The collision and camera tip is actually really useful especially for someone who is starting out with unity! I wouldn't even check the physics 2d settings until i saw this, really!
Could you point me in the direction of some tutorials or explanations about the advantage or effects of having multiple camera rendering different layers? Just sort of touched on it and I feel like that could be something useful to know but this is all kind of new to me.
Oh dang, I'm glad I watched this. I've never really used layers until very recently and only for IgnoreLayerCollision(). I had no idea how important they were to my ideas. Thanks!
Hi John, I just want to let you know. I started my game dev journey only a few months ago and you have been an amazing help to get that dream started. Your tutorials are of such high quality content, it’s made the learning curve of Unity less steep than what it should be. Thank you
Thanks for your thoughtful comment Christian. I know all too well how steep that early curve can be! I'm happy to hear i was able to help you on this adventure. Wishing you the very best on the path ahead.
You're the best. Thanks for explaining a fundamental tool on Unity and using great examples and simple ways to use them for tasks. I feel like whenever you explain it that way, you give us a big potential of things to do with it! :) Maybe next time you can explain another tool that can be useful. I'm excited.
Just using layers to put something in and lock it from being selected, like the background/ground if you’re making a level or so. :) EDIT: oops you just said that after i posted it ;)
Wow. Why has no one explained this to me before! Question about your background and foreground perspective camera: are those layers shifted on the Z axis to achieve parallax? If so, why not just code the parallax in ortho?
Hey man whats up. I think you should do a follow up to the pickups tutorial that you made a little while ago it's cool to have items in the game but what if i want thies items to do something when i pick them up like regain health or increase players melee damage or change player attack animation and much more i really think you should do a tutorial on that so that items i pickup dont just disappear and do nothing :)
Hey Erich! Colliders are still useful to get access to the inbuilt OnTrigger/OnCollision funcitons. Without them you would have to create your own collision logic. Distance checks or box checks.
@@LostRelicGames but will it be usable for like lets say rocks, trees or any ingame props? That instead of using the usual unity colliders, ill use layers instead.. Would that work?
Each camera can have a unique depth of field and culling pool. Also in my case i, mix perspective and orthographic cameras, ie. Perspective for BG, orth for Player layer.
All likes and comments appreciated! Come by the discord if you want some friendly game devs to talk to: discord.gg/yeTuU53
someone FINALLY explained it thoroughly .... thank God!
The collision and camera tip is actually really useful especially for someone who is starting out with unity! I wouldn't even check the physics 2d settings until i saw this, really!
Thanks Victor! Unity has a lot of secret passages and doors! ;)
Could you point me in the direction of some tutorials or explanations about the advantage or effects of having multiple camera rendering different layers? Just sort of touched on it and I feel like that could be something useful to know but this is all kind of new to me.
thanks, very useful, I didnt know the layers now I see Layers seems pretty useful for all kind of games, especially platformers
Wow man, seeing the practical uses was great, thanks!
Thanks baz!
Oh dang, I'm glad I watched this. I've never really used layers until very recently and only for IgnoreLayerCollision(). I had no idea how important they were to my ideas. Thanks!
Hi John, I just want to let you know. I started my game dev journey only a few months ago and you have been an amazing help to get that dream started. Your tutorials are of such high quality content, it’s made the learning curve of Unity less steep than what it should be. Thank you
Thanks for your thoughtful comment Christian.
I know all too well how steep that early curve can be!
I'm happy to hear i was able to help you on this adventure. Wishing you the very best on the path ahead.
Thank you very much. I searched a lot and finally I got what i wanted
very good video i like how you show use case scenarious in your real project
Hey thanks! Will do more like this soon :)
channel of the year 2020.
You're the best. Thanks for explaining a fundamental tool on Unity and using great examples and simple ways to use them for tasks. I feel like whenever you explain it that way, you give us a big potential of things to do with it! :)
Maybe next time you can explain another tool that can be useful. I'm excited.
You could edit the "m_LayerCollisionMatrix" in the raw project settings file to deselect all collisions in the matrix.
Awesome stuff! Really in-depth and useful, thanks :)
My pleasure man!
Newbie here, would you mind explaining the reasoning for the three cameras? I'm puzzled as to why you use that system.
Great tutorial man!
3:51 add a deselect all button. Wish granted
Incredibly helpful material! 👋👍
i REALLY needed to learn about this, thank you for such a good content!thank you TTUTT
really helpful video, helped a lot thanks for making it.
Excellent tutorial. Subscribed.
Oooo nice video. Really puts this layers business in perspective.
Could you give me an example why reason 3, with the camera, is useful? What are the benefits? Would love to learn more 😊
Loving your content man, keep up the good work 👍
Chreers mate, much appreciated 👍
Wow, you are so cool! Look, behaviour, everything!
Just using layers to put something in and lock it from being selected, like the background/ground if you’re making a level or so. :) EDIT: oops you just said that after i posted it ;)
Wow. Why has no one explained this to me before! Question about your background and foreground perspective camera: are those layers shifted on the Z axis to achieve parallax? If so, why not just code the parallax in ortho?
Thank you! It is very useful.
Thanks for this knowledge.
Hey man whats up. I think you should do a follow up to the pickups tutorial that you made a little while ago it's cool to have items in the game but what if i want thies items to do something when i pick them up like regain health or increase players melee damage or change player attack animation and much more i really think you should do a tutorial on that so that items i pickup dont just disappear and do nothing :)
Great! I was hoping for something like this. Weird that it is hidden in Project Settings...
Just saw this video and subbed.. I have a question, can layers replace colliders?
Hey Erich! Colliders are still useful to get access to the inbuilt OnTrigger/OnCollision funcitons. Without them you would have to create your own collision logic. Distance checks or box checks.
@@LostRelicGames but will it be usable for like lets say rocks, trees or any ingame props? That instead of using the usual unity colliders, ill use layers instead.. Would that work?
Layers alone won't give you any collision. You will need to attach colliders.
What is the reason for having three cameras rendering different layers in the scene? How does that help you?
Each camera can have a unique depth of field and culling pool. Also in my case i, mix perspective and orthographic cameras, ie. Perspective for BG, orth for Player layer.
Great ! Thanks.
Why the 3 cameras? Can't only 1 be active at one time?
you can change their render setting so that multiple cameras are rendering at once - i think that would be "depth only" rendering
Intro music pls name
I found this very usefull
thanks
Great !! 👍👍👍
Great video
Second!
hi from russia
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I bestow 1000 points on you good sir ;)