Great tutorials! I do want to mention that you should work less destructive in your texture setup. If you would make a mask, make a folder and put the mask there. For the glow or spark in your other videos, make a shape, convert to a smart object and than add a guassian blur, you can always tweak without redoing your blur (non-destructive). For making multiple glows or spark you can make a atlas texture sheet with all your effects in there (smart objects of all your effects) and use the texture sheet coordinates for locating your effects. This will reduce memory (not drawcalls offcourse).
Hello i am watching this series in 2020, Although you can tell unity here is very old and has changed. These are great tutorials and they mostly work in the newest versions of unity as you are explaining ways to use and customize functions. I can tell you know your stuff and I have learnt alot from them. Thank you I will be watching your videos
Thank you so much for this tutorial, It was super clear, the fact that you let us download the materials and everything was super useful, and the projectile looks awesome!
Hi. Great tutorial! Many thanks. And a question. I added particle to the projectile, everything fine except glow emitter. It doesn't want to follow proper rotation. Simulation space - Local. Do you know what could it be?
Thanks a lot, that's awesome work, i'm making my Final project game for school and this help so much, i'm going to have a look at yours videos and hope to be able to do the same things at you one day :D
I'm incredibly impressed with your work. It looks extremely nice while still being relatively simple to create - at least in this case. I do however have a question for you if you don't mind taking the time to answer it :D. I notice you control the path of your projectile through the animation graph. Is there any chance this can be controlled via or linked to variables in code while still maintaining the control over the varying projectile speed throughout it's flight? I understand I can manually set the velocity of a projectile easily enough in code, especially if it's a rigid body. However, my concern basically is that I would then lose the ability to easily control the speed of the projectile during flight as I'd have to calculate acceleration and deceleration forces. Whereas doing this via a graph (as in the method you have done) makes this almost trivial. My concern with the method shown in this video is if I want to change the distance traveled or flight time of the projectile in the future I would have to change it through the animation graph of the associated effect, therefore taking the control from a developer and placing it in the hands of an artist. Using riot as an example, I doubt they would allow the animators and artists to have control over factors that have such an influence on game balance, however I may be wrong. If you can provide any input it would be greatly appreciated. Or if i've explained my question badly, please let me know. Thanks a lot, Nic
Thanks! :) And you can, for sure. But it requires some programming, which isn't my forte. I have programmed a projectile system for my League fan arts, but it is pretty rustic (and spaghetti), so I won't share it. :p
Thanks for the response :). I have a development background so the programming isn't an issue. I guess what I was asking is, do you know of any way of changing a variable over time based on a graph/curve? For example, you spawn a projectile, set its maximum travel distance, and similar to what you have done in the animation curve you control the speed of the projectile dynamically according to a supplied curve. I can think of some ways of manually writing a system to do this, but they'd have a large overhead. I was just wondering if something already existed that I could do this with? Thanks for your help :) Can't wait to see more of your tutorials (if you're doing any). I think they're amazing. Keep up the good work.
Oh... Hmm, I think it is possible, but I have never attempted it myself. I know a few friends who used curves. For examples, when I was working on a small personal project with a friend called Particles Wars (see video on my channel), we had the center of the arena attract other objects based on a curve. We also used curves to adjust the strength of postprocess effects: the closer we were to the center, the stronger they'd get (same when we were close to the outer edge). So, I'd say it is entirely possible. :)
First of all, nice tuts and great work, man. Keep up with that. Second of all, Unity 5.5 came with some changes in the trail renderer. I've been trying to achieve the same result as in this episode but it's getting kinda weird. Any chance of an update to the trail renderer topic here on the channel?
Hey! Thanks. :) I'll probably make some more videos... someday. I'm really too busy right now. :c And I'm not really using the default renderer recently, so I'm not really sure. Sorry. ^_^"
First of, nice tutorial... Second... I`m really subscribing it... Now, question... you made your projectile based on an animation... But, if you`re gonna shoot it from a gun, you can`t (i assume it) do it on an animation right? because you have no idea how far the target is. And after hitting a target you gonna have to create a second VFX in order to make the hit effect, correct? So... lets say you just move it using transform... the trail is still gonna look nice like in the video?
