ODIN Inspector & Serializer -- Godly Unity Plugin

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  • Опубликовано: 30 июл 2024
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Комментарии • 92

  • @gamefromscratch
    @gamefromscratch  2 года назад +1

    Links:
    ODIN Inspector on Unity Asset Store - assetstore.unity.com/packages/tools/utilities/odin-inspector-and-serializer-89041?aid=1011l4rAy
    www.humblebundle.com/software/unity-fantasy-games-dev-assets-software?partner=gamefromscratch
    gamefromscratch.com/unity-fantasy-games-gamedev-assets-bundle/
    Today we are checking out one of the most popular plugins in the ongoing Unity Fantasy Games & Game Dev Assets bundle running on Unity, ODIN.
    ODIN is all about making data easier to access in the inspector (or custom tool windows) and making that data easier to save/load/debug. Need to create an NPC creation tool, Odin makes that trivial. Want to expose data to the Inspector as a complex table? You can do so with just a few simple attributes.
    The above link contain an affiliate code that enables you to direct a portion of your purchase to support GFS (and thanks so much if you do!)

  • @zhav3d
    @zhav3d 2 года назад +36

    Indeed. Unity should buy them and integrate.

    • @PixelDough
      @PixelDough 2 года назад +2

      Agreed. It is fantastic, and needs the extra help to get it more functional with the prefab workflow

    • @watercat1248
      @watercat1248 2 года назад +1

      I agree create your own tools and ui from unity is not easy especially from biginers

    • @moose43h
      @moose43h 2 года назад +1

      Unity is money hungry so I don't think they will.

    • @gementar
      @gementar 2 года назад

      No. Please.

    • @C-CW
      @C-CW 2 года назад

      It's soooo necessary that almost everyone will buy. Both Unity and Odin devs benefit. No chance.

  • @yourMoonstone
    @yourMoonstone 2 года назад +1

    Thanks for the Odin overview! Got the bundle as soon as you showed it off and looking forward to getting rolling with it.

  • @GrapeParfait
    @GrapeParfait 2 года назад +4

    NNOOOOOOOOOOOO. You skimmed over the static inspector. Possibly the most important feature, in my opinion. Darnit Gamesfromscratch! Show them how to use it dude.

    • @cedricvillani8502
      @cedricvillani8502 2 года назад

      No shit, like a used car salesman

    • @diadetediotedio6918
      @diadetediotedio6918 Год назад

      How is a static inspector most important feature? Statics are not generaly recomended in programming

  • @BlackWarrior
    @BlackWarrior 2 года назад +9

    This was the first thing i ever bought for unity, its all because of you :D dam hype but it was worth it (Your last video about the bundle)

  • @Tomatech
    @Tomatech 2 года назад +19

    It’s bittersweet that this kind of game architecture would make it near impossible to make a game modable, as you can only make use of this information if your data is stored in scriptableObjects or monoBehaviors, and to let modders mod the game with assetbundles you would need to ship a project with identical scripts, which would break if Odin wasn’t installed. Since odin is a paid asset you wouldn’t be able to ship it with a mod kit project

    • @EricWilliamsCG
      @EricWilliamsCG 2 года назад +4

      Guess that answers that question. I was about to try to find out if you could build tools and panels with Odin Inspector and share them with people that don't have it.

    • @bourbonbobo
      @bourbonbobo 2 года назад

      Pretty sure you can sanitize your code as Odin is only important dev side. Would be a challenge but not the most challenging thing you'd need to do to support modding.

    • @ARandomCibbi
      @ARandomCibbi 2 года назад +1

      Also, while you can't ship the ui, you can still get the raw data, and so it would be just a matter of making dedicated ui not reliant on odin inspector for the mod kit, as for stuff serialized with their serializer, well, the serializer is open source so...

    • @Tomatech
      @Tomatech 2 года назад

      @@ARandomCibbi The serializer is open source? Good to know...

    • @ARandomCibbi
      @ARandomCibbi 2 года назад +1

      Yes, and it's really nice since it has way better serialisation support for stuff like recursive data structure or polymorphic types, the main downside is that stuff serialized with Odin serializer isn't viewable from the default inspector.

  • @damvcoool
    @damvcoool 2 года назад +5

    Please do Octave and NodeCanvas... It would be awesome to have a quick overview/review of those assets.

  • @FM_GOBi
    @FM_GOBi 2 года назад

    I bought the thing for Odin using your link.

