Hey everyone! To those of you who can't find the package: Unity has moved the "Show Preview Packages". You can now find it under Edit -> Project Settings -> Package Manager -> Enable Preview Packages. If you check that box, you should see preview packages in the Package Manager! :-) Stay awesome!
@@CurtisJensenGames Press the advanced tab next to the search field in the package manager. There you should see the option to enable preview packages, and then find progrids.
One thing that would really help me personally is if when you did these kinds of level design videos you'd take a simple character or character controller through the level you made because like, one of the main things that I struggle with is scale and making sure objects/the player are the right size and also not weirdly scaled in relation with each other.
Easy trick i use for 3d modeling scenes is to place a box in my scene that is the real world unit size of a person. That way i have a reference point in my scene at all times. Other things can also help. A door for instance, door is generally 198cm high, a male human on average is 180cm. very similar measurements, A ceiling is usually 260cm.. Always do some research.. most peope think they know how big a door is or how high a table is but in reality most dont, and just a few cm off can really throw off the overall scale of a scene. Measurements for most everyday things are pretty much standardized world wide. Just google it.
One thing that always throws off scale, IMO, are stairs that use the wrong incline. As others said: Do some research. There are guidelines for most common elements in modern buildings. Yes, it's a bit dry to find them and you will most likely change them a bit to fit your game world's style, but they are a decent starting point.
Hey man, ive just been getting into unity. I teach myself things from the internet so finding your channel has been a lifesaver. Out of everyone's unity tutorials I've found so far yours are by far the best. I appreciate what you do and thank you so much for helping me learn! Great videos always!
GPU instancing coming in clutch here especially if they are the same tiled object. If not, you can just merge the level with a third party tool (you already paid for the pack so you should have some money to spare)
It is a promising tool, but they should fix the stuff that you have to do manually. Since it defeats the purpose of the tool, if you have to switch back and forth between auto and manual.
Currently studying up on Unreal for a new job. But I am gonna HAVE to start using the pro tools when prototyping. And now I am gonna have to use these snaps too. Many thanks for this vid, Brackeys and team.
I'm working on a prefab placement editor tool for a personal project I'm working on. All I need it to do is paint and erase prefabs on a 3d grid and I already have it mostly working. These assets look very convenient for testing it out, I might just have to download them. I already know tools like MAST exist for placing prefabs, and while my tool won't hold a candle to the ones like that, I just think it's fun to figure it out for myself, plus I'm tailoring mine towards my project.
I really wish I was good at making games but I just don't think I am really good even with snaps which means no graphic designing to do but even then I still can't figure out how most of unity works though you guys have been the most helpful out of the many people I have seen to help me out.
As someone who went to Full Sail, I honestly think you would be better off learning everything you can on your own time instead of expecting to learn everything in college, because you won't. I learned way more from channels like this one than I ever did in school, and soon I began to wonder why I was accumulating so much student loan debt and dropped out so I could focus on the reason I went to Full Sail to begin with. It's not a bad school, but with people like Brackeys putting out great tutorials for free you can delve right into making your own content and really learning from experience, which is extremely valuable. You don't have to wait to go to college for game design; if this is truly your passion, start building now. :)
It wasn't even just about money, because I had some scholarships and grants. The big killer was time. I kept getting bogged down in non-core classes (which is pretty much the problem with any university) and wasn't getting enough time to do what I was actually there to do. Worse still, I was growing to hate the things I loved; the reason I was there. Either I had to drop out or I was going to end up with a degree in something I had lost interest in, so I chose to drop out.
Hey Brackey's, can you do a video on how to create some kind of rappel, like in R6S, or a paraglider? Bulletholes or ground tessalation would also be cool. Any mobility thing would be cool, as I am making a systemic game right now. Would be really helpful, Keep up the great content! Edit: thought of another cool idea - death stranding hill slide ExtraEdit: Wow thanks for all the likes! Wish my vids got this much fame!
For rappeling the movement would be the easiest part, simply use a bool variable to determine whether the player is in a rappel state or not, and if they are: disable their gravity physics, restrict their movement to the x and y axis and set the forward and backwards keys to move up and down the y axis.
