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Vector Bread
เข้าร่วมเมื่อ 9 มี.ค. 2021
3D Pixel Art
In this video I'll go over MagicaVoxel an awesome free program which lets you create 3D Pixel Art which you can use in your game. I'll also show you how to import the models into Unity.
MagicaVoxel - ephtracy.github.io/
0:00 Intro
0:24 Windows Install
1:24 Mac Install
2:05 Program Overview
3:25 Import into Unity
3:56 Outro
MagicaVoxel - ephtracy.github.io/
0:00 Intro
0:24 Windows Install
1:24 Mac Install
2:05 Program Overview
3:25 Import into Unity
3:56 Outro
มุมมอง: 2 652
วีดีโอ
Random Drops in Unity
มุมมอง 16K3 ปีที่แล้ว
In this video I will show you a common script I use to generate random drops. Reusable Script: github.com/vectorbread/random-drops/blob/main/Assets/Scripts/WeightedRandomList.cs KayKit: Dungeon Pack 1.0: opengameart.org/content/kaykit-dungeon-pack-10 Full Example Project: github.com/vectorbread/random-drops
3D Tilemap in Unity
มุมมอง 156K3 ปีที่แล้ว
I will show you how to use Unity's Tilemap system to create 3D Tilemaps. Kenney's Platformer Kit - kenney.nl/assets/platformer-kit
3D Particles in Unity
มุมมอง 7K3 ปีที่แล้ว
I'll quickly show you how to make 3D Particles in Unity. This is a quick way to improve the look of particles in 3D games.
Is there a way to switch between game objects on the same brush? There does not seem to be a clear way to easily change the object I am using.
Yes it was helpful.
Soxute❤
Thanks for the simple demo. Been using Unity for years. Always saw that mesh option but never messed with it or knew how to really use it. Created my first 3D debris explosion in minutes, with an up force, gravity and collisions to create a slight bounce when they hit the ground. Also realized you can have up to four unique meshes emit randomly by clicking the [+] button below the Meshes reference. 🤯
Thank you!
Great video, dude! Just subbed.
You are such a AWESOME guy. Thanks a lot.
Great video brother
This channel is genuinely so incredible. Obviously, you have no obligation to make more videos: I refuse to be an entitled fan who demands someone else take the time out of their day to do ME a favor. However, I just wanted to know that your videos are genuinely the most straightforward and helpful unity tutorials I've had the pleasure of finding.
@@abhinavangirekula3339 Thanks!! I appreciate the support. I’d like to start making video again when I get the chance.
hey, im encountering a problem where the ground is uneven. As a result, my character can't move smoothly across the ground. Do you have a potential fix for this problem?
@@mickssss there are a lot of possible ways you can run into this problem. If you’re using a Mesh Collider for your ground tiles then it’s possible the vertex positions need to be updated to be exactly the same between tile edges. Also the normals on those vertices might need to be fixed depending on your if your movement scripts use them. If possible I’d make simple tiles using box colliders to avoid having to deal with the 3D meshes.
Not what I was looking for but wow, this is cool!
You said "any kind of model you like". That does not work. I can only use the standard meshes like cube or sphere, but not an individual mesh, i made in blender. Is there a way?
Hi BerlinKoeln I'm not sure what issue you ran into, but I just tried using a blender model in Unity 2022 LTS in the Particle System and it worked for me. The only thing I noticed is the Particle System takes just 1 mesh so you'll need to expand your blender file in the Unity Project window and drop the mesh and material onto the particle system. If your blender file is made up of multiple meshes you'll need to make a version where they are combined into 1 mesh so the whole model gets used by the particle system.
@@vectorbread thanks for reply. When i add the mesh from my blender file, there is no emission at the particle effect. I see no particles.
@@BerlinKoeln If you drop the blender model into the scene on its own outside of the particle system do you see it? The few times I had trouble with Unity and Blender files was because Unity couldn't find the Blender program on my computer and the models would not appear at all in scene. Also sometimes I have to adjust the scale factor on my Blender files in Unity so they aren't way too big or way too small and appear. Older versions of Blender would import into Unity 100x off from the size they should be.