You'd need to code the projectile, of course. I made that for Demon Teemo. It's basically a game object that translates to its target. On collision, it spawns another game object that contains the hit effect. As simple as that. :) For the trail, you just have to adjust the duration of the trail depending on the projectile's speed. ^^
Should be nice to say before ppl waste 30 minutes of video, than in the current unity version this can be done better, easier and free. But this video was a nice help on his time :)
The unity version is noted in the description, and I explain in the first videos that you need "paid assets" to follow them, but people never seem to read the descriptions anyway. And I doubt there's a node-based shader creation system in the new Unity version. Trails can be done without BetterTrails, for sure, but I still prefer it, and that is only personal. Trails are very easy to understand and that knowledge can easily be transferred to another system. :) But I'll add a "deprecated" warning in the desc, thanks for telling me.
I agree with you. You have a node based shader creator but its not free atm, in unity 2017 it will probably will. But why you would need a node based having already substances and PBR shaders? there is nothing you cant acomplish with that in a realistic way. The add shaders for particles has been refined also, so now you can tune more the seams of the trail. You have also now , modifiers to the line renderer wich is way more sofisticated to make your start and end points dynamics , so they can follow an object in a dinamic way, giving that 3D perspective that is so pretty in your video wich it wasnt easy to get in unity 5.5
Wow. First, I have absolutely zero interest in realistic effects: I never and will never use PBR and substance shaders, because they do not correspond to my needs (and once again, probably never will). Second, I like to have full control over my shaders, so that I can adjust them to my needs. The base shaders are VERY limited, even now. Third, the line renderer is nice now, but still not the best. BetterTrails allows me, for example, to have a trail that has random and/or constant forces, in local and/or in world.
You can have full control of the shader if you do the substance in substance designer and put all the shaders variables visibles to unity. Even you can make it change in real time in execution time. Thats why its so lovely, if you put effort out of unity you can skip money in Unity. But, I recognize Substance Designer is a pay program also. So money is money. As you said earlier, its all about personal opinions. Thanks for the answers.
Yeah, personal opinions indeed. I'm all for cartoon/stylized and "as much as possible in Unity". Makes my workflow a lot faster/effective. I just don't get your point at all, tbh, but well.
Hmm, well done! I wonder something: can't we use any in-game animations to change their color or shape? I mean, like, I wanna practice projectiles, how can I use Ezreal's Q or W animation? =)
Thanks! Not really sure to know what you mean, especially about using Ezreal's particles? I recreate everything by myself. League particles are not compatible with Unity or any other engine. :)
Oh I gotcha. I meant how to edit his skills colors or etc. But if we can't edit them then no problem.. =) Anyway, thanks for these tutorials. They really answering the questions in my head! :)
Hey man, I've got a question. Is it possible to have a mesh emitter (rocks) that fades in, stays solid, then fades out? So far all I can get is Alpha Blended, but the rocks are semi-transparent. Alternatively, it pops into existence then pops out adruptly. Is there a way to get in-between? Thanks.
There's a way if you use an alpha-blended shader, but that might create some shadows/lighting issues for a solid mesh. The solution I usually use would be to scale them over lifetime. But that's limited to small rocks, as it'd look super weird with big debris. Other solution would be to use a dissolve/cutout shader. I'll probably cover this in a future video, but in the meantime I recommend checking this one: ruclips.net/video/qCkdVX1RhJ4/видео.html For a particle, you need to use the Vertex Color's alpha channel instead of a slider, and you should be good to go. :)
Hi! i'm trying to make the script but for some reason i dont get the main Projectile tab and the particle system tab. And when i try to donwload your files i just get like 8 folders all with the same files. asset, asset.meta and pathname. Please forgive my bad english and my noob question. Greetings from Mexico! =)
Hi, I attached the trail to a game object (my real projectile), but the trail comes from another point on the map. I shoot my projectile, the trail comes from this another point and then it follows the projectile, producing a curve instead of just beginning on the same point where the projectile is instantiated. I don't know if you'll understand what I'm saying because my english isn't as good as yours ahhaha anyway, thx for the video
this is pretty useful. However, i have a question i hope you reply. Is there a way to attach this projectile to a model.. the model is animated and i want the projectile to move along the model as it is moving... i hope you got my point.. is that possible?
