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Fist Full of Shrimp
United States
เข้าร่วมเมื่อ 17 มิ.ย. 2021
How to Make Mesmerizing Day & Night Transitions in Unity 6!
Thank you to the sponsor of this video, Southern New Hampshire University!
For more information about their Game Degree program - snhu.edu/shrimp
Today, we're going over how to use Adaptive Probe Volume in Unity 6 to create a Day and Night cycle. Its surprisingly easy to do now that we have Adaptive Probe Volumes. In less than 20 minutes, you can have the sun rising and setting in your game!
► 🍤Support the channel🍤
Patreon: patreon.com/FistFullofShrimp
Subscribe For Shrimple Tutorials: www.youtube.com/@FistFullofShrimp?sub_confirmation=1
► 💬 Socials🗨️
Discord: discord.gg/ht4g9R7cCS
Written Tutorials: fistfullofshrimp.com/
► 🔗Useful Links🔗
► 📦Assets📦
Free VR template: github.com/Fist-Full-of-Shrimp/VR-Unity-Template-2023
► 🕹️More Shrimple Tutorials🕹️
Optimize Your Draw Calls: th-cam.com/video/EMA5-WqkEAo/w-d-xo.html
Optimize URP: th-cam.com/video/OqpS2z_I3hU/w-d-xo.html
Unity Lighting Essentials: th-cam.com/video/5rxMdiCkQGk/w-d-xo.html
🦐Who's El Shrimpo?🦐
I'm Fist Full of Shrimp! I make the most shrimple tutorials about Unity, Game Development and VR Development! My Unity tutorials are beginner friendly, but also tend to get into more details that can be forgotten. I do my best to make my tutorials as quick and clear as possible, so if you've found them helpful so far, consider liking and subscribing for more!
#unity #gamedev #vr
For more information about their Game Degree program - snhu.edu/shrimp
Today, we're going over how to use Adaptive Probe Volume in Unity 6 to create a Day and Night cycle. Its surprisingly easy to do now that we have Adaptive Probe Volumes. In less than 20 minutes, you can have the sun rising and setting in your game!
► 🍤Support the channel🍤
Patreon: patreon.com/FistFullofShrimp
Subscribe For Shrimple Tutorials: www.youtube.com/@FistFullofShrimp?sub_confirmation=1
► 💬 Socials🗨️
Discord: discord.gg/ht4g9R7cCS
Written Tutorials: fistfullofshrimp.com/
► 🔗Useful Links🔗
► 📦Assets📦
Free VR template: github.com/Fist-Full-of-Shrimp/VR-Unity-Template-2023
► 🕹️More Shrimple Tutorials🕹️
Optimize Your Draw Calls: th-cam.com/video/EMA5-WqkEAo/w-d-xo.html
Optimize URP: th-cam.com/video/OqpS2z_I3hU/w-d-xo.html
Unity Lighting Essentials: th-cam.com/video/5rxMdiCkQGk/w-d-xo.html
🦐Who's El Shrimpo?🦐
I'm Fist Full of Shrimp! I make the most shrimple tutorials about Unity, Game Development and VR Development! My Unity tutorials are beginner friendly, but also tend to get into more details that can be forgotten. I do my best to make my tutorials as quick and clear as possible, so if you've found them helpful so far, consider liking and subscribing for more!
#unity #gamedev #vr
มุมมอง: 20
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DUDE THANK YOU SOOOOOO MUCH FOR THIS TEMPLATE but can i make a game with this template
As an Unreal Developer, I appreciate this video. Great content. Greetings from the UK.
setting up light probes always boring but usually worth it
*MAKE SURE TO USE URP SHADERS ON YOUR MATERIALS OTHERWISE SHADOWS BREAK*
What if I make a terrain world but want it to be kinda of a sunset vibe and have the trees and plants moving, would I use mixed?
super proyecto, me ayudo mucho...
“Let’s go back to the hub”
Thank you so much!
Phenomenal introduction to XR! Straight to the point, I love it.
Um I have a doubt that the xr interaction toolkit->3.0.5->starter assets ->there is a demo scene assets in that which one I want to choose please tell me
Thank you very much for the tutorial, I am using ver 6000.0.25f1 I was able to follow all the instructions up to adding the XR module in the Hierarchy. But in the submenu I only have XR origin (vr) and not the XR origin (Action based). I tried to install the XR origin (vr) instead but it didn’t add the Left hand or Right hand controllers. Any suggestions?
I tried recording both eyes, but videos don't actually look 3d; nothing saved on the device ever looks 3d, only stuff I see online, and I'm pretty sure that's a limitation of the technology, a 3d screen record would look terrible the instant you move your head
thx man
I don't know how my vr game is even starting up.. im sitting at 8 million triangles 😂. I got a lot of optimization to do. Thanks. I'm going to watch every single one of these videos in the playlist
I did try all of the frameworks mentioned in the video an at first I was impressed by how smooth and fluid and natural AutoHand is, and how it can dynamically pose fingers and all that. Even started building my prototype with it, until I realized that... it pretty much does not have anything else, compared to other frameworks. So I took another look at Hurricane and realized that it actually can do everything that AH does. It also has autoposing and intricate pose and grabbing controls, and after just a little tweaking it is basically the same. I think what AH does well is that they have a great demo scene and demo assets. It is focused specifically on grabbing things and showcasing dynamic finger posing. And their fingers and hands look really nice, and all the objects are simple but stylish. In contrast HurricaneVR tries to use more 'realistic' assets and it falls apart a little bit, it hurts the first impression. But in reality HurricaneVR is just better, imo. Maybe except for stab climbing. As for VRIF... I didn't like how it is not really an asset that you can add into a project, but rather a project template. That's just hard to work with for me, it adds too much bias. And it lacks a lot of mechanics that HVR has, like melee. It also was more glitchy when I tried it last. However it seems to have better more fleshed out gunplay, and especially with latest updates that the developer teases it seems to be adding a lot more fun stuff. So I will probably continue making my prototype with HVR but will keep an eye on VRIF updates.
