🌍 Get my C# Complete Course! cmonkey.co/csharpcourse ✅ Become a Channel Member: ruclips.net/channel/UCFK6NCbuCIVzA6Yj1G_ZqCgjoin 🌍 TOP 10 FREE NEW Assets APRIL 2024! assetstore.unity.com/lists/free-assets-april-2024-6872599834624?aid=1101l96nj&pubref=apr24free
The highlight post-processing asset seems like a really important asset to design immersive tutorials, as information dumps often make new players bored/scared!
NOO WAYY I just started making a sandbox game yesterday in which players can build and race cars, the basic building system is coming along pretty well but I was thinking how I could let players build engines for their cars since I would need a trustworthy way to transfer torque, now using the gear asset, I can even allow the players to build their own gearbox systems, I can just do all the calculations while the players are building in order to save performance too! I was thinking of doing some complex raycasting and using actual unity physics for this lol
I'd love to but not sure when, complete courses take a ton of work to make. Right now I'm finishing hte C# course, then I'd love to make a DOTS course, so maybe after that
Thanks for the monthly update Mr. Code Monkey, I enjoy these. Don't think I'll use any of em this time but its still interesting to know whats out there. Hope your enjoying cycling! ☮❤
Hey CodeMonkey! Question on Prefabs and their Variants. I want to have the parent -> child relationship. But is there a way to "lock" the variant? If I make changes to my Template prefab, I want those changes applied to all the variants. But when I make changes to the variants, I do not want those changes applied to the parent Template. Is there a way of doing this?
@@memorymind63 When I update the parent prefab those changes carry down to the variants. That is fine, but when making changes in the variants I want to make some specific changes for each variant. So the original prefab might have 5 variants. It is easy to accidently apply all changes to the prefab variant parent. That is the behavior I want to prevent. I don't want the parent to have the changes that are specific to the variant. So I was hoping there would be some way of locking the variant changes to only that variant, but still allowing for the parent prefab changes to propagate down to the children.
Hmm the only things that get locked are the things that are explicitly being defined as overrides. If it's not marked as override then it will update if the parent changes- Not exactly sure what you're trying to do but you could just make multiple variants. That way changes in one variant won't affect other variants.
Thanks Code Monkey, Ive been diving more and more into unity and your channel is THE main source for information regarding unity. If you want some help to translate (english to brazillian portuguese) your released games Id like to help you for free!
Depends on what assets you're trying to make, could be a 3D model, animation, sound, tool, etc. For selling them on the store the process is pretty straightforward assetstore.unity.com/publishing/publish-and-sell-assets
Oh interesting I didn't notice that one, they look pretty good. It's great how the asset store has a note to make it clear so you know whether you're using any AI stuff or not
@@gooficatif your game doesn’t make a million it doesn’t affect you, and if your game makes a million, well, you made a million dollars and you pay unity less than you’d pay unreal. It’s a nothing burger.
🌍 Get my C# Complete Course! cmonkey.co/csharpcourse
✅ Become a Channel Member: ruclips.net/channel/UCFK6NCbuCIVzA6Yj1G_ZqCgjoin
🌍 TOP 10 FREE NEW Assets APRIL 2024! assetstore.unity.com/lists/free-assets-april-2024-6872599834624?aid=1101l96nj&pubref=apr24free
Thanks for all your work!!
Thank you for highlighting my asset. I am very grateful! I really appreciate your work.
Nice! Which one?
@@CodeMonkeyUnity Midgard Skybox
@@CodeMonkeyUnity Looks like it's the Midgard Skybox :)
thanks for showing me #2, those skyboxes look amazing, and I'm 100% using them in the game i am developing
The highlight post-processing asset seems like a really important asset to design immersive tutorials, as information dumps often make new players bored/scared!
Thanks for showing me #10, your support means a lot :)
NOO WAYY
I just started making a sandbox game yesterday in which players can build and race cars, the basic building system is coming along pretty well but I was thinking how I could let players build engines for their cars since I would need a trustworthy way to transfer torque, now using the gear asset, I can even allow the players to build their own gearbox systems, I can just do all the calculations while the players are building in order to save performance too!