  • @maxbedlam3920
    @maxbedlam3920 2 года назад +1

    I see several people asking for and I'd like to see it as well, a video going over NodeCanvas features and maybe even comparison with PlayMaker.

  • @hbirtt
    @hbirtt 2 года назад +1

    Additionally, if you have never assigned your self to the default organization it gives you, you will have to do that before you will see the assets and have the ability to assign them to seats. I'm not a fan, but I understand its purpose. Some developers want to sell seat licenses and this enables that. It's also nice for anyone who wants to buy a generic "seat" that can be moved between users as there is turnover or whatever.

  • @Nsuidara
    @Nsuidara 2 года назад +6

    It's nice tool but i hate "pricing" and "Odin Inspector is sold as a per-seat license, meaning you need a license for every person working with the Unity Editor on a project that has Odin included. This includes artists who work within Unity, even if they do not directly interact with tools built with Odin Inspector. "

  • @kobby2g8
    @kobby2g8 2 года назад

    Hands down, best Unity asset

  • @alejmc
    @alejmc 2 года назад +5

    Odin is a key feature that would be great if it were unity built-in, but then again, better handled by third parties as it gets updates considerably faster that way.
    On the suggestions of what to tackle, I would be very interested in seeing what about all these node based tools… uNode, nodecanvas, Bolt/VisualScripting graph? Which one to use?
    Potential use case: handling high level state machines for simple things like menu navigations (player went from start screen to a character select screen and the game is waiting for a character was selected/cancelled event) can be neatly handled via visual graphs where it’s clear to see the path it has taken and where it can go. However, I did try a couple of years ago with Bolt and it was a bit of a pain as it didn’t handle built-in events and variables, it had to be created locally on the Bolt runtime instance or something… but maybe there’s something out there better suited nowadays?

  • @FaffyWaffles
    @FaffyWaffles 2 года назад

    Odin is straight GOAT. I can't imagine making inspectors without odin.

  • @YugiohLibraryShorts
    @YugiohLibraryShorts 2 года назад

    I think a tutorial video would suit this video more. There are more features that could use your touch Mike!

  • @gementar
    @gementar 2 года назад

    Yup best plugin ever.

  • @successlab5143
    @successlab5143 2 года назад

    I bought this 3 years ago, does their new licensing apply ? wasnt a thing back then

  • @antoniovarandas1698
    @antoniovarandas1698 2 года назад +3

    Hey I have tow questions first is this asset/plugin works in Godot?, second if Godot support java with plugins ?

    • @gamefromscratch
      @gamefromscratch  2 года назад +2

      No. The only assets that will work in Godot are straight out content assets like character models, sound fx libraries, UI graphics etc. None of the Unity extension plugins will work outside of Unity.

    • @igorthelight
      @igorthelight 2 года назад +1

      No and no:
      * A plugin that extends Unity Editor's functionality just CAN'T work in Godot - they are two different game engines :-)
      * Godot do supports Java bindings if I'm not mistaken. But much more smarter idea would be using GDScripts and C++ (for very heavy parts of the game).
      GDScript is VERY easy to learn.

  • @TheRonpe
    @TheRonpe 2 года назад +9

    Everything in Unity comes with a licence "If you make it remember you signed this contract to give us a cut".

  • @christopherspettmann1722
    @christopherspettmann1722 2 месяца назад

    Thank you very much for this video. Can I also create nested lists or nested arrays with Odin? I am using a lot od these. I also use drop down menus inside the nested arrays. The bad thing is that in the default inspector it shows all nested lists but actually i want to hide them. I only want to show the list that is selected in the dropdown.

  • @dragonyt73
    @dragonyt73 2 года назад

    I would be interested in a video, covering the grass brute force shader

  • @mrx10001
    @mrx10001 2 года назад +35

    Only reason I don't want Unity to buy them, is so far everything they bought became WAAY slower at releasing updates and improvements.
    This Asset is too important to me lol.

    • @Nsuidara
      @Nsuidara 2 года назад +3

      Don't think so, they have hard license for self...

  • @muhammadmohibullah1000
    @muhammadmohibullah1000 2 года назад

    Make detailed videos about other plugins in the bundle :D

  • @Bloodlinedev
    @Bloodlinedev 2 года назад

    I avoid using Odin in my serious project. I'm afraid of using thirdparty stuff deep down in the core, this is just asking for problems. There's an editor-only version that does not touch serialization but then again my editor is *already* pretty slow with the gigabytes of data :(

  • @louay5b11
    @louay5b11 2 года назад +1

    I wanna buy the bundle but not for Odin. Let's say I bought the bundle (so basically I own Odin) but never used it in any of my projects. do I still have to get the enterprise licence if I made more than 200K?