Shrimple 😂
Is the password your unity password.
Wow, only later revealing that I have to pay for a freaking code! Doesn't even show how to write it.
How could I use my keyboard to emulate that I have the glasses on, that is, move with the keys and activate triggers with keys. only for play mode, to develop without the need for glasses.
Thank you soo much for the video!! Saved a lot of time for my project. Btw I love that you are doing it so that everybody understandt it and cand do it themselves! THANK YOU!
Thank your for your VR Tutorials! I am really glad that you shared your knowledge.
ដឹងផ្លូវណាត្រូវទេមេៗដឹងត្រឹមនៅលើគ្រឿងនេះមានgmail account Number code8oppo AT🤣
I have a strange question. Recently, I've been thinking about how to implement the reflection on simpler surfaces in the cheapest and most spectacular way. I'm currently learning the latest Unity 6 URP version, and it doesn't have SSR by default, but the third-party solution is unacceptably slow and the reflection probes aren't perfect. I have only seen a tutorial on a possible solution, it is an ordinary room mirror where the objects exist twice and uses the stencil effect solution. I thought that it might be easiest to create a mirror image of each object you want to reflect separately and place it behind a transparent material in the correct orientation and position. With the stencil buffer technique, it is also possible (e.g. a mirror) to make these objects visible only in the cross-section of a certain material (if the player can also look behind the mirror, then the reflected copies should not be visible). Game objects created as such mirror images do not necessarily have to exist in the same quality as the original. The reflection could be a model with a much simpler number of polygons, but in many cases it could even be a 2D billboard surface, if the appearance of the given object allows it (e.g. road signs in a puddle on the road, or the reflection of distant complex objects in the form of a 2D billboard). However, I don't know if transparency can work with the stencil effect in this case. What if e.g. in the case of a mirror, I would like the mirror image created in this way not to be rendered 100%, only e.g. 50%? The same would apply to the road model, where the water would be on the surface of the holes (stencil effect), but I would like to see both the reflected objects and the texture of my road model together. So I don't know if I can only render the part masked out with the stencil buffer at 100%, or if I can specify that it should only be rendered with a certain transparency? If anyone knows the answer to this, please let me know.
That second place game looked like a real winner to me.
I missed the deadline this year but I'll get it in the next one!🐥👌
Thrilled to share that Shadow Dreams has been released as Spooky Dreams on the Meta Store, after further development! Huge thanks to the community who provided invaluable play-testing feedback and encouragement. Special thanks to @FistFullofShrimp for hosting the Game Jam that sparked this journey!
I am 12 minutes in and there is no XR Interaction Manager to be found nor a script. I am using unity v.6 and Interaction Toolkit 3.0.6 3 months later than your video. Can anyone help out with this.
Never mind. I figured it out. I was looking in the wrong folder.
A Prototype gym is so useful. You can just play and break stuff and see what works!
Could you do a video on game map creation??
Thank you very much for such a wonderful lesson! Without your videos, my projects would have stood still. Thank you for your hard work. We are waiting for new video lessons.
I love your polite voice. I hope your polite irl as well. Great video ❤
nice job bro
Well shoot, i think this might just be a Unity issue, but i'm getting this error whenever i try to bake... IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be non-negative less than 0. UnityEngine.ComputeShader.GetKernelThreadGroupSizes Any idea if it can be fixed? Edit: I fixed it, if anyone else gets this i'll leave this here, but... basically just had to delete the library folder(???)
Having the same issue. I'll try it. Thanks!
go back to the hub ayyo
I wanted to add the integration but it says on the asset "deprecated" is it the right one?
baking always make disgusting result... :S idk how should i do
could you make a similar tutorial with the new Oculus XR Plugin that was released?
when trying to put the APK in builds it shows me errors in unity and does not put any APKs into the builds file
action based controller manager was deprecated how should we work around that?
poke interactions are not working wtih hand tracking did I do something wrong?
I’m surprised you don’t have a million subs 🤑
Hamster the sigma
@@lili2ngtag yuhhhh
it attached to my right conroller but th ray interaction will Not move
Thanks, it is very useful. I still have problem with the custom manifest though. I exported the project to Android Studio, and i can manage to build the project with the correct manifest including removed permissions but only if I use sdk 34 or 35, and since Meta needs sdk32 max, I'm stuck... Do someone else have this problem?
I love it when everyone is distracted playing the hot new game (bo6). I know I'm outworking most people right now. Building a lead or catching up to someone who's ahead. People who are working on the same idea I have.
Such a clean tutorial for my first VR project. Thanks alot!
Can,t get the grabbing to work on my bow unity 6
They will never understand.