I was thinking of doing some complex raycasting and using actual unity physics for this lol
That sounds like an awesome idea! Best of luck!
Thanks For these High quality Vids. Wondering Multiplayer fps series when lol
I'd love to but not sure when, complete courses take a ton of work to make. Right now I'm finishing hte C# course, then I'd love to make a DOTS course, so maybe after that
@@CodeMonkeyUnity Hmmm, I See. Well, Just remember To do The things You Love!
Thanks for the monthly update Mr. Code Monkey, I enjoy these. Don't think I'll use any of em this time but its still interesting to know whats out there. Hope your enjoying cycling! ☮❤
I'm about to go for a fun 20km ride! Should be nice!
I hope someone uses the warehouse asset to make a Shenmue inspired Forklift racing game!
That would be fun!
Thanks!
Hey CodeMonkey! Question on Prefabs and their Variants. I want to have the parent -> child relationship. But is there a way to "lock" the variant? If I make changes to my Template prefab, I want those changes applied to all the variants. But when I make changes to the variants, I do not want those changes applied to the parent Template. Is there a way of doing this?
Not sure exactly what you want. But maybe you need to create a variant of a variant as a intermediate. Template -> variant 1 -> variant 2.
@@memorymind63 When I update the parent prefab those changes carry down to the variants. That is fine, but when making changes in the variants I want to make some specific changes for each variant. So the original prefab might have 5 variants. It is easy to accidently apply all changes to the prefab variant parent. That is the behavior I want to prevent. I don't want the parent to have the changes that are specific to the variant. So I was hoping there would be some way of locking the variant changes to only that variant, but still allowing for the parent prefab changes to propagate down to the children.
Hmm the only things that get locked are the things that are explicitly being defined as overrides. If it's not marked as override then it will update if the parent changes-
Not exactly sure what you're trying to do but you could just make multiple variants. That way changes in one variant won't affect other variants.
It's funny you mentioned digital twins. I'm in that career rn and I'm wishing I was in game dev!
heh nice! It sounds like an area with some fun interesting challenges!
Would you consider making a DOTS course where you make an RTS to show how to use DOTS?
Yup after I'm done with my C# course I plan to work on a DOTS course. Although still not sure on genre, maybe RTS, maybe Factory game, don't know
Thanks Code Monkey, Ive been diving more and more into unity and your channel is THE main source for information regarding unity. If you want some help to translate (english to brazillian portuguese) your released games Id like to help you for free!
More Tutorials LESS GOOOOO !!
Stay tuned for the Free C# Intermediate course on Monday!
thx
Can you make a video on how to make your own assets and sell them on assets store
Depends on what assets you're trying to make, could be a 3D model, animation, sound, tool, etc.
For selling them on the store the process is pretty straightforward assetstore.unity.com/publishing/publish-and-sell-assets
@@CodeMonkeyUnity I meant complicated assets like how to make A* path finding algorithm asset, Rope physics assets, Mesh Deformation asset, etc.
Hey man thank you =].
Guys, the Midgard Skybox is made with AI.
Consider this when making your project.
Regards
Oh interesting I didn't notice that one, they look pretty good. It's great how the asset store has a note to make it clear so you know whether you're using any AI stuff or not
Looks good, but maybe its been refined by a human? Bc looks too perfect to be solely made by AI.
Yea looks like blockade labs I recognized as well. If you generate only clouds it's quite convincing.
❤
Great video, but Unity after the ToS incident? 🤮
Tell me you didn’t read the ToS without telling me you didn’t read the ToS
are you stupid on purpose?
@@donkeykong315 lmao
@@donkeykong315 I know they didn't break ToS but they broke community trust on a technicality
@@gooficatif your game doesn’t make a million it doesn’t affect you, and if your game makes a million, well, you made a million dollars and you pay unity less than you’d pay unreal. It’s a nothing burger.