I would suggest attempting to figure these things out, to some degree, by yourself. There's a lot of tutorials on things tangentially related to what you're looking for. All you have to do is adopt them for your own purposes. If you wait for tutorials that specific, you're gonna be waiting a while. Plus you will become a much, much stronger designer and developer if you focus on fostering self-sufficiency and independence. Tutorials are a great starting point, but will only get you so far if you can't apply the knowledge without them. This isn't to downplay tutorials or to say you shouldn't use them. I just mean your programming skills shouldn't be reliant on tutorials specific to your needs. And I really wish someone told me this a long time ago. I had to figure it out for myself. I wasted a lot of time and gave up on a lot of projects because I didn't have the knowledge I needed, nor the mindset to attain the knowledge I needed. Analyze how scripts work, why they work. Make sure you understand every line in your code so you can replicate it when you need to. Focus on the theory of it all, not the specific circumstance you need it to work in. This allows you to better understand how to debug and optimize code (for when you eventually get to this point, don't start out worrying about optimization, just build this foundation so when you get here you won't be at a loss), it allows you to figure out problems far, far quicker. Work to understand it all. Comment the fuck out of your code (this is something I honestly need to work on), and maybe even get into the habit of writing pseudocode before sitting down to write actual code. This will force you to step through the code, and think through it logically. And it'll save time in the long run. If I had done this from the beginning, I'd be a much better programmer. As it is, I'm still an amateur. But focusing on understanding has allowed me to progress much quicker than I had before. I'm writing scripts by myself I would've never been able to before. I'm still watching tutorials and design talks all the time, but my mindset is now one of discovery and adoption as opposed to copy and paste and hope it works. I pay more attention to the theory of things, rather than any specific implementation. And I can often move directly from theory to my own implementation, without needing a tutorial to guide my every step. For your questions on mobility, a good technique is to break down these mechanics to their simplest form. What is rappeling in Siege? Well, assuming we're using Unity's axes (though this is applicable to any implementation even if the names of the axes aren't the same), it essentially locks movement on the z-axis while allowing free movement on the x and y-axis. So you need to check if the player is in front of the wall, likely you'll want them facing the wall too, have a button prompt, and then change the axes of movement. Paragliding can be thought of as reducing the gravity for the player. All mobility can essentially be thought of as movement along constrained axes. Don't focus on the fancy animations. Think about what things are in their most simple form, and then build on top of that. And do some planning, or at least thinking about how to tackle the problem you're looking at. If you can make a character move from scratch, you're already a decent bit there. It's just reapplying what you've learned and seeing the connections between all these mechanics. Animations and whatnot can come later. Understand the problems before you and work to formulate a solution. As for bulletholes and tesselation, there is a myriad of ways to handle the former depending on what you want to accomplish, and the latter has quite a bit of documentation and theory for you to dig into. And again, implementation depends on what you're trying to do. It's just a matter of doing some research and applying what you find. Wish you the best of luck in your projects!
D-Whizzel I agree, I just thought it would be a cool idea for a tutorial, I've already made a paragliding script, and MY MAN above is showing the rappeling. But thanks for the input!
When I did the thing with the materials they were still pink(not working), is it my internet, or is it because I am using the office snaps pack? when I do it I get a message in the console that states: " material doesn't have a float or range property ", and even though brackets said that those "smoothness" errors can be ignored, my materials don't get upgraded. so, for now, I will just use the 3D template. edit: I actually changed all the materials manually by copying the color and pasting it into the Universal render pipeline/lit shader.
@@fuzzybrickstudios2315 If anyone is interested. I solved this problem by editing SwapShader.cs. The Lightweight Render Pipeline has changed to the Universal Render Pipeline and that's why the problem occurs. So I changed LWRP to URP, changed PackageNameLWRP to PackageNameURP and changed the package reference and material name "Lightweight Render Pipeline/Lit" to "Universal Render Pipeline/Lit".
@brackeys. Can you teach us how to do automatic sliding doors or to give objects interactive commands . One last thing can you teach us how to make objects that automatically rotate ex.cctv cams?
What is the most efficient way of doing collision like this? Like if each floor tile as its own collision component would that run slower than if the entire floor shared one large collision component?
Nice. I've been doing it by hand or code till now. That'll help. That hierarchy, tho... I fear no man, but that thing... It scares me. Btw, apparently that "Put small things near big things" rule is a design tecnique called barnacling.
Hey Brackeys, I was wondering if you can make an updated and improved version of your FPS series, because I personally want to make a game like Call Of Duty. Of course it is your choice, please take this into consideration.