I cant download your package via MediaFire. It said something about: "You are attempting to access a forbidden site. Consult your system administrator for details." :(((
+♥ Marv Trutatj Thanks! :) I went to a video game school for three years but didn't learn anything about VFXs, so decided to learn about it by myself. Started about 1.5-2 years ago for the Riot games art contest. Then I never stopped. :p
I love how fast you reply lol, well even though you didn't win, a lot of people consider you a pro as well I suppose :D Btw will you explain more about Shader Forge in the upcoming tutorials when we use it? I didn't really understand it too well when making the sparks :x
Ooh, okay. Sure, I'll explain it a bit more in the next tutorials. :) The next one will come a bit later. I'm a bit busy with something else right now. :p
Can I use Unity VFX on Ragnarok? I always had a project for a Ragnarok mod server but I never finished because I wanted custom VFX for some skills and I never learned how to do it.
Are youy using the green "value" node or the grey one? :) The green one can be modified in the material, while the grey one is "set" and can only be changed in the shader.
Salut je sais pas si tu répondras mais quand je lance l'animation avec la barre espace elle se fait deux fois d'affilé ça fait comme une boucle et je ne comprends pas pourquoi. J'ai tout fait comme dans le tuto pourtant donc si tu as une réponse je suis preneur. Sinon très bon travail.
Ah bah si tu as tout fait comme dans le tuto, je ne sais pas du tout pourquoi ça te fait ça... ^^'' Revérifie bien le code. :) Regarde aussi si ton anim clip n'est pas en loop!
j'ai exactement le même problème mais j'ai refait le tuto 3 fois renommé tout pareil que vous dans le tuto j'ai vérifier le code et l'anim ( je l'ai refaite plusieurs fois)
ho fuck j'ai trouvé je mets un lien vers le screenshot pour ceux qui ont eu cette merde qui m'a fait recommencé le tuto pour rien ... www.noelshack.com/2018-24-5-1529098247-fck-this-shiet.png
Hey, you probably get one color line with "keypoints" which can be added pressing on the bottom (or top for alpha channel) of the color line. Those are the points in which the color can be changed.
Can some help me in actually firing this projectile as a bullet from gun, when we get left mouse click input and destroy it after a certain time, I tried a lot but it's not working.
This should be of help: unity3d.com/learn/tutorials/temas/multiplayer-networking/shooting-single-player :) Or this video: ruclips.net/video/DEtZUeVY9qk/видео.html
Hmm, you can place the whole effect inside of the projectile, in 0,0,0. Then, you can add some more code to activate/deactivate the particle system you added in when you want. You can also give the projectile a linger time that does this: when the projectile hits something or ends, keep it alive but stop its motion and stop the particle systems inside of it. :) I can't really help much more when it comes to coding stuff (my coding knowledge is pretty limited), but I'm sure you can find how to do it by googling it. :) (Also, the BetterTrails plugin has an Emit property that you can turn on/off in the code, if I remember correctly.)
Thank you soo much for your help, It helped a lot. I was just missing to add a rigidbody property to it and because of that I was not able to display trail effects. Now it's all fine and those effects are awesome! :)
I have one more noobish question =) In this video - ruclips.net/video/AhZbXTH5cng/видео.html After hit there is small and stretched particles (sparks). How you control speed over life time, i thought you cant only change velocity and force over life time.