Thank you
your vids are great. hope to see more in the future!
OHHHHHHHHH! Are you a genius?
Спасибо, что ты есть ♥
great video! quick question tho is there a way to give the tiles collistion without creating 1 collider per block painted (the performance doesn't like that so much if i give the prefab where i paint with a collider)
The answer is yes and no. You can build your own script that will generate optimized box colliders from your tilemap (it's not easy), or you can extract the mesh from the tilemap and use it in a mesh collider (which is unoptimized, but still better than the example in this video) Best option to me is to use an asset on the Asset Store called Autotiles 3D
I have been f*cked up in making a tiled map for my 3D Pac Man game by making it manualy before I understand what tilemap is😂
Great for beginners, Thank you!
This is so great, thank you mate!
Holy duck, i was really wasting my time doing a level with probuilder, this looks better :D
how do you switch to game object brush? unity isn't allowing me to
Is it possible that I can place in-game gameobjects like roads on the tiles?
Already lost from step one. It took me like 10 minutes to find the assets.
Incredible tutorial. One of the best I have ever seen, and I'm not kidding.
LIFESAVER THANK YOU
2 years later, it's still hot dog water
Thank you! I always appreciate videos that just cut to the chase and get you exactly what you want quickly.
100% agree!
Thanks for the video its basic and efficent. But i want to ask you guys something my models size doesn't match with other models when using GameObject pallette (some are big some are small). How can i edit my models easily.
Great video! got it working in minutes. Additional question, is there a way to programmatically add to the tilemap at runtime?
Thanks! Yeah if you `Instantiate()` your prefabs with the Tilemap as the parent and use the Tilemap's `GetCellCenterWorld()` function to calculate the world position of the prefabs.
@@vectorbread ooh that does work, thanks for the fast response !
Thank you!!!
Commenting to boost engagement. You're great at making videos like this, you didn't waste time with an intro, your voice is calm and slow and not annoying to listen to. Thank you!
Totally agree. I would love to see some more videos on this subject from you. Great work!
please make more tutorials
Strong video, thanks for explaining that. Are you working on a game rn? Keep it up!
Thank you! For anyone who wants to use polyperfect assets, set grid cell size to X=30 Y=30, Otherwise you will generate hundreds of objects
oh my.. love you
Your video is so helpful, thanks. But i have a question, what if i wanted to make a mountain or a hole? Should i make a separate 3d model or make new tilemap layers?
Is there a more efficient way to add mutliple levels vs adding new tilemaps for every tier?
Great question unfortunately I don't know of a better approach yet. Ideally Unity will come out with a version of the Tilemap with 3D in mind which has a more natural way to handle multiple levels.
with tilemap, which collider should be used? It's won't work with tilemap collider 2d
Hi Phatly the Tilemap Collider 2D only works for with the other 2D Colliders and if you have 3D models like the above video then you probably can't use it. You will probably want to use regular 3D Colliders on the individual game objects.
Get this fucking like Get this fucking subscribe You are fucking awesome
straight up man , bada bing bada boom
If you make a cube and use it to make the map, the parts that the player can't see are still loaded by the computer?
Yes they are still loaded by the computer. If you wanted to improve performance you could write a script to group the cubes into chunks and hide / show the chunks depending on the distance / direction from the camera. But I would avoid adding this extra logic until you start seeing issues in performance. Usually the computer can handle a lot more cubes than we'd expect.
@@vectorbread thks
nice
One of the best videos i have watched about level design. Thank you.
bro you are amazing you deserve more attention and more subs the tutorials are great thank you.
very informative and concise video, it was very easy to understand and implement but when i started paintint the tiles unity editor crashed :(
I watched multiple tutorials that were much longer than this one that didn't explain it as well as this video did in 4 minutes, thank you.
this awesome omg !!
That's interesting! Is it as optimised as 2D tiles?
No its not optimized like 2D. I'd love for Unity to release an update with true Tilemap support for 3D. But you'll probably be surprised how far this unoptimized approach will go in a lot of games it will work fine. If you do run into issues the first optimization I would try is writing a script to group the tiles into chunks and hide and show chunks based on how close they are to the player.
Thank you for your knowledge