I wanted to see those too, so I went and looked on his channel. Here are the ones I found. :-) MODELING IN UNITY?! - ProBuilder Tutorial: ruclips.net/video/PUSOg5YEflM/видео.html LIGHTING in Unity: ruclips.net/video/VnG2gOKV9dw/видео.html HIGH QUALITY LIGHTING using Light Probes - Unity Tutorial: ruclips.net/video/_E0JXOZDTKA/видео.html THIS TOOL IS AWESOME - ProGrids Tutorial: ruclips.net/video/UtNvtIrJcNc/видео.html
It would be cool if Unity provided some ready-made basic assets for free (low-poly of course). For example, the main common asset (modern modular buildings, environment and props), sci-fi (not only industrial) and fantasy (stylized modular buildings, environment and props). Now there are very few of them, it’s easier to create your own models for prototyping in ProBuilder.
Brackeys: Snaps is a highly experimental tool that is not supported by the latest version of Unity yet😄 and with that, let’s build a level with Snaps! Me: Umm, why? Maybe wait until it is actually compatible with Unity?
Hey, I am struggling with finding a good tutorial for multi cell Inventory. I tried making it myself using scriptable objects but I wasn't successful :(
I use Unity 2019.1.11f1 and by only just importing asset swap tool, i start getting errors on build. Does anybody have a solution. (i also get the same errors for unity 2019.2.11f1, error CS0234)
9 months later but maybe this will help someone. I had this problem too in URP. For me it helped to go in the "Materials" folder of Si-Fi Industrial in my project and select them all. Than i changed the "Shader" in the Inspector to → Universal Render Pipeline → Lit | Simple Lit also works.
Why are all my walls and floors dark grey when yours are very light? I tried moving the light around but no real change? Using Unity 2019.4.2.f1 What's weirder is that the prefabs look okay. It's only when I drop them in the scene that they look bad.
I know this might be a bit off-topic, but I really want to know about the legality of using free assets to made a game to sell on Steam or wherever. Its just a topic that makes me nervous thinking about when I want to try making games as a career (hopefully). Is there a place to learn about this kind of thing or is it just okay to use them? I feel like this is pretty important knowledge to have, especially with all the legal nonsense happening with AAA game companies nowadays.
Can you do a tutorial on a sliding door? I spent like three hours trying to figure out how. Just when I though I had it the animation would often blur once moved. Also when I created a second door (Honestly I just duplicated the item and added a 2 at the end of everything, I'm still new). At this point when I had everything changed and ready both doors stopped working. I tried to look online and I spent a few more hours doing that to try 5 different videos and having none of them work.
Could you bring a tutorial on how to make an NPC follow the player using animations? Because I followed the tutorial of your series on how to create an RPG, but NPC follows the player, using NavMeshAgent, but without the animations!
it isn't hard. first you need your NPC to have animations and create an animation controller, attach this on your npc and go to the anim controller where you can put your anims and set up triggers/bools and add a little code in your NPC controller that activates those. there are tutorials online here on YT. it's easy and I suck at programming :^) I used his RPG navmesh thing on enemies and added a line of code for the movement anims. once you do it you will easily get used to it
@@m3lsavage But my NPC only plays the animations when it is far away from the player, when it is getting close, the NPC starts not playing the animations anymore! Any suggestion?
Hey everyone!
To those of you who can't find the package: Unity has moved the "Show Preview Packages".
You can now find it under Edit -> Project Settings -> Package Manager -> Enable Preview Packages.
If you check that box, you should see preview packages in the Package Manager! :-)
Stay awesome!
Thank you so much for your amazing tutorials you're awesome
I don't see the package manager option. Has this changed in an update?
@@CurtisJensenGames Press the advanced tab next to the search field in the package manager. There you should see the option to enable preview packages, and then find progrids.
usually youtuber comments have mor likes
I dont see an option for package manager in project settings
dude. 4 years man. this introduced me to creating worlds and im so proud of where ive come. thank you for this
As a 100 percent noob to Unity, this video taught me a lot more than just a demo of the Snappy bits. Very cool. Thanks.
The man really did it.. he got sponsored by his favorite game engine!
He's been getting sponsored by Unity for a long time now.
Mohak Oh i there, i see your also someone who watched this video recently
One thing that would really help me personally is if when you did these kinds of level design videos you'd take a simple character or character controller through the level you made because like,
one of the main things that I struggle with is scale and making sure objects/the player are the right size and also not weirdly scaled in relation with each other.
what kind of games do you make ?
