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Memphis Game Developers
United States
เข้าร่วมเมื่อ 27 ต.ค. 2013
Here we post everything from in game footage videos, trailers, as well as tutorials.
Find out more about us at memphisgamedevs.org.
Find out more about us at memphisgamedevs.org.
Intro to Unity 6 Multiplayer: Distributed Authority
With the release of Unity 6 behind us, let's dive deeper into the new multiplayer topology of Distributed Authority and what this means for the future of games.
Every month we host a game development related workshop online. So come hangout and meet other people in the local game development community!
Find us on Discord! discord.gg/FukPzQh
Support our meetups on Patreon! www.patreon.com/MemphisGameDevs
MemphisGameDevelopers/
Every month we host a game development related workshop online. So come hangout and meet other people in the local game development community!
Find us on Discord! discord.gg/FukPzQh
Support our meetups on Patreon! www.patreon.com/MemphisGameDevs
MemphisGameDevelopers/
มุมมอง: 482
วีดีโอ
Getting Started with Unity Player Accounts
มุมมอง 346หลายเดือนก่อน
Unity Player Accounts is Unity’s comprehensive sign-in solution that supports persistence across games, devices and platforms. It’s an end-to-end account system that includes a user flow UX, email and password, social sign-in options, and data access and deletion flows.
intro to Unity 6 Multiplayer
มุมมอง 9K5 หลายเดือนก่อน
The new Multiplayer Services package is a one-stop solution for adding multiplayer elements to a game developed in Unity 6. It combines Lobby, Relay, and Matchmaking into a single Session. Multiplayer Widgets provides simple GUI prefabs to create, join, and list your new sessions. docs.unity.com/ugs/en-us/manual/mps-sdk/manual
Unity Muse Chat Editor Package
มุมมอง 2107 หลายเดือนก่อน
Fresh off the heels of GDC, Unity has unveiled its full suite of AI Tools developed to fuel exploration, ideation, and iteration in game development. Muse Texture, Sprite, Animate, and Behavior transform natural language and visual inputs into usable assets. They are now available as in Editor packages. Unity Sentis is a powerful neural network engine that allows end-user devices AI models loca...
MGD Goes to GDC
มุมมอง 538 หลายเดือนก่อน
We are at GDC 2024 and we are going to ramble for about an hour about what we experienced
EU Digital Service Act and Unity Notifications API
มุมมอง 2229 หลายเดือนก่อน
To comply with the Digital Services Act, which takes full effect on February 17, 2024, Developers must integrate with the new Notifications APIs. docs.unity.com/ugs/en-us/manual/authentication/manual/dsa-notifications unity.com/legal/digital-services-act
Netcode for GameObjects 1.8.0 Update
มุมมอง 2609 หลายเดือนก่อน
A lot has changed over the last year. This past week Unity released some pretty big changes to Netcode for Gameobjects. The biggest thing is the new RPC system. Over the next few weeks, we'll be going back through the basics of NGO from the beginning. github.com/Unity-Technologies/com.unity.netcode.gameobjects/releases/tag/ngo/1.8.0
Unity Version Control (aka PlasticSCM)
มุมมอง 14K10 หลายเดือนก่อน
With Global Game Jam fast approaching, we thought it would be good to have a quick primer on Unity's built-in Version Control and collaboration toolset. docs.unity.com/ugs/en-us/manual/devops/manual/unity-version-control
Free Official Unity Toonshader
มุมมอง 42610 หลายเดือนก่อน
Over the past few years, Unity has been quietly upgrading its Toon Shader package. It is now a fully featured shader compatible with Legacy, URP, and HDRP render pipelines. Here we review the various features and some sample scenes to see what this shader can do. docs.unity3d.com/Packages/com.unity.toonshader@0.9/manual/index.html
2023 Year in Review
มุมมอง 5111 หลายเดือนก่อน
2023 Year in Review We'll be going over the past year in MGD and Game Dev stories and news that may have fallen through the cracks globalgamejam.org/jam-sites/2024/ggj23-memphis-game-developers-university-memphis#jam-menu-jamsite
Going Serverless with Unity Cloud Code
มุมมอง 2.1Kปีที่แล้ว
Here we go over how to build a deploy a Serverless Chess Game using Unity Cloud Code. github.com/Unity-Technologies/com.unity.services.samples.multiplayer-chess-cloud-code/tree/main Find us on Discord (discord.gg/FukPzQh)
User Generated Content with Unity Game Services
มุมมอง 260ปีที่แล้ว
We are checking out the beta of Unity's User Generated Content Service. The Service includes uploading and hosting content, as well as moderation and discovery tools. Turning your Players into Creators has never been easier! www.meetup.com/memphisgamedev Find us on Discord! discord.gg/FukPzQh Support our meetups on Patreon! www.patreon.com/MemphisGameDevs MemphisGameDevelopers/
Netcode for Entities: Character Controller
มุมมอง 1.6Kปีที่แล้ว
We continue our dive into the basics of Netcode for Entities. The DOTS Character Controller package is a highly customizable, physics-based character controller designed from the ground up to take full advantage of Unity ECS. We will be going through what it takes to adapt this package for Netcode with Entities. github.com/evilotaku/Netcode-for-Entities-Tutorial www.meetup.com/memphisgamedev Fi...