    • @falconelsu9798
      @falconelsu9798 2 года назад

      No. You also do not have to buy a seat for every developer on your project if you just never use it.

  • @brandonwinston
    @brandonwinston 2 года назад

    Are there any comparable god-plug-ins for unreal?

    • @igorthelight
      @igorthelight 2 года назад

      I don't know about any.
      But UE4 is Open Source* (with some caveats) so yoiu could see how anythings works there :-)
      P. S. - there is actually a way to do that!
      ruclips.net/video/s_rt49atj0Y/видео.html

  • @dunc5623
    @dunc5623 2 года назад +2

    Odin "serializer" refers to the serializing fields in the editor (not saving information). It also allows for delegates and other fancier items to be serialized, very nice

    • @EdadTace
      @EdadTace 2 года назад +4

      Odin Serializer does, infact, refer to saving information; including delegates and other fancy items.
      Odin Inspector displays fields, properties and methods - serialized or not - in the inspector in a GUI interface for users to interact with.

    • @dunc5623
      @dunc5623 2 года назад

      @@EdadTace Ah cool. Didn't know that

  • @aakrosshsunar8968
    @aakrosshsunar8968 2 года назад

    I bought and redeem unity assets but I can't see in my assets

    • @igorthelight
      @igorthelight 2 года назад

      Assign them to you as shown in the video :-)

  • @Mitch_Crane
    @Mitch_Crane 2 года назад

    I bought this asset for the inspector buttons alone

  • @sanderl4779
    @sanderl4779 2 года назад +3

    Please test "Bakery" and "Octave 3d" 😊

    • @brodriguez11000
      @brodriguez11000 2 года назад +1

      The whole "not for AMD" may be an issue for Bakery.

  • @BadBanana
    @BadBanana 2 года назад

    This sold it for me
    Just this
    Let alone all the free assets plus standalone help from say the mobile build
    The rpg build.
    Ima try integrate a bunch of these assets together and build an online survival rpg style low poly pvp builder game hahaha

  • @andrewzuo86
    @andrewzuo86 2 года назад +1

    I don't know why people love serializing stuff so much. It's good for debugging and holding prefabs to instantiate but other than that I prefer to mark things as [NonSerialized]. Because I kept on accidentally editing them resulting in the editor saving an incorrect value and then all of a sudden I'd have a random bug that I'd have to hunt down.

    • @mandisaw
      @mandisaw 2 года назад +1

      1- Version Control is essential for anything other than a simple test/hobby project.
      2- Serialization is any process that takes data from memory to a persistent or transfer format, you can serialize to literally anything, if you write it.

    • @andrewzuo86
      @andrewzuo86 2 года назад

      @@mandisaw I'm not talking about serialization in general. I'm talking about Unity's way of serializing variables and persisting editor changes between sessions leading to a lot of bugs.

    • @mandisaw
      @mandisaw 2 года назад

      @@andrewzuo86 Are you using binary serialization or YAML? The Unity serializer has its quirks, but outside of floating point errors, it doesn't change any data you didn't tell it to. I could imagine changing data in an asset/Scriptable Object, and not realizing that's persistent, even in Play mode, but that's more of a user "oops" error than an issue with the system.
      And text-serialization is definitely the way to go, plus version control. Bugs are inevitable, but for basic data-only changes, straightforward to spot any unexpected file changes before you check-in.

  • @JaguarPanda
    @JaguarPanda 2 года назад +1

    not sure i would have a use for this

  • @boki2693
    @boki2693 2 года назад

    Hello! Could you cover Zenva Unity Course. I recently started coding and I'm interessted in it but don't know what to expect from that course.

  • @TroyGotCode
    @TroyGotCode 2 года назад

    always curious who dafck is disliking these videos

  • @ravanin
    @ravanin 2 года назад

    DAY 14 of commenting till mike makes a video on g'mic...