Easy trick i use for 3d modeling scenes is to place a box in my scene that is the real world unit size of a person. That way i have a reference point in my scene at all times. Other things can also help. A door for instance, door is generally 198cm high, a male human on average is 180cm. very similar measurements, A ceiling is usually 260cm..
Always do some research.. most peope think they know how big a door is or how high a table is but in reality most dont, and just a few cm off can really throw off the overall scale of a scene. Measurements for most everyday things are pretty much standardized world wide. Just google it.
@@TheMcal9909 Door is a really solid option. Skate 3's doors are huge and that game just feels...off?
1 unit of unity is equals to 1 meter in 3D max
One thing that always throws off scale, IMO, are stairs that use the wrong incline.
As others said: Do some research. There are guidelines for most common elements in modern buildings. Yes, it's a bit dry to find them and you will most likely change them a bit to fit your game world's style, but they are a decent starting point.
Have you ever wondered who is the guy "randomly" stacking barrels and crates all over the place?
Well now you know.
of course I know him, he's me
@@AyushGupta-wn6zd thank you sir, for giving us places to take cover.
Hey man, ive just been getting into unity. I teach myself things from the internet so finding your channel has been a lifesaver. Out of everyone's unity tutorials I've found so far yours are by far the best. I appreciate what you do and thank you so much for helping me learn! Great videos always!
One room made of hundreds of objects.
Perfect optimization
how can you fix that?
GPU instancing coming in clutch here
especially if they are the same tiled object. If not, you can just merge the level with a third party tool (you already paid for the pack so you should have some money to spare)
@@jixs4v rasterization would be heavy anyway due to high amount of draw calls
@@dimarichmain I believe it wouldn't be that difficult to batch the different objects
@@jixs4v the engine won't natively do that anyway, so it's still a bad idea
1:20 *plays Nintendo Switch sound*
plays half of the Nintendo Switch sound
@@wengel_eth smart man
It is a promising tool, but they should fix the stuff that you have to do manually. Since it defeats the purpose of the tool, if you have to switch back and forth between auto and manual.
Currently studying up on Unreal for a new job. But I am gonna HAVE to start using the pro tools when prototyping. And now I am gonna have to use these snaps too. Many thanks for this vid, Brackeys and team.
Brackeys is my favorite Unity learning source.
I think I found my new favourite game dev channel
One of the best Unity tutorial channels. Thanks a lot mate!
i accedentally used the sci fi industrial pack without snaps and it worked fine. now i've got an industrial vaporwave style fps parkour game :)
Good tip to add the object close to the wall
If this was bigger and done, it could be a really nice CS:GO map.
That seems like an insane amount of game objects just for level geometry.
This looks good for production/set design for animated films.
This Snap was released 5 days ago , you guys rock
Why are they rock?
kinda repeating their petreon slogan,
@@zodix44 it's means they are cool
8:35 for doors snaps with a step of .5
WHOA i didnt know u can use the wasd keys to free look nav in unity! REALLY helpful
switching the render pipeline to get the materials working really took some time but great video
This is truly fantastic I love this :D Wish it had existed a few years back!
The lighting was dope 🔥🔥🔥
So much knowledge. Clear, concise. Thank you!
I'm working on a prefab placement editor tool for a personal project I'm working on. All I need it to do is paint and erase prefabs on a 3d grid and I already have it mostly working. These assets look very convenient for testing it out, I might just have to download them.
I already know tools like MAST exist for placing prefabs, and while my tool won't hold a candle to the ones like that, I just think it's fun to figure it out for myself, plus I'm tailoring mine towards my project.
I really wish I was good at making games but I just don't think I am really good even with snaps which means no graphic designing to do but even then I still can't figure out how most of unity works though you guys have been the most helpful out of the many people I have seen to help me out.
WE MISS YOU MAN
I love these videos I'll be doing this one day when I get into fullsail
As someone who went to Full Sail, I honestly think you would be better off learning everything you can on your own time instead of expecting to learn everything in college, because you won't. I learned way more from channels like this one than I ever did in school, and soon I began to wonder why I was accumulating so much student loan debt and dropped out so I could focus on the reason I went to Full Sail to begin with. It's not a bad school, but with people like Brackeys putting out great tutorials for free you can delve right into making your own content and really learning from experience, which is extremely valuable. You don't have to wait to go to college for game design; if this is truly your passion, start building now. :)
@@natalyasparrow6748 ive been watching brackeys for a while myself now could you not get a grant or scholarship
It wasn't even just about money, because I had some scholarships and grants. The big killer was time. I kept getting bogged down in non-core classes (which is pretty much the problem with any university) and wasn't getting enough time to do what I was actually there to do. Worse still, I was growing to hate the things I loved; the reason I was there. Either I had to drop out or I was going to end up with a degree in something I had lost interest in, so I chose to drop out.
