Looks really smoothe, i'm working on a project that i'm going to expand to multiple people but i'm currently trying to find the best method of movement, so far NavMesh is the top one i've decided upon, your project looks fantastic.
Thanks! Amazing what you can do with the asset store! The nav mesh is a pretty helpful tool. Works great for this style of game. One hiccup I’ve found was controlling the rotation of the character or more specifically were the character looks. Finally figured that out - you can unlock the rotation and then force it to look - I’ll do something similar when I get to the player shooting video
@@OneWheelStudio I'm just now starting to work on this project again since i have alot of time now, i've forgotten quite a bit and am having a couple problems if you'd be willing to help me with a couple of them that'd be great.
I'll do my best. Happy to answer questions here. Or jump over to my discord (discord.onewheelstudio.com) and drop your questions into #chat or #game_dev_questions
Awesome! Could you make a tutorial on how to implement animations into the flow? So for example when you click on the terrain and the player moves, it will have a move animation as well as an idle animation when its not moving.
If you hold the mouse button down it kind of works that way. If you want to move continuously you’d have to continuously generate new destinations. I’d get a vector that is the direction of motion and add it to the players current location. Then every so often, every frame wouldn’t be ideal for performance reasons, I’d set that location as the new destination. I’m sure there would be some bugs but it’s a starting point.
Getting an error ""SetDestination" can only be called on an active agent that has been placed on a NavMesh." Can you advise what went wrong? Flow works fully but the object does not move.
Forgive the ignorance, green as could be here with bolt but how do you import/add/whatever all of the assets to start like you do in this video? i feel as if the first video skipped like 400 steps :D
This series isn't really intended as a jumping off point for Bolt or Unity for that matter. Are you asking how to import assets? Or are you wanting to get a hold of the specific assets in this video series?
@@OneWheelStudio yeah i guess it isn't super entry level but i figured I'd give it a shot, can always come back later but i fell at the first step with importing the assets or rather i imported them but what I ended up with looked very different to how you started.
@@Amdrauder Hmm. Strange. I do have a series on making Low Poly terrains if you're wanting to make or remake the terrain - which is the only asset that was mine creation. If you have questions or get stuck on something (there are a couple common sticky points) in the series - come on by the OWS discord. Happy to help.
I've now gone through the tutorial several times, but unfortunately in my Flow Graph the Branch after the Raycast Physics shows gets a false boolean every time I try it. Couldn't figure out what's wrong with it. The Terrain is in the right sorting Layer and the Player has the Flow Machine and the Nav Mesh Agent attached. Using Unity 2019.3 btw.
I would think most of it could be used in 2D. The biggest difference is that (typically) you will be working in the xy plane with the z coordinate more or less set to zero. The basic functionality should be the same. That said I haven't done much of any work in 2D - hoping to maybe dive into that with the next Bolt Jam :)
Thanks for the reply, Number One, LOL. I am currently working on a 2D project with point and click. I will try using the same technique see if how much difference between 2D & 3D.
@@OneWheelStudio Late to the party, but I would love a tutorial for a 2D version of this controller some day. :) I can only get this one to work in 3D.
@@OneWheelStudio Could you help on discord? Just a littlebit, it would be simple but its much easier with pictures or video. My nick is erkkasuomi#1538
@@eeroojanm98 Happy to help. Come on by the OWS server (link in the description) there's a #game_dev_question channel. Feel ree to drop in some screenshots of the flow marco.
If the agent needs to be instantiated on top of a nav mesh. Is it possible the initial position of the agent isn’t on top of a nav mesh? Is it possible you haven’t baked a nav mesh for the current scene?
I'm not sure what you mean exactly? Will you have a mouse connected to a mobile device? If that's not what you mean, you'll need to use other input controls. Lean Touch is a popular choice. I've never used it but there are some basic videos on how to use it with Bolt.
@@OneWheelStudio I am having a problem my flow graph is not working after the physics raycast unit... Can u please help why I am getting this... I am following exactly what u had done in the video I cross checked several times but still my player isn't moving on mouse click... I am using Unity 2019.4.1f1 is there any bug in that version...???
Great videos, can i make a request? How about how about when the player comes in contact with an object of a certain tag you do something, checking the distance between the two objects. Sending an event with playmaker and accessing it in bolt would be really cool too thanks
These tutorials are really helpful and informative. Thanks.
Looks really smoothe, i'm working on a project that i'm going to expand to multiple people but i'm currently trying to find the best method of movement, so far NavMesh is the top one i've decided upon, your project looks fantastic.
Thanks! Amazing what you can do with the asset store!
The nav mesh is a pretty helpful tool. Works great for this style of game. One hiccup I’ve found was controlling the rotation of the character or more specifically were the character looks. Finally figured that out - you can unlock the rotation and then force it to look - I’ll do something similar when I get to the player shooting video
@@OneWheelStudio I'm just now starting to work on this project again since i have alot of time now, i've forgotten quite a bit and am having a couple problems if you'd be willing to help me with a couple of them that'd be great.
I'll do my best. Happy to answer questions here. Or jump over to my discord (discord.onewheelstudio.com) and drop your questions into #chat or #game_dev_questions
@@OneWheelStudio Okay i'll hop on the discord, cya there :p
+1 Subscriber for your amazing help...
This channel deserves a lot more support...
The Icons Asset is not free anymore...
Icons: assetstore.unity.com/packages/2d/gui/icons/simple-vector-icons-101218?aid=1100lHSw&
That's a bummer! Thanks for the heads up.
Thank you! It worked perfectly
Hello, the assets don't appear to be available though I appreciate that this is a two-year-old tutorial, so things may have changed since then.
Sorry about that. Is there one in particular that is missing?