  • @mandisaw
    @mandisaw 2 года назад +1

    Thanks, I'd wondered what the big deal was, and now I know - this is "selling ice to Eskimos". Everything shown here is already free and built-in to Unity, folks just need to read the Editor docs (plus .NET provides additional serialization options). It's not that hard, there are good tutorials, for both the new UIElements & old IMGUI systems.
    I think Odin appeals to non-coders, or novices, but even with this, you'll have to edit your code (add attributes), or write Odin-enhanced custom Editor classes. And if you don't know what you're doing, Odin is just adding a heap of code to your build, and an unnecessary dependency. (And money - Enterprise version?! For the built-in custom tool support? Nice racket.)

    • @Peak_Stone
      @Peak_Stone 11 месяцев назад +1

      Thanks. I was wondering if this was something I should use, but if its all in Unity I would rather just do it that way, to get a better understanding.

    • @mandisaw
      @mandisaw 11 месяцев назад +1

      @@Peak_Stone There's a lot of good material in the docs, Unity Learn, and various recorded sessions about Editor tooling, mostly in the older IMGUI system. I think there was a Unite talk from 2018-ish about the new UI system when it was in development, and only supported Editor use, that also might be handy.

  • @DevGods
    @DevGods 2 года назад +5

    Laughing in unreal blueprint widgets 😃 for the FREE

    • @DevGods
      @DevGods 2 года назад

      @@bezoro2008 not only for UI. You can make editor utility widgets as well
      ruclips.net/video/s_rt49atj0Y/видео.html

    • @DevGods
      @DevGods 2 года назад

      @@bezoro2008 I haven’t ran into a tool I need missing yet but I’m early in my development cycle so that could change. Unity’s store is enormous and there’s pretty much a tutorial for every system you can think of out there. Having access to the source code to see what classes and methods unreal use to build their tools is pretty helpful as well. Most of the time you can just copy and paste code snippets and modify them to your needs. All in all both engines are solid, unreal just fits my style better

    • @ravanin
      @ravanin 2 года назад +1

      not even close in ease of use

    • @DevGods
      @DevGods 2 года назад

      @@ravanin what are you referring to? Odin or editor utility widgets?

    • @ravanin
      @ravanin 2 года назад

      @@DevGods odin is easier, more versatile(since there are things that can only be accessed on c++) and more powerful since it serializes everything. That said i'm always open to be proven wrong, show me how would you make some of the more complex examples in blueprints. I'm genuenily curious.

  • @djpeterson7479
    @djpeterson7479 2 года назад

    "Dull to watch". I'm a programmer. This is basically nirvana to me!

  • @kozavr
    @kozavr Год назад

    Instead of repeating quickly "It's really great", you should have showed real life use cases. Without it the video is useless

  • @etherealregions
    @etherealregions 2 года назад +6

    You need so many plug-ins to do anything worthwhile with Unity, you start to feel like an old time phone operator . 🤣

    • @sonicdev599
      @sonicdev599 2 года назад +5

      Can you do the same without plugin: Yes
      Is this plugin essential: No
      Unity already provide API for Tweaking Inspector.
      But this plugin is higher level abstraction over it to facilitate faster development.

    • @swastikarya6118
      @swastikarya6118 2 года назад +4

      So which engine you use and what work you have accomplished in that engine without using any plugin in that.
      Can you please share some of your work.

    • @DevGods
      @DevGods 2 года назад +1

      Yea big part of the reason I switched to unreal. I miss c# but learning and figuring out industry standard tools is a lot more fun than creating them from scratch or paying for them then learning them.

    • @etherealregions
      @etherealregions 2 года назад

      @@swastikarya6118 , well admittedly I primarily do game dev for fun, and I haven't published anything officially. Since the beginning of covid-19 I started playing around with game engines, and in that time I have successfully made working prototype games in Godot, Unity, Unreal , Flax , Cote. But before that years ago I had my own website that I shutdown in about 2010. It was called specialoccasionscentral and I just got bored of it I guess. But about that time I was making some game for my kids with C, C++, Java, and even had a RUclips choose your own adventure prototype working.
      How about you? 🤔

    • @etherealregions
      @etherealregions 2 года назад

      @@swastikarya6118 , I almost forgot. I am actually working currently with UE5-EA and am fleshing out a concept for another old project that I started as a comic book concept. It's called Etherial Regions ( tm ).
      I'm actually fairly excited about this project because it fits perfectly with the capabilities of the UE5 engine. I'm looking at this project as my first attempt at an actual commercial project. 🙃

  • @mathew3267
    @mathew3267 2 года назад +1

    Seems too convoluted and really only benefits big RPG's, I'll pass on this one.