@@natalyasparrow6748 yeah i need my online high school diploma first or a ged that i would be getting a lot faster before i can do anything myself
Good luck
Hey Brackey's, can you do a video on how to create some kind of rappel, like in R6S, or a paraglider? Bulletholes or ground tessalation would also be cool. Any mobility thing would be cool, as I am making a systemic game right now. Would be really helpful, Keep up the great content!
Edit: thought of another cool idea - death stranding hill slide
ExtraEdit: Wow thanks for all the likes! Wish my vids got this much fame!
I think that's an awesome idea
For rappeling the movement would be the easiest part, simply use a bool variable to determine whether the player is in a rappel state or not, and if they are: disable their gravity physics, restrict their movement to the x and y axis and set the forward and backwards keys to move up and down the y axis.
I would suggest attempting to figure these things out, to some degree, by yourself. There's a lot of tutorials on things tangentially related to what you're looking for. All you have to do is adopt them for your own purposes. If you wait for tutorials that specific, you're gonna be waiting a while. Plus you will become a much, much stronger designer and developer if you focus on fostering self-sufficiency and independence. Tutorials are a great starting point, but will only get you so far if you can't apply the knowledge without them.
This isn't to downplay tutorials or to say you shouldn't use them. I just mean your programming skills shouldn't be reliant on tutorials specific to your needs. And I really wish someone told me this a long time ago. I had to figure it out for myself. I wasted a lot of time and gave up on a lot of projects because I didn't have the knowledge I needed, nor the mindset to attain the knowledge I needed. Analyze how scripts work, why they work. Make sure you understand every line in your code so you can replicate it when you need to. Focus on the theory of it all, not the specific circumstance you need it to work in. This allows you to better understand how to debug and optimize code (for when you eventually get to this point, don't start out worrying about optimization, just build this foundation so when you get here you won't be at a loss), it allows you to figure out problems far, far quicker.
Work to understand it all. Comment the fuck out of your code (this is something I honestly need to work on), and maybe even get into the habit of writing pseudocode before sitting down to write actual code. This will force you to step through the code, and think through it logically. And it'll save time in the long run. If I had done this from the beginning, I'd be a much better programmer. As it is, I'm still an amateur. But focusing on understanding has allowed me to progress much quicker than I had before. I'm writing scripts by myself I would've never been able to before. I'm still watching tutorials and design talks all the time, but my mindset is now one of discovery and adoption as opposed to copy and paste and hope it works. I pay more attention to the theory of things, rather than any specific implementation. And I can often move directly from theory to my own implementation, without needing a tutorial to guide my every step.
For your questions on mobility, a good technique is to break down these mechanics to their simplest form. What is rappeling in Siege? Well, assuming we're using Unity's axes (though this is applicable to any implementation even if the names of the axes aren't the same), it essentially locks movement on the z-axis while allowing free movement on the x and y-axis. So you need to check if the player is in front of the wall, likely you'll want them facing the wall too, have a button prompt, and then change the axes of movement. Paragliding can be thought of as reducing the gravity for the player. All mobility can essentially be thought of as movement along constrained axes. Don't focus on the fancy animations. Think about what things are in their most simple form, and then build on top of that. And do some planning, or at least thinking about how to tackle the problem you're looking at. If you can make a character move from scratch, you're already a decent bit there. It's just reapplying what you've learned and seeing the connections between all these mechanics. Animations and whatnot can come later. Understand the problems before you and work to formulate a solution.
As for bulletholes and tesselation, there is a myriad of ways to handle the former depending on what you want to accomplish, and the latter has quite a bit of documentation and theory for you to dig into. And again, implementation depends on what you're trying to do. It's just a matter of doing some research and applying what you find. Wish you the best of luck in your projects!
I read buttholes
D-Whizzel I agree, I just thought it would be a cool idea for a tutorial, I've already made a paragliding script, and MY MAN above is showing the rappeling. But thanks for the input!
this is so satisfying to watch
Great video! Brackeys is really cute too
Yay! Hi Brackeys! Nice tutorial, you are as usual, the best!
