Thanks Aa. I'm definitely always trying to find something new to show in each tutorial. There's always a million different approaches and never one correct answer.
Hello great totruail very easy to follow and I love how you teach but I do have a question... how would I make this randomly generate other platforms for example some with obstacles and not just ground and others with just ground it make an endless level that generates by itself?? but thank you for the great totrual : D
thanks!! Greatly appreciated. It's pretty easy but also so many possibilities. I think the easiest would be to create some prefabs that are blocks of ground to include buildings, obstacles, etc... Then once you have a bank of those, then you can randomly choose to generate one of those, then randomly grab another, and another, etc... Here's a little experiment that I did in generation that might help as well. ruclips.net/video/H-SEi4zSmbY/видео.html
@@BlizStudioThank you I didn't think you'd reply XD but thank you loads, I thought it would be something along those lines but didn't want to do it all and find out I did it wrong XD. But thank you I will look into that :D
Awesome!!! 😱😇 Sir, If you don't mind may i ask you a question... Will you cover UI screen like (menu, setting, game over, resume and other) in this series? Thankyou.
yep. the gaps are happening because of the time jump from FSM state to state. There is a one frame skip when going from state to state. You can just increase the scale of the object which will help. Another even better way is to animate the material instead of moving the game object.
Hey Jerry! I appreciate you taking time to show us how to perform these tasks while explaining very clearly what you’re doing every step. I’m looking into using Playmaker for my first project as a Game Dev - which like this video, is a 3D Endless Runner for Mobile Devices. I’ve looked into Pooling for Optimisation and I’m aware of Playmaker having a Pooling system integrated into its Ecosystem. Now you’ve introduced me to using a Float Switch.. (which I wasn’t aware of). If I were to use a Float Switch for my project which has different scenes when playing (Neighbourhood, City, Coastal etc..) is there a way I can add these different scenes in a Queue (like a Pooler) or does it only take one object like a road seen in your video? What would you recommend I use… a Float Switch or Pooler? I would greatly appreciate your feedback, as well possibly a walkthrough video of Pooling multiple objects using Playmaker. I wish you all the very best with your current and future Titles.
Hey Scott, if you can, maybe we can chat about it over on my discord. I think there are a bunch of different options but knowing a bit more of what the levels look like if and how they might flow together will shape an answer. discord.gg/DgUdNDT7KU
Hey Maik, what version of Unity? I've checked both 2020 and 2021. 1. Open "Edit > Project Settings" 2. in project settings go to Package Manager on left side and enable "Preview Packages". Click ok and close Project Settings. 3. Then open the "Window > Package Manager" 4. Select the dropdown upper left and select "Unity Registry" 5. In search just type in "Pro" and you'll see ProGrids pop up as one of the options
when I hit play my road section also falls down instead of just moving backwards. any idea as to what causes this? I turned off rigid body gravity of the road section, not sure if you mentioned that. maybe this will help someone in the future
Thanks. Yep, you actually only need the rigidbody on the player. For two objects to collide at least one needs a rigidbody and both need colliders. So you can take the rigidbody off of the road.
Hey UX Ninja, if it's not in the Package Manager with Preview Packages turned on, you can add it manually. At the top of the package manager on the left hand side there is a little "+" icon. Select it and choose to Add Package Manually. Then you'll add in the URL to the package - com.unity.progrids That should add it for you. Let me know if that works for you.
@@BlizStudio yep it worked, thank you so much. I love your playmaker series. do you have a game studio? your website doesnt seem to have been active for a while
Hey QbAnYtO yes you can. I do show that in another tutorial. The idea is that you can potentially generate varied prefab pieces but just showing this one piece initially to get started with the logic.
You always bring out new things. You are a great teacher. Thank you for the tutorial. 🙏
Thanks Aa. I'm definitely always trying to find something new to show in each tutorial. There's always a million different approaches and never one correct answer.
Thanks Jerry. This is gonna be so helpful
Thanks Justin!!
I love your work. Very professional. 👍
Thanks Nick!!
Exactly my favorite tutorial
Thanks!!!
Thank you. I love your lecture😀
Thanks Black Label Studio!!
Hello great totruail very easy to follow and I love how you teach but I do have a question... how would I make this randomly generate other platforms for example some with obstacles and not just ground and others with just ground it make an endless level that generates by itself?? but thank you for the great totrual : D
thanks!! Greatly appreciated. It's pretty easy but also so many possibilities. I think the easiest would be to create some prefabs that are blocks of ground to include buildings, obstacles, etc... Then once you have a bank of those, then you can randomly choose to generate one of those, then randomly grab another, and another, etc... Here's a little experiment that I did in generation that might help as well. ruclips.net/video/H-SEi4zSmbY/видео.html
@@BlizStudioThank you I didn't think you'd reply XD but thank you loads, I thought it would be something along those lines but didn't want to do it all and find out I did it wrong XD. But thank you I will look into that :D
Awesome!!! 😱😇
Sir, If you don't mind may i ask you a question...