You can change velocity and force over lifetime. :) In this particular case, I believe I used Limit Velocity over Lifetime: it slows the particles over their lifetime, as if they were slowed by the air friction, or something similar. :)
In one of your videos ruclips.net/video/vFlKtBr3gjw/видео.html do you used other texture for opacity clip in shader forge? If not, how did you make it fade pixel like?
im sad to say ur video is no longer workable in UNITY 5.5 , why they changed all the width setting and shit into timeline instead of putting start and end value, and the particle starts after the end point of the animation , watttttttt
I appreciate the tutorials but you move waaaaaaaaaaay too fast. I spend more time pausing and going back a few seconds because I've missed a ton of steps just editing on my screen.
Well, if I went any slower, the tutorial would take at least twice the time, which is no good either. Plus, pausing and experimenting is all part of the learning process. :)
I'll have to kindly disagree haha. This felt more like a time-lapse than a tutorial. Settings were being changed quite fast without explanation as to what any of them did. Beginner level tutorials really should be explaining each setting used in relation to the item you're working on. Due to the rapid rate it felt as though I was copying, not learning. To truly learn I would have to pause every time you entered a new setting and research what it did, as the video did not tell me.
I was going to add the glow effect but you used an addive base shader is there something similar on unity without paid assets? 25:13 like how to make a material do that.
I found out that a few minutes thx but I still having trouble getting something similar, in my scene the laser looks too much 2d, yours looks 3d is that just from the camera view point? I can't have the player see it's a flat object.
Great tutorials! I do want to mention that you should work less destructive in your texture setup. If you would make a mask, make a folder and put the mask there. For the glow or spark in your other videos, make a shape, convert to a smart object and than add a guassian blur, you can always tweak without redoing your blur (non-destructive). For making multiple glows or spark you can make a atlas texture sheet with all your effects in there (smart objects of all your effects) and use the texture sheet coordinates for locating your effects. This will reduce memory (not drawcalls offcourse).
As a Unity dev I can say this tutorial is great!
Hey, thanks a lot! :D
I wish I had time to make more though. :c
Hello i am watching this series in 2020, Although you can tell unity here is very old and has changed. These are great tutorials and they mostly work in the newest versions of unity as you are explaining ways to use and customize functions. I can tell you know your stuff and I have learnt alot from them. Thank you I will be watching your videos
Thank you so much for this tutorial, It was super clear, the fact that you let us download the materials and everything was super useful, and the projectile looks awesome!
Really well made tutorial. Awesome work.
Thanks! Glad it's helpful. :)
thanks, very useful (although I had to get reference elsewhere as to which shader I should use for the trail renderer material)
Hi. Great tutorial! Many thanks.
And a question. I added particle to the projectile, everything fine except glow emitter. It doesn't want to follow proper rotation. Simulation space - Local. Do you know what could it be?
Thanks a lot, that's awesome work, i'm making my Final project game for school and this help so much, i'm going to have a look at yours videos and hope to be able to do the same things at you one day :D
I'm incredibly impressed with your work. It looks extremely nice while still being relatively simple to create - at least in this case. I do however have a question for you if you don't mind taking the time to answer it :D.
I notice you control the path of your projectile through the animation graph. Is there any chance this can be controlled via or linked to variables in code while still maintaining the control over the varying projectile speed throughout it's flight? I understand I can manually set the velocity of a projectile easily enough in code, especially if it's a rigid body. However, my concern basically is that I would then lose the ability to easily control the speed of the projectile during flight as I'd have to calculate acceleration and deceleration forces. Whereas doing this via a graph (as in the method you have done) makes this almost trivial. My concern with the method shown in this video is if I want to change the distance traveled or flight time of the projectile in the future I would have to change it through the animation graph of the associated effect, therefore taking the control from a developer and placing it in the hands of an artist. Using riot as an example, I doubt they would allow the animators and artists to have control over factors that have such an influence on game balance, however I may be wrong. If you can provide any input it would be greatly appreciated. Or if i've explained my question badly, please let me know.