You didn't even watch itttttt yet.
@@RiorXD I can guarantee that it is good
Just Nekit Every video from Brackeys is good 👌
When I did the thing with the materials they were still pink(not working), is it my internet, or is it because I am using the office snaps pack? when I do it I get a message in the console that states: " material doesn't have a float or range property ", and even though brackets said that those "smoothness" errors can be ignored, my materials don't get upgraded. so, for now, I will just use the 3D template. edit: I actually changed all the materials manually by copying the color and pasting it into the Universal render pipeline/lit shader.
@Shadow Fader Same im very confused?
@@fuzzybrickstudios2315 If anyone is interested. I solved this problem by editing SwapShader.cs. The Lightweight Render Pipeline has changed to the Universal Render Pipeline and that's why the problem occurs. So I changed LWRP to URP, changed PackageNameLWRP to PackageNameURP and changed the package reference and material name "Lightweight Render Pipeline/Lit" to "Universal Render Pipeline/Lit".
@brackeys. Can you teach us how to do automatic sliding doors or to give objects interactive commands . One last thing can you teach us how to make objects that automatically rotate ex.cctv cams?
Use trigger colliders that manipualte the transform component of the door
Use animations for cctv cameras.
Just started prototyping some new game ideas, so this could be really helpful. Thanks Brackeys :)
hello the snaps swap tool have been removed, what is the best alternative for this tool?
GRACIAS POR EL APORTE...... esta noche practicare !!!
That's a great tool to make models
man i don't know you look so cool with that hair
Great Vid. Nice and simple to follow.
thank you so much
Best tutorial i've ever seen.
This makes life so much easier!
Would love to see more stuffs like this :)
haha this is perfect as my lecturer this week told me to greybox a 3d level
Where are you learning?
I envy your dark mode
Hey dude! Could you do a video on making art? Thanks you are awesome!
Art? It's a game dev channel
@@insideman7501it's not just game dev he has some vids about making pixel art and game graphics and shader graph
@@TH3wolf23 this might surprise you, but the creation of video game graphics is also game dev
@@insideman7501 and in fact this is what programmers like us struggle most with :p
Brackeys is more on the programming side. He himself claimed that he's not good at art.
*THANOS WANTS TO KNOW YOUR LOCATION*
in case you didn't get it snap
Badam tss
@@littleface7060 ||||||
Aren't there shortcuts for the grid spacing? Like numvers 1-2-3-4-5-6 and so on? It would be very handy if something like that was there.
Love your vids
What is the most efficient way of doing collision like this? Like if each floor tile as its own collision component would that run slower than if the entire floor shared one large collision component?
@@rechronicle awesome didn't know that, thanks
another awesome video!
Brackeys snaps his fingers and then there was *light*
Nice. I've been doing it by hand or code till now. That'll help. That hierarchy, tho... I fear no man, but that thing... It scares me.
Btw, apparently that "Put small things near big things" rule is a design tecnique called barnacling.
Lovely, I was looking for Unity's equivalent to Godot's Gridmaps!
Hey Brackeys, I was wondering if you can make an updated and improved version of your FPS series, because I personally want to make a game like Call Of Duty. Of course it is your choice, please take this into consideration.
YAY I WAS ACTUALLY LOOKING FOR THIS!!!!
You know how to do that stuff, really!
BTW, you forgot to make the links to your other vids in description
I wanted to see those too, so I went and looked on his channel. Here are the ones I found. :-)
MODELING IN UNITY?! - ProBuilder Tutorial: ruclips.net/video/PUSOg5YEflM/видео.html
LIGHTING in Unity: ruclips.net/video/VnG2gOKV9dw/видео.html
HIGH QUALITY LIGHTING using Light Probes - Unity Tutorial: ruclips.net/video/_E0JXOZDTKA/видео.html
THIS TOOL IS AWESOME - ProGrids Tutorial: ruclips.net/video/UtNvtIrJcNc/видео.html
It would be cool if Unity provided some ready-made basic assets for free (low-poly of course). For example, the main common asset (modern modular buildings, environment and props), sci-fi (not only industrial) and fantasy (stylized modular buildings, environment and props).
Now there are very few of them, it’s easier to create your own models for prototyping in ProBuilder.
Unity *Snaps*
8:22
"Wait that's illegal..."