Will you cover UI screen like (menu, setting, game over, resume and other) in this series?
Thankyou.
Hey Rico, I hadn't planned on it but can definitely add those in.
Awesome thank you so much this is amazing
Glad you enjoyed it Kàrthik. Hope you can build a game with this.
Hey Jerry I love your tutorial it's works. Ok when I press play every thing works but some second the cub will start to give gaps like why Jerry?.
yep. the gaps are happening because of the time jump from FSM state to state. There is a one frame skip when going from state to state. You can just increase the scale of the object which will help. Another even better way is to animate the material instead of moving the game object.
@@BlizStudio okay thanks
Hey Jerry! I appreciate you taking time to show us how to perform these tasks while explaining very clearly what you’re doing every step. I’m looking into using Playmaker for my first project as a Game Dev - which like this video, is a 3D Endless Runner for Mobile Devices. I’ve looked into Pooling for Optimisation and I’m aware of Playmaker having a Pooling system integrated into its Ecosystem. Now you’ve introduced me to using a Float Switch.. (which I wasn’t aware of).
If I were to use a Float Switch for my project which has different scenes when playing (Neighbourhood, City, Coastal etc..) is there a way I can add these different scenes in a Queue (like a Pooler) or does it only take one object like a road seen in your video? What would you recommend I use… a Float Switch or Pooler?
I would greatly appreciate your feedback, as well possibly a walkthrough video of Pooling multiple objects using Playmaker. I wish you all the very best with your current and future Titles.
Hey Scott, if you can, maybe we can chat about it over on my discord. I think there are a bunch of different options but knowing a bit more of what the levels look like if and how they might flow together will shape an answer. discord.gg/DgUdNDT7KU
@@BlizStudio Sorry for the late response! Could I possibly receive another invite link? - this one seems to have expired :(
@@scottjparks3390 No worries. Here is my permanent link - discord.gg/DgUdNDT7KU
@@BlizStudio I appreciate that, thank you!
Hi Jerry. Thank you for your lessons!
But, in "my Unity" I can't find "ProGrid". I turned on "Pre release" checkpoint. Search finds nothing.
Hey Maik, what version of Unity? I've checked both 2020 and 2021.
1. Open "Edit > Project Settings"
2. in project settings go to Package Manager on left side and enable "Preview Packages". Click ok and close Project Settings.
3. Then open the "Window > Package Manager"
4. Select the dropdown upper left and select "Unity Registry"
5. In search just type in "Pro" and you'll see ProGrids pop up as one of the options
@@BlizStudio does not work. also having that issue
@@mladz230 me too
I don´t have proGrids:( I've already thick Enable Pre-relaese Packages
What version of Unity? You should have ProGrids in 2019 or above.
when I hit play my road section also falls down instead of just moving backwards. any idea as to what causes this?
I turned off rigid body gravity of the road section, not sure if you mentioned that. maybe this will help someone in the future
Thanks. Yep, you actually only need the rigidbody on the player. For two objects to collide at least one needs a rigidbody and both need colliders. So you can take the rigidbody off of the road.
@@BlizStudio ok thanks!
cant find pro grids, I am on latest Unity
Hey UX Ninja, if it's not in the Package Manager with Preview Packages turned on, you can add it manually. At the top of the package manager on the left hand side there is a little "+" icon. Select it and choose to Add Package Manually. Then you'll add in the URL to the package - com.unity.progrids That should add it for you. Let me know if that works for you.
@@BlizStudio yep it worked, thank you so much.
I love your playmaker series.
do you have a game studio? your website doesnt seem to have been active for a while
how to make a system jump with thirdperson with animation using playmaker
I can do that. I'll add it to the list as part of this tutorial series. I do cover player jump here as well ruclips.net/video/yFLheOEI6Pc/видео.html
@@BlizStudio i follow the steps of this video but is not working only animation
Keep on
Always will.
@@BlizStudio 😊
Can’t you just animate the offset of the texture instead of moving the actually platform?
Hey QbAnYtO yes you can. I do show that in another tutorial. The idea is that you can potentially generate varied prefab pieces but just showing this one piece initially to get started with the logic.
Great
Thanks Aarav!!