Thanks a lot,
Nic
Thanks! :)
And you can, for sure. But it requires some programming, which isn't my forte. I have programmed a projectile system for my League fan arts, but it is pretty rustic (and spaghetti), so I won't share it. :p
Thanks for the response :). I have a development background so the programming isn't an issue. I guess what I was asking is, do you know of any way of changing a variable over time based on a graph/curve? For example, you spawn a projectile, set its maximum travel distance, and similar to what you have done in the animation curve you control the speed of the projectile dynamically according to a supplied curve. I can think of some ways of manually writing a system to do this, but they'd have a large overhead. I was just wondering if something already existed that I could do this with? Thanks for your help :)
Can't wait to see more of your tutorials (if you're doing any). I think they're amazing. Keep up the good work.
Oh... Hmm, I think it is possible, but I have never attempted it myself. I know a few friends who used curves. For examples, when I was working on a small personal project with a friend called Particles Wars (see video on my channel), we had the center of the arena attract other objects based on a curve. We also used curves to adjust the strength of postprocess effects: the closer we were to the center, the stronger they'd get (same when we were close to the outer edge). So, I'd say it is entirely possible. :)
Thank you very much, this is incredibly good news for me. You're extremely helpful :P
No problem at all. ^_^
First of all, nice tuts and great work, man. Keep up with that.
Second of all, Unity 5.5 came with some changes in the trail renderer. I've been trying to achieve the same result as in this episode but it's getting kinda weird. Any chance of an update to the trail renderer topic here on the channel?
Hey! Thanks. :)
I'll probably make some more videos... someday. I'm really too busy right now. :c
And I'm not really using the default renderer recently, so I'm not really sure. Sorry. ^_^"
J'adore test video, tu m'apprent plein de choses!!!! Continue
+Time Tricks Mercii! Là je suis un peu occupé, mais de nouveaux tutos devraient arriver dans les prochains jours. :)
Can u make a laser vfx tutorial?
First of, nice tutorial...
Second... I`m really subscribing it...
Now, question... you made your projectile based on an animation... But, if you`re gonna shoot it from a gun, you can`t (i assume it) do it on an animation right? because you have no idea how far the target is. And after hitting a target you gonna have to create a second VFX in order to make the hit effect, correct?
So... lets say you just move it using transform... the trail is still gonna look nice like in the video?
You'd need to code the projectile, of course. I made that for Demon Teemo. It's basically a game object that translates to its target. On collision, it spawns another game object that contains the hit effect. As simple as that. :)
For the trail, you just have to adjust the duration of the trail depending on the projectile's speed. ^^
LOVING YOUR TUTORIALS :D
Thanks! :D
Glad you do! ^_^
Feel free to share them! C:
Thank you very much :)
Should be nice to say before ppl waste 30 minutes of video, than in the current unity version this can be done better, easier and free. But this video was a nice help on his time :)
The unity version is noted in the description, and I explain in the first videos that you need "paid assets" to follow them, but people never seem to read the descriptions anyway. And I doubt there's a node-based shader creation system in the new Unity version. Trails can be done without BetterTrails, for sure, but I still prefer it, and that is only personal. Trails are very easy to understand and that knowledge can easily be transferred to another system. :)
But I'll add a "deprecated" warning in the desc, thanks for telling me.
I agree with you. You have a node based shader creator but its not free atm, in unity 2017 it will probably will. But why you would need a node based having already substances and PBR shaders? there is nothing you cant acomplish with that in a realistic way. The add shaders for particles has been refined also, so now you can tune more the seams of the trail. You have also now , modifiers to the line renderer wich is way more sofisticated to make your start and end points dynamics , so they can follow an object in a dinamic way, giving that 3D perspective that is so pretty in your video wich it wasnt easy to get in unity 5.5
Wow.
First, I have absolutely zero interest in realistic effects: I never and will never use PBR and substance shaders, because they do not correspond to my needs (and once again, probably never will). Second, I like to have full control over my shaders, so that I can adjust them to my needs. The base shaders are VERY limited, even now. Third, the line renderer is nice now, but still not the best. BetterTrails allows me, for example, to have a trail that has random and/or constant forces, in local and/or in world.