@@OneWheelStudio It doesn't matter now as I've moved on to your other playlist - 'Building With Bolt'. Thanks for getting back to me, though. :)
Can u make 3TPS movement etc in bolt
Awesome! Could you make a tutorial on how to implement animations into the flow? So for example when you click on the terrain and the player moves, it will have a move animation as well as an idle animation when its not moving.
Just realized you’ve already made that tutorial! What a legend, subbed!
How could I have the player just continuously move in the direction clicked instead of stopping at the destination?
If you hold the mouse button down it kind of works that way. If you want to move continuously you’d have to continuously generate new destinations.
I’d get a vector that is the direction of motion and add it to the players current location. Then every so often, every frame wouldn’t be ideal for performance reasons, I’d set that location as the new destination. I’m sure there would be some bugs but it’s a starting point.
@@OneWheelStudio thanks for the quick reply! love these vids they have helped tremendously as a new user
Getting an error ""SetDestination" can only be called on an active agent that has been placed on a NavMesh." Can you advise what went wrong? Flow works fully but the object does not move.
Try re-baking after placing the player and flow machine. It worked for me.
Forgive the ignorance, green as could be here with bolt but how do you import/add/whatever all of the assets to start like you do in this video? i feel as if the first video skipped like 400 steps :D
This series isn't really intended as a jumping off point for Bolt or Unity for that matter. Are you asking how to import assets? Or are you wanting to get a hold of the specific assets in this video series?
@@OneWheelStudio yeah i guess it isn't super entry level but i figured I'd give it a shot, can always come back later but i fell at the first step with importing the assets or rather i imported them but what I ended up with looked very different to how you started.
@@Amdrauder Hmm. Strange. I do have a series on making Low Poly terrains if you're wanting to make or remake the terrain - which is the only asset that was mine creation. If you have questions or get stuck on something (there are a couple common sticky points) in the series - come on by the OWS discord. Happy to help.
@@OneWheelStudio i shall join in the morning and begin my quest anew :)
I've now gone through the tutorial several times, but unfortunately in my Flow Graph the Branch after the Raycast Physics shows gets a false boolean every time I try it. Couldn't figure out what's wrong with it. The Terrain is in the right sorting Layer and the Player has the Flow Machine and the Nav Mesh Agent attached. Using Unity 2019.3 btw.
I think I am having the same problem in Unity 2018.4.13f1. Nothing happening in the RaycastHit point (get) and the NavMeshAgent SetDestination.
I have the same problem. I tried different "Raycast()" units. Finally I found the solution, which is to add a collider to each terrain object.
Can I load this scene into unity and follow along? I'm on a Mac
Unity should work perfectly fine on a Mac - it was originally Mac only :) I have heard, but can't confirm that Bolt is having some trouble on macs.
Nice work! I really enjoy this tutorial series. If it possible to apply these technique in 2D environment?
I would think most of it could be used in 2D. The biggest difference is that (typically) you will be working in the xy plane with the z coordinate more or less set to zero. The basic functionality should be the same. That said I haven't done much of any work in 2D - hoping to maybe dive into that with the next Bolt Jam :)
Thanks for the reply, Number One, LOL. I am currently working on a 2D project with point and click. I will try using the same technique see if how much difference between 2D & 3D.
@@OneWheelStudio Late to the party, but I would love a tutorial for a 2D version of this controller some day. :) I can only get this one to work in 3D.
how do you get that blue theme for unity
The dark theme is part of a paid subscription. It's pretty nice!
@@OneWheelStudio hove many do you pay
I think it’s $35 a month.
RaycastHit point (get) not working?
Are you getting a specific error? Is a unit turning red?
@@OneWheelStudio, no, it doesnt flow, there comes nothing out of it.
@@OneWheelStudio Could you help on discord? Just a littlebit, it would be simple but its much easier with pictures or video. My nick is erkkasuomi#1538
@@OneWheelStudio , This is my 2nd project i would love a discord help, im new programmer and love to make games.
@@eeroojanm98 Happy to help. Come on by the OWS server (link in the description) there's a #game_dev_question channel. Feel ree to drop in some screenshots of the flow marco.
I don't know why i Can't change my player speed parameters and the ray cast max distance
Do you mean you can't change the numbers in the units? Or are changes you make not having an effect?
@@OneWheelStudio actually fixed it the tutorials were really helpful tho thank you for thel
@@sneakysunset1765 Glad to here it!
im getting the failed to create agent no valid navmesh error
If the agent needs to be instantiated on top of a nav mesh. Is it possible the initial position of the agent isn’t on top of a nav mesh? Is it possible you haven’t baked a nav mesh for the current scene?
@@OneWheelStudio thanks that helped alot! :)
Can I use mouse input for mobile games too...???
I'm not sure what you mean exactly? Will you have a mouse connected to a mobile device? If that's not what you mean, you'll need to use other input controls. Lean Touch is a popular choice. I've never used it but there are some basic videos on how to use it with Bolt.
@@OneWheelStudio Alright I got it... Thanks...🙂
@@OneWheelStudio I am having a problem my flow graph is not working after the physics raycast unit...
Can u please help why I am getting this... I am following exactly what u had done in the video I cross checked several times but still my player isn't moving on mouse click...
I am using Unity 2019.4.1f1 is there any bug in that version...???
@@sekharkarak6781 I'm not aware on a bug. Can you give a bit more detail on what's not working? Is there an error? Is a unit turning red?
@@OneWheelStudio No it's not getting red it's just the graph is not flowing after that physics raycast unit to the raycast hit point unit...
very nice
Great videos, can i make a request? How about how about when the player comes in contact with an object of a certain tag you do something, checking the distance between the two objects. Sending an event with playmaker and accessing it in bolt would be really cool too thanks