Mostly thx to peter! :) I noticed his post earlier about it on x (which I actually like now because I only see gamedev content, before I used to see all kinds of non-gamedev stuff, it's much better this way :)
Crazy helpful! I've been using Animator Overrides for years, but never even heard of the random audio. Its crazy how Unity has good features that they seem to hide.
Interesting! The audio random container resembles something I did for our audio system that I based on one of Unity's open source projects, so seems they might have decided to make that a built in feature now.
What I like most about the animation override controller. Is the you can add the animation clips to them with a script. So what this means is that when you are editing the enemy. You can add your animation clips there and then let the script add those to the controller in the start or awake function. I haven't used that audio thing as yet (only now hearing of it. Thanks!). But I assume you could add audio clips to it, the same as the animation override controller!
Hello! Could you create a tutorial on Unity's Third Person Master Character Controller and how to integrate it with the Third Person Character from the standard assets (The Old One)to effortlessly achieve an advanced character setup?🥰
Nice, I didnt know about the audio ramdomizer. Somthing not related. For the VFX are you using or plan to use a pool system? I wonder if its worth the time to create a VFX pool system for the atacks.
I'm not yet but I might in the future. Right now I don't need to optimize that part so putting it off until I have to (should be easy once/if it's necessary, but right now it would just take up time and not get me closer to the playable game yet). Trying really hard to stay fast and get it done quickly (while keeping performance good enough and architecture flexible enough I can optimize the bad spots later)
i constantly create new cameras and have 2 in there spamming a message, removed it from my ui camera but then reverted other changes and it came right back w/ them :)
@@Unity3dCollege I can send you my fmod runtime manager script. I added another PlayOneShotAttached method with volume control so I can play impact sounds volumes according to the collider penetration. _This is for my grenades bounce sound_ _"PlayFMODImpactSFX" uses the PlayOneShotAttached method_ " if (c.collider.material.name == "Stone (Instance)") PlayFMODImpactSFX(projectileSounds.stoneBNC, collider.impulse.magnitude); " _This is what I added to the fmod runtime manager:_ " public static void PlayOneShotAttached(EventReference eventReference, float volume, GameObject gameObject) { try { PlayOneShotAttached(eventReference.Guid, gameObject); } catch (EventNotFoundException) { RuntimeUtils.DebugLogWarning("[FMOD] Event not found: " + eventReference); } } "
Is there a native way for unity to accept 2 audio listeners so that I can give my 2 player split screen characters their own 3D audio? I have an idea of what I'd do with 2D audio, but I really want 3D
Wow, that audio container feature is not well advertised! Good find, Jason and Peter!
Mostly thx to peter! :) I noticed his post earlier about it on x (which I actually like now because I only see gamedev content, before I used to see all kinds of non-gamedev stuff, it's much better this way :)
Honestly more work than just doing it in code.
Crazy helpful! I've been using Animator Overrides for years, but never even heard of the random audio. Its crazy how Unity has good features that they seem to hide.
One of the best and most concise Unity videos I've seen in a while, haha 😊
This was super useful, thanks
Glad it was helpful!
Love Peter (Sunny valley studios) content, nice to see a little collab!
Same - i discovered Peter sometime ago and love his content/tut's
Love these 2 features. I definitely want to know more about animation and general gameplay optimization.
That audio random container is great, I actually wrote a custom script for similar but no longer needed. Thanks!
The audio container is a great find. Thank you Peter. But most importantly, Jason always for these wonderful videos!
great - that's just in the nick of time, really useful thanks
You literally saved me life, I'm making an game with ton of characters and that animation trick is going to save me so much time!
thanks for audio container, rly cool
Both of them are really useful. Thanks!
Interesting! The audio random container resembles something I did for our audio system that I based on one of Unity's open source projects, so seems they might have decided to make that a built in feature now.
Isnt it redundant? It takes a few hours to make an audio manager with scriptable objects that does all this and more?
Thanks for your hard work Jason!!!
What I like most about the animation override controller. Is the you can add the animation clips to them with a script. So what this means is that when you are editing the enemy. You can add your animation clips there and then let the script add those to the controller in the start or awake function. I haven't used that audio thing as yet (only now hearing of it. Thanks!). But I assume you could add audio clips to it, the same as the animation override controller!
The audio random container must be something new. Can't find it in 2022.3.13f1
Yea it's 23+ I think
Solid tips!
Glad you like them!
Hello! Could you create a tutorial on Unity's Third Person Master Character Controller and how to integrate it with the Third Person Character from the standard assets (The Old One)to effortlessly achieve an advanced character setup?🥰
Nice, I didnt know about the audio ramdomizer.
Somthing not related. For the VFX are you using or plan to use a pool system?
I wonder if its worth the time to create a VFX pool system for the atacks.
I'm not yet but I might in the future. Right now I don't need to optimize that part so putting it off until I have to (should be easy once/if it's necessary, but right now it would just take up time and not get me closer to the playable game yet). Trying really hard to stay fast and get it done quickly (while keeping performance good enough and architecture flexible enough I can optimize the bad spots later)
Been using FMOD for like two years, can't have two audio listeners at the same time with the built-in last I checked.
i constantly create new cameras and have 2 in there spamming a message, removed it from my ui camera but then reverted other changes and it came right back w/ them :)
@@Unity3dCollege I can send you my fmod runtime manager script. I added another PlayOneShotAttached method with volume control so I can play impact sounds volumes according to the collider penetration.
_This is for my grenades bounce sound_
_"PlayFMODImpactSFX" uses the PlayOneShotAttached method_
"
if (c.collider.material.name == "Stone (Instance)")
PlayFMODImpactSFX(projectileSounds.stoneBNC, collider.impulse.magnitude);
"
_This is what I added to the fmod runtime manager:_
"
public static void PlayOneShotAttached(EventReference eventReference, float volume, GameObject gameObject)
{
try
{
PlayOneShotAttached(eventReference.Guid, gameObject);
}
catch (EventNotFoundException)
{
RuntimeUtils.DebugLogWarning("[FMOD] Event not found: " + eventReference);
}
}
"
Is there a native way for unity to accept 2 audio listeners so that I can give my 2 player split screen characters their own 3D audio? I have an idea of what I'd do with 2D audio, but I really want 3D
Unity 6 beta is already usable?
yeah, but I found a lot of assets were incompatible, so it's pretty unusable imo
I've been on it for a few weeks now. Beta13 seems pretty solid
Darn, just wrote my own 'Animator replacer' and AudioClip randomizer.
Next time maybe
You get a like, but I ain't touching Unity 2023. Thankfully already made an audio randomising system for a previous project.
Devs adding new QOL features: :D
Devs telling people about these QOL features: :X