You can have full control of the shader if you do the substance in substance designer and put all the shaders variables visibles to unity. Even you can make it change in real time in execution time. Thats why its so lovely, if you put effort out of unity you can skip money in Unity. But, I recognize Substance Designer is a pay program also. So money is money. As you said earlier, its all about personal opinions.
Thanks for the answers.
Yeah, personal opinions indeed. I'm all for cartoon/stylized and "as much as possible in Unity". Makes my workflow a lot faster/effective. I just don't get your point at all, tbh, but well.
man you are awesome keep up the good work
Thanks a lot! I will. C:
Hmm, well done! I wonder something: can't we use any in-game animations to change their color or shape? I mean, like, I wanna practice projectiles, how can I use Ezreal's Q or W animation? =)
Thanks!
Not really sure to know what you mean, especially about using Ezreal's particles?
I recreate everything by myself. League particles are not compatible with Unity or any other engine. :)
Oh I gotcha. I meant how to edit his skills colors or etc. But if we can't edit them then no problem.. =)
Anyway, thanks for these tutorials. They really answering the questions in my head! :)
Welcome! And sorry, I have no idea how you could modify them in-game ^^''
awesome, waiting for more advanced :)
Hey man, I've got a question.
Is it possible to have a mesh emitter (rocks) that fades in, stays solid, then fades out? So far all I can get is Alpha Blended, but the rocks are semi-transparent.
Alternatively, it pops into existence then pops out adruptly. Is there a way to get in-between? Thanks.
There's a way if you use an alpha-blended shader, but that might create some shadows/lighting issues for a solid mesh. The solution I usually use would be to scale them over lifetime. But that's limited to small rocks, as it'd look super weird with big debris. Other solution would be to use a dissolve/cutout shader. I'll probably cover this in a future video, but in the meantime I recommend checking this one: ruclips.net/video/qCkdVX1RhJ4/видео.html
For a particle, you need to use the Vertex Color's alpha channel instead of a slider, and you should be good to go. :)
Hi! i'm trying to make the script but for some reason i dont get the main Projectile tab and the particle system tab. And when i try to donwload your files i just get like 8 folders all with the same files. asset, asset.meta and pathname. Please forgive my bad english and my noob question. Greetings from Mexico! =)
great tutorial or should i say the best one... thanks man...
Thanks! Glad it's been useful. :)
Hi,
I attached the trail to a game object (my real projectile), but the trail comes from another point on the map.
I shoot my projectile, the trail comes from this another point and then it follows the projectile, producing a curve instead of just beginning on the same point where the projectile is instantiated.
I don't know if you'll understand what I'm saying because my english isn't as good as yours ahhaha
anyway, thx for the video
this is pretty useful. However, i have a question i hope you reply.
Is there a way to attach this projectile to a model..
the model is animated and i want the projectile to move along the model as it is moving...
i hope you got my point.. is that possible?
Must be possible, though I don't really know how. It most likely requires some more scripting. :/
Thank you so much for those tuts man :)
Hey Sirhaian, could you pls make something like "Master Arcanist Viegar" or a "pulsfire" themed skin?
Hey! I don't really take requests, sorry. :p
But maybe someday. c:
it was just an Idea.
I hope Riot Games will recognize your skills one day so the league Skins are getting better :P
Thank you! C:
No Problem :P
thank you !!!
Just asking, can we use your textures for a commercial project?
I don't really care, as long as you tell me in advance.
I'm planning on using your textures on a gamejam, can I?
As long as you credit me appropriately, sure. Show me your results once it's over! :)
Thank you! Sure I will!!
I cant download your package via MediaFire.
It said something about: "You are attempting to access a forbidden site.
Consult your system administrator for details."
