motor object issue. For me- it was that the script was added in the assets, but not as a component to my player.
These tutorials are absurdly fast and don’t explain many of the whys and whats. I appreciate them but they could use work. Im new to C#, so learning some basic shortcuts and functions would be extremely beneficial, instead of a fast paced type in what I type in deal.
I love the guides! They are very easy to learn from, and you are explaining why you do the things, so a bit of personal experimenting is a bit easier since i'll have some basic knowledge from the way you teach.
The same goes to Sebastian, you two are really good at teaching (Y) =)
What i did was just put some elongated cubes down as obstacles since i don't like the idea of literally copying someone else. I baked them in the navigation just like you said and it works great! thanks brackeys, i'll be watching the other tutorials and make an awesome epic masterpiece xD
This is so helpful! I hope to participate I. Your next game jam
Thanks a lot, AY-AY-RON you are solving my problem as soon as I get them.
*When you realize you were doing stuff to the GFX instead of the player*
😡
same
XD
brackeys you are such a good guy
Will the inventory system and Item database be made with something like xml or json serialization? :)
Or maybe binary serialization. Could be kinda cool to see that. I think it's a bit more simple to understand as well. Especially for beginners. And also it's the safest way on saving things. And I think it's really important factor. Mostly for the RPG game. So much data is being saved in the game like this. I think it would be wise to make this data unreachable to the player.
At least that's my opinion anyway.
You must implement your own arbitrary system of serializing the objects as integers and reading/writing them from txt files... Mwuaha hahahahaha
I think that you were too excited in the first seconds for teaching us new things. You are the best :)
DOES ANYONE ELSE GET THIS - Assets\Environment\PostProcessing\Editor\PropertyDrawers\MinDrawer.cs(6,34): error CS0104: 'MinAttribute' is an ambiguous reference between 'UnityEngine.PostProcessing.MinAttribute' and 'UnityEngine.MinAttribute'
HOW DO U FIX THIS?!?!
I get this too
I had this issue too. The fix that worked for me was replacing 'MinAttribute' with 'UnityEngine.PostProcessing.MinAttribute' in MinDrawer.cs. That should fix it!
Worked for me, thanks :D
Quinn Carson how
Quinn Carson all of them?
I turned of my adblock just for your videos because I really like them and I hope you dont quit doing them!
I was having so much trouble setting things up, turns out you need blender installed for the mesh to load in unity
Thanks all of these wonderful videos
AWESOME 🍁🍂😊
that intro killed me 😂
This is bloody awesome. can't believe Unity comes with all these things out of the box. this AI navigation things is SICK!
This is awesome, I'm so excited for the rest of the series.
One question, is it possible to make the camera rotate when the mouse touches the edges of the screen instead of A and D keys?
I trying an answer for this to did you manage to do it?
you inspire me to make games and show them to the world such as I am now
if you are having troubles with the code here it is (copy and paste in your script)
// this is for player controller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PController : MonoBehaviour {
Camera cam;
// Use this for initialization
void Start ()
{
cam = Camera.main;
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonDown(0))
NewMethod();
}
private void NewMethod()
{
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
Debug.Log("We Hit " + hit.collider.name + (" ") + hit.point);
// Move our player to what we hit
// Stop focusing any objects
}
}
}
I will keep you updated on this script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PController : MonoBehaviour {
public LayerMask movementMask;
Camera cam;
// Use this for initialization
void Start ()
{
cam = Camera.main;
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonDown(0))
NewMethod();
}
private void NewMethod()
{
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 100, movementMask))
{
Debug.Log("We Hit " + hit.collider.name + (" ") + hit.point);
// Move our player to what we hit
// Stop focusing any objects
}
}
}
@@CarsonDeeds You never kept it updated.. ;-;
You have a nice smile and your teaching me about unity. Yay.
For everyone saying that he's too fast, go watch the "How to make a game" series first. That was my introduction to Unity and C#, I am able to follow this video fluidly now.
For anyone using the assets, make sure you have Blender installed (3ds max user here) before importing the package or you might bump into errors and missing meshes.
how to make a cliff and if the player falls into a cliff then the player will repeat the level. Do you know the game "Star Wars: Jedi Fall Order?" yeah like that
Loved the opening
OH MY GOD YEESSSSS
While other people are appreciating Brackeys for his tutorials(which are awesome), I want to appreciate Sofibabs editing. Its soooo cooooool!
Anyone having a error "NullReferenceExeption: Object reference not set to an instance of an object PlayerController.update () (at assets/PlayerController.cs:25)?
me too. whats the solution??
Check and see that you have mesh collider component added on each of the subitems under environment
Might be too late, but my solution was using the awake void instead of the start void. Start wasn't being called for some reason
@@m1g4s I dont really remember how I fixed that problem, but uts gone now. in all my projects. I dont understand shit what's going on. but thanks anyway!
still watching this after 1 year of brackeys quit , i will remember brackeys forever
Brackeys do you play any games?
Game developers still play games.
That's not entirely true, he said he does play games in the "How I started coding" video
Wow, that intro was LIIIIIIIIIIIIIIIIIIIIT
i came as soon as i got da notification and was waiting for first ep 1 hour was lke 1 day thanks for uploading btw watching this 1 o clock in the night
Edit Thanks for the heart on the comment thanks thanks alot
Hunterr playsss rip heart
The project did not run because the MinDrawers.cs script had an ambiguous reference, so i changed MinAttribute to UnityEngine.PostProcessing.MinAttribute, and it worked.