Yeah Lol, he should reduce the grid value to 0.5 even 0.1 to get more precision.
You are the best
I was wondering if this video was sponsored by unity!
What else can we use instead of Unity's "Asset Swap Tool"? The package can't be accessed anymore.
I didn't know making games is like playing Minecraft! lol
very nice. can i add my own custom materials to these and make it more medieval fantasy-ish?
Cool. Now we need a prototype character controller to put in and be able to move around in game. :P
Is there a way to merge the snap objects to minimize and organize Hierarchy window?
Great video
Nice Video
*I NEED UNITY*
Awesome
How do I get rid of thoes markers on walls? Like 1meter and [prototype]
Can you make a video about making top down shooters
i wish they create a fantasy pack!
how about making decoration randomly? sound good idea. Can it work too?
Brackeys: Snaps is a highly experimental tool that is not supported by the latest version of Unity yet😄 and with that, let’s build a level with Snaps!
Me: Umm, why? Maybe wait until it is actually compatible with Unity?
Hey, I am struggling with finding a good tutorial for multi cell Inventory. I tried making it myself using scriptable objects but I wasn't successful :(
Have you seen BlackThornProds series on it, I used it and it is pretty easy for customisation.
I use Unity 2019.1.11f1 and by only just importing asset swap tool, i start getting errors on build. Does anybody have a solution. (i also get the same errors for unity 2019.2.11f1, error CS0234)
9 months later but maybe this will help someone. I had this problem too in URP. For me it helped to go in the "Materials" folder of Si-Fi Industrial in my project and select them all. Than i changed the "Shader" in the Inspector to → Universal Render Pipeline → Lit | Simple Lit also works.
@@nwotyzarc Thank you! That worked!
after installing the progrids or builder , but there is no Tool bar on the menu :(
version 2019.1.8f
Oh I think 2019.15 is good
Thanks for your 😊
Why are all my walls and floors dark grey when yours are very light?
I tried moving the light around but no real change?
Using Unity 2019.4.2.f1
What's weirder is that the prefabs look okay. It's only when I drop them in the scene that they look bad.
In Lighting Settings tab, try pressing Generate to recreate all lightmaps. Hope it helps.
Bruh your panda is DOPE #MilkGang!!
today we present: brackeys plays minecraft inside unity
I JUST DOWNLOADED SNAPS AND HE MADE THIS VIDEO 2 HOURS LATER!!!!
I know this might be a bit off-topic, but I really want to know about the legality of using free assets to made a game to sell on Steam or wherever. Its just a topic that makes me nervous thinking about when I want to try making games as a career (hopefully). Is there a place to learn about this kind of thing or is it just okay to use them? I feel like this is pretty important knowledge to have, especially with all the legal nonsense happening with AAA game companies nowadays.
Great video. Could you do one on the new Input System? Seems they changed inputs a lot recently.
CAN YOU PLEASE MAKE VIDEO WHERE YOU CREATE GAME LIKE EU4/CK2/HOI4/IR..
Hey brackeys are you able to cover levels with like horror type game? Currently working on a game and would like some modern help with it
Hello brackeys ,can you make video on making 3d shooting games
Schnaps!
swap tool is no longer available on unity asset store
Ty I tried someone’s tutorial and kept falling through walls
finally an actual editor
Brackeys snaps away half of the population. 1:19.
Can you do a tutorial on a sliding door? I spent like three hours trying to figure out how. Just when I though I had it the animation would often blur once moved. Also when I created a second door (Honestly I just duplicated the item and added a 2 at the end of everything, I'm still new). At this point when I had everything changed and ready both doors stopped working. I tried to look online and I spent a few more hours doing that to try 5 different videos and having none of them work.
Could you bring a tutorial on how to make an NPC follow the player using animations? Because I followed the tutorial of your series on how to create an RPG, but NPC follows the player, using NavMeshAgent, but without the animations!
it isn't hard. first you need your NPC to have animations and create an animation controller, attach this on your npc and go to the anim controller where you can put your anims and set up triggers/bools and add a little code in your NPC controller that activates those. there are tutorials online here on YT. it's easy and I suck at programming :^) I used his RPG navmesh thing on enemies and added a line of code for the movement anims. once you do it you will easily get used to it
@@m3lsavage But my NPC only plays the animations when it is far away from the player, when it is getting close, the NPC starts not playing the animations anymore! Any suggestion?
that's a lotta objects
Make a tutorial on passive items