:(((
Just perfect :) Thanks a lot
Ca sent l'accent Français x) Effet sympa, je cherchais justement à le faire x)
Mon accent ne trompe pas x)
Et ravi d'aider :)
Je pensais indien ... :0
Ce vrai? Tu as de bonnes oreilles
Indien?
Comment pouvez vous dire?
Great tutorial! :D For how long have you been doing VFX if I may ask? :>
+♥ Marv Trutatj Thanks! :)
I went to a video game school for three years but didn't learn anything about VFXs, so decided to learn about it by myself. Started about 1.5-2 years ago for the Riot games art contest. Then I never stopped. :p
Well, that's awesome! Did you win the contest? Or what place did you get? :D
Nah, I didn't win anything. It was my very first FX, and I was competing against pros in the industry. :p
I love how fast you reply lol, well even though you didn't win, a lot of people consider you a pro as well I suppose :D Btw will you explain more about Shader Forge in the upcoming tutorials when we use it? I didn't really understand it too well when making the sparks :x
Ooh, okay. Sure, I'll explain it a bit more in the next tutorials. :)
The next one will come a bit later. I'm a bit busy with something else right now. :p
Are you selling blender coures on udemy? I think I bought a copy.
Next tutorial - Explosion ?
Not really explosion but most likely impact, yes. :)
Can I use Unity VFX on Ragnarok? I always had a project for a Ragnarok mod server but I never finished because I wanted custom VFX for some skills and I never learned how to do it.
I don't think so.... Unity is Unity. It's used to make games in Unity, and not for any other game/engine... :x
+Sirhaian'Arts sad T.T
What did you expect xD
What are you doing to make that glow slider on your shader?
I explained it in the second tutorial, I think. I'm just multiplying the output by a value :)
you're a wizard ;)
But, but... My name is not Harry...
what photoshop version do you use?
I subscribed to the Creative Cloud, so the latest. :)
May i ask how do i get teh Glow_Intensity property on teh shader??? all i see is Render Queue there :(
Are youy using the green "value" node or the grey one? :)
The green one can be modified in the material, while the grey one is "set" and can only be changed in the shader.
Sirhaian'Arts didnt notice that u had added a node value on the shader on the 2nd tutorial, my bad ^^
No problem ^_^
vraiment coolos! je m'abonne direct
Merci ^_^
Hi, how to make jumping from airplane and taking parachute? Like in pubg
How much time do you take to make a skin?
The first ones I made used to take me between 10-25 hours. The last ones are taking me much more time. Something around 50h in general. :)
oh i tought you took like 3 days to do one.:)
It really depends. ^^
The one I'm working on right now is very challenging, for example. So it'll take time before I can show it to people. :p
you're god
Salut je sais pas si tu répondras mais quand je lance l'animation avec la barre espace elle se fait deux fois d'affilé ça fait comme une boucle et je ne comprends pas pourquoi. J'ai tout fait comme dans le tuto pourtant donc si tu as une réponse je suis preneur. Sinon très bon travail.
Ah bah si tu as tout fait comme dans le tuto, je ne sais pas du tout pourquoi ça te fait ça... ^^''
Revérifie bien le code. :)
Regarde aussi si ton anim clip n'est pas en loop!
j'ai exactement le même problème mais j'ai refait le tuto 3 fois renommé tout pareil que vous dans le tuto j'ai vérifier le code et l'anim ( je l'ai refaite plusieurs fois)
ho fuck j'ai trouvé je mets un lien vers le screenshot pour ceux qui ont eu cette merde qui m'a fait recommencé le tuto pour rien ... www.noelshack.com/2018-24-5-1529098247-fck-this-shiet.png
Under Colors I can only chose 1 color, no idea what did I do wrong :(...
Hey, you probably get one color line with "keypoints" which can be added pressing on the bottom (or top for alpha channel) of the color line. Those are the points in which the color can be changed.
How do you make a sword slash?
I'll definitely make a tutorial about that someday! :D
Can this be done without coding?