(a bit late) if your cube goes half way through the floor after adding the nav agent check if your Base offset is 0.5 in the nav agent component. Took me an hour to find out lol. The problem i think is that the nav agent goes through the floor which intercepts with your capsule collider making it go half way through the floor.
How could i get those ground textures? Please let me know, thank you Brackeys.
hello man
Brackeys you are a legend
I'm still having problems with The base model (Environment and such) and trees. I have Blender installed and double clicking models in unity correctly opens them in Blender but for some reason they don't show up in Unity, does anyone have any tips?
For some reason the Lamps, campfire and few other models do show up...
if you right click the assets and choose Reimport All it should fix the issue
@@dustinmiddleton2336 This worked for me. Thank you!
Just what I've been looking for!
i cant see the ground when i click on the example
I was having the same issue. I was also getting an error that my .blend files were not assigned to open with blender. I installed blender, and assigned it to open .blend files. Then I Reimported the RPG environment package and its showing up now. Hope this helps.
same problem
thanks that helped, i use maya so i had to download blender
nothing of the two answers helped
Fem_Kilo_Torsk me too
Hello! To fix missing model from downloaded asset, select file BaseEnvironment or Tree 01 or Tree 02 within Models folder. In the import settings, below Normals & Tangents, switch the Normal mode from Import to Calculate then click apply. Voila!
can you please give more attention and explain more about every thing you write? it will help me understand more. thx.
I agree with this, he goes a bit fast too in my opinion.
if you don't understand him then you should learn c++ coding first before trying to learn how to make a game. the stuff he glosses over is the basics you learn in any C++ for dummies book.
It's C# that Unity uses tho. C++ is Unreal Engine.
Just do what I do and stop the video every 5 seconds and take notes.
i agree he is going a bit fast,
but you can always re-watch it, or pause to take notes, or set the yt player speed to 0.75.
how is this so quick and yet totally sufficient + clear....... I am so happy to have found these tutorials :O
the example environment isn't working
YOU ARE THE BEST CODER, YOU DONT KNOW HOW YOU HELP ME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I would love to see it all mixed with Unity IK, not because I'm needing that tutorial, just saying... :P
Great job as always.
That would be really fucking cool but TBH his viewer base probably dont even know what IK means
They would if they followed Sebastian's part of this tutorial because it is taught during the creation of the run animation of the character :)
The code was DEFINITELY the hardest part for me. I had to keep going back and forth from RUclips, Visual Studios, and the Unity console because I kept getting errors. Thanks so much for the help.
send me the script
The first 5 seconds were rad, do that the whole video next time! :D
You are an amazing person! thanks Brackeys!
I thought he meant "Rocket Propelled Grenade". Shit. Still good tutorial though
Just one word AWESOME
I thought it was going to be about RPGs the weapon...
AMAZING tutorial video! 17 minute vidio took me 1 hour to write all the notes haha. EXTREMELY DENSE content. Love it.
In 19.3, I had this issue:
Assets\Environment\PostProcessing\Editor\PropertyDrawers\MinDrawer.cs(6,34): error CS0104: 'MinAttribute' is an ambiguous reference between 'UnityEngine.PostProcessing.MinAttribute' and 'UnityEngine.MinAttribute'
I fixed it by removing line 2 (using UnityEngine.PostProcessing;) in MinDrawer.cs.
Thanks it worked for me
I was from zero to hero by being watched tutorial videos of Brackeys, thanks
Sir when I am importing the environment the terrain is not showing up
same
Why do Indians call everyone 'sir'?
That's because you need to install blender. Check the console error.
It's like you came to help me! I was working on a point and click game but was having trouble. Thanks for this!
I'm trying to make Ragnarok Online style controls so I want to walk and interact with the left mouse button while rotating camera with the right mouse button.
Hello my friend, after this series could you make " How to make survival game in unity3d " ? Please! U gonna do great work!
I haven't even pressed play yet, but I know this is gonna be good!
I keep getting this and idk what to do????????
“SetDestination” can only be called on an active agent that has been placed on a NavMesh. UnityEngine.AI.NavMeshAgent:Set destination(Vector3)
If you're still getting this problem, I figured it out. All you need to do is adjust the step height in the navmesh agent until when you click bake, you can see blue across your terrain.
@@trallaton Hey big thumbs up from me, it helped !!
@@dinodics4442 Awesome! I'm glad I helped someone out!
Be sure you haven’t added Nav Mesh Agent or Capsule Collider to your GFx. Only your player should have Nav Mesh and Capsule Collider.
So excited to get started!
Brackeys, is that terrain made outside of Unity or with Unitys terrain tool?
He has shown in the video that it is a *regular Mesh*, not a Terrain Mesh, so it is probably the former.
I imagine it was created in Blender.
It looks pretty smooth and there is a nice low-poly aesthetic to the terrain, I don't think you can specify a poly count in Unity's terrain editor (unless you use script). I'm guessing it was made in Blender
in unity
with one tool...
Patience ;-)