Creating AI Companions with Inworld
มุมมอง 177ปีที่แล้ว
This month we'll take a deeper dive into the latest updates from Inworld AI and look into just how easy it is to create an AI companion character www.meetup.com/memphisgamedev Find us on Discord! discord.gg/FukPzQh Support our meetups on Patreon! www.patreon.com/MemphisGameDevs MemphisGameDevelopers/
DOTS Character NPCs
มุมมอง 359ปีที่แล้ว
Using very basic AI to control NPCs with the DOTS Character Controller package github.com/Unity-Technologies/CharacterControllerSamples Find us on Discord! discord.gg/FukPzQh www.meetup.com/memphisgamedev
DOTS Character Controller: Character Collisions
มุมมอง 469ปีที่แล้ว
DOTS Character Controller: Character Collisions
Netcode for Entities: Client Side Prediction (Rollback)
มุมมอง 1.7Kปีที่แล้ว
Netcode for Entities: Client Side Prediction (Rollback)
Unity Sentis: The Artist Formerly Known as Barracuda
มุมมอง 696ปีที่แล้ว
Unity Sentis: The Artist Formerly Known as Barracuda
Netcode for Entities - Player Input and Movement
มุมมอง 1.7Kปีที่แล้ว
Netcode for Entities - Player Input and Movement
Netcode For Entities : Ghosts and How to Spawn them
มุมมอง 1.2Kปีที่แล้ว
Netcode For Entities : Ghosts and How to Spawn them
Uh
I installed the Authenticate. But didn't had the exmaple you had. Feels like u skipped some points
What version of Authentication do you have? It is the UI Example in the package manager
@@MemphisGameDevs 3.3.3 · June 17, 2024
@@NoxNightfall Yep. If you import the UI Example from the Samples there, you will find it in Sample/Authentication/3.3.3/UI Example/UnityPlayerAccountsUIExample
@@MemphisGameDevs Thank you very much. Found it. Was a bit hidden for me (might because I am using the newest unity version) For people having the same Issue: Top->Window-> Package Manager-> On the Left go: Services (with the cloud symbol) -> Search for "Authentication"-> Click if found-> On the Right is the sub-tab "Samples" -> Click that and you get the option to install the "UI Example"
Hi, I can't login to the website.
Inworld has changed their Licensing a few months ago to be Enterprise only. Check out Convai.com for an alternative. It's on our list to make an updated video on it
Do you know how to convert that to have velocity based movement? I tried doing a velocity controller but it rubberbands/jitters when using it with client prediction
Checkout the Character Controller package. We did a few videos on it a while back. It was the Rivals Kinematic Character Controller before Unity bought them
This is a long shot but could you make a tutorial on Host Migration? It would be incredibly helpful since there aren't many resources or tutorials on this topic.
We'll be doing a workshop next week on Distributed Authority which has built in host migration. I'll be sure to talk about Sessions and how they work as well
@@MemphisGameDevs That's awesome! Looking forward to it!
The CC works fine with moving platforms on local clients, but the position of the player when jumping on platform does not sync correctly to other clients. How can I solve that? Any help appreciated.
bye bye photon pun2. finally. many thanks!
Those 2 are not comparable by any means. Unitys current setup more competes with Fusion rather than with PUN.
Thank you for this video! It saved me from the frustration of conflicting code in my team.
In 7:42, for anyone wondering how the Chess parameters (interfaces) are being grabbed, it is automatically filled out when the instance of the class is created by something called Dependency Injection.
Hi Memphis Game Dev! Thank you for this tutorial. Did you create the Network Player script and the PlayerMovableObject script yourself, or do you have a tutorial on how to set up custom player names please?
If I remember right those are from the Anticipation Sample github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/tree/main/Experimental/Anticipation%20Sample For custom player names, I will normally save them in a Network Variable
Thanks a lot for this video. I added the Authentication process some times ago in my game. But their documentation is not really great. your video was great to get a better grasp at the full process ! A video on the Inventory management service (economy or cloud save) would be great too. Their doc is even less clear
Inventory is on the list! I've also been working on a Guild System using Cloud Code,Save, and Friends. But next up I think I'll do Vivox. Those docs are worse than any of the others.
Thanks! Just downloaded Unity for a game jam, sucks it's only 1-3 seats for DevOPs though, maybe GitHub would be a better organizer for artists and DevOPs just for the core developers most likely
you are an evil otaku.
Cau u implement lobby? :0 Great video bro
The session is also the Lobby. There are Widgets available for the Player List in the session as well as for Text and Voice chat if you have Vivox installed
It's so frustrating how little there is out there about this. Thank you so much for this video.
can i ask you some question on discord?
Sure. I'm @evilotaku on discord
I'm not trusting Unity dude I don't care if they come out with Unity 7 I don't care about Unity I'm in the Godot Cult dude
I use both and you don’t have to choose and stick with it for everything , choose tool which suits your need for your current game
I’m not using goody anymore lol
well what's your argument, you seem like you just hating lol i think that's not the attitude
Do it have jitter while moving?
to see the repository, make the settings "beta" in the unity hub and update the hub to version 3.9 (the update button will appear in a couple of minutes +-).
how to open same project with member in different pc? i tried many time, but i can't do it
Make sure that you are also adding them to the dev ops organization as well
@@MemphisGameDevs yeah i do but my project cant be opened on my teammate pc
Can they see the project when they log into the cloud dashboard?
@@MemphisGameDevs do you have discord so i can ask you personally?
Sure, I'm @evilotaku on discord.
How the heck do you push??
You do not push. Just Check In changes
check-in copies the data to the cloud?
Unless you have the Enterprise On Premise license that is the case, yes
good video
hi sir, how to get party id without copy paste method .which playfab method use?
how did you gey Multiplayer center ? i cannot find any package like that
You need to add it by name since it's still in preview. Com.unity.multiplayer.center
Hey could you make a tutorial on how to connect unity netcode for entities to multiplay unitys dedicated server
@@martinpolajner9080 follow these steps and then add the matchmaking widget docs.unity.com/ugs/en-us/manual/mps-sdk/manual/build-with-netcode-for-entities
@@MemphisGameDevs thank you... you are the first person that actually knows something about netcode for entities and multiplay and actually answers my question <3
How can I use it locally? I want to manage project and move it on other system and mange it all locally and don't want to upload on cloud , is this possible?
@@nikodromikro Yes, you can run it entirely local if you want. You just have to choose local when creating a new workspace docs.plasticscm.com/cloud-edition/plastic-scm-version-control-cloud-edition-guide#WorkdistributedwithPlastic
@@MemphisGameDevs I did and uplad it to git hub and downloaded on other machine and try to add it to other local workspace of plastic scm on other machine but it said (limited by days of evaluation , buy lience or something like that ) and it didn't work
@@MemphisGameDevs I also have (your licence has expired in red ribbon all the time above my plastic scm
I assume you still have to sign up for the pay as you go license. You just won't use any of the cloud servers
@@MemphisGameDevs Ok, it would be great if you make tutorial about how to use plastic scm for projects hosted on git hub
"Umm... Uhh..." The tutorial
It’s not a tutorial it’s an intro
There's no quick create element for me
cool I subscribed
i watched u too xd
Awesome thanks
Hey there really great video! Currently there is a small bug when installing MultiplayerServices and NGO 1.9.1 together via the Multiplayer Center, if you run into issues please downgrade com.unity.services.multiplayer to something before 0.5.0, the issue will be fixed soon.
Hey man great video. Very descriptive in detail. I really appreciate you going in depth about explaining each individual thing for netcode on the script, in the components section. You deserve a lot more recognition in my opinion. One of my other favorite unity teachers would be Code Monkey! I’m sure you’ve heard of him. But let me just say we need more TH-cam Teachers like you two, that are not teaching behind a hidden paywall, or teaching bad habits/practices. I apologize for this long comment, I just wanted to describe in full detail my appreciation to you!
Thanks! Code Monkey has been a huge inspiration. I don't claim to be the cleanest coder I just try to keep things as simple as possible. I don't blame creators for going behind a paywall. It really seems to be the only way to do this full time. Code Monkey has the best compromise with timed paywalls. We have a patreon that I've been meaning to