There might be plugins for projectiles out there, but I do not know them. :/
Can some help me in actually firing this projectile as a bullet from gun, when we get left mouse click input and destroy it after a certain time, I tried a lot but it's not working.
This should be of help: unity3d.com/learn/tutorials/temas/multiplayer-networking/shooting-single-player :)
Or this video: ruclips.net/video/DEtZUeVY9qk/видео.html
I know how to fire a normal gameobject (like cube or sphere), but I'm having tough time firing this projectile having particle effects. please help
Hmm, you can place the whole effect inside of the projectile, in 0,0,0. Then, you can add some more code to activate/deactivate the particle system you added in when you want. You can also give the projectile a linger time that does this: when the projectile hits something or ends, keep it alive but stop its motion and stop the particle systems inside of it. :)
I can't really help much more when it comes to coding stuff (my coding knowledge is pretty limited), but I'm sure you can find how to do it by googling it. :)
(Also, the BetterTrails plugin has an Emit property that you can turn on/off in the code, if I remember correctly.)
Thank you soo much for your help, It helped a lot. I was just missing to add a rigidbody property to it and because of that I was not able to display trail effects. Now it's all fine and those effects are awesome! :)
I have one more noobish question =)
In this video - ruclips.net/video/AhZbXTH5cng/видео.html
After hit there is small and stretched particles (sparks). How you control speed over life time, i thought you cant only change velocity and force over life time.
You can change velocity and force over lifetime. :)
In this particular case, I believe I used Limit Velocity over Lifetime: it slows the particles over their lifetime, as if they were slowed by the air friction, or something similar. :)
Are you belgian? I'm belgian 😊 nice tutorial btw
Yes I am! ^_^
French side. C:
Merci! :p
I'm from the flamish side :D but i'm learning french so yeah xD
Awww xD
slvp ou je peut trouve cettte texture glow ??
Y'a un lien pour dl le package dans la description. :)
merci chef :D
In one of your videos ruclips.net/video/vFlKtBr3gjw/видео.html do you used other texture for opacity clip in shader forge? If not, how did you make it fade pixel like?
It's basically the same as this: ruclips.net/video/qCkdVX1RhJ4/видео.html :)
Je reconnaitrais cet accent d'entre milles, c'est... L'accent Russe ! цыка блыат
Alors là absolument pas. :D :D
Just jk aha xD
im sad to say ur video is no longer workable in UNITY 5.5 , why they changed all the width setting and shit into timeline instead of putting start and end value, and the particle starts after the end point of the animation , watttttttt
Not sure to see what you mean. ;_;
they updated unitys shuriken system and added a bunch of new features to it...but you can now do may more stuff than before^^
can i add you facebook .
Here's my page: facebook.com/sirhaian.arts :)
I appreciate the tutorials but you move waaaaaaaaaaay too fast. I spend more time pausing and going back a few seconds because I've missed a ton of steps just editing on my screen.
Well, if I went any slower, the tutorial would take at least twice the time, which is no good either. Plus, pausing and experimenting is all part of the learning process. :)
I'll have to kindly disagree haha. This felt more like a time-lapse than a tutorial. Settings were being changed quite fast without explanation as to what any of them did. Beginner level tutorials really should be explaining each setting used in relation to the item you're working on. Due to the rapid rate it felt as though I was copying, not learning. To truly learn I would have to pause every time you entered a new setting and research what it did, as the video did not tell me.
Damn waste so much listening and seeing the video then I realize this is made with paid assets xD
Paid assets? Only ShaderForge isn't free. ;-;
I also use BetterTrails, but the basic trail renderer from Unity is good enough, now. :)
I was going to add the glow effect but you used an addive base shader is there something similar on unity without paid assets? 25:13 like how to make a material do that.
If you only want a glow, then the basic particles > additive shader would suffice. :)
I found out that a few minutes thx but I still having trouble getting something similar, in my scene the laser looks too much 2d, yours looks 3d is that just from the camera view point? I can't have the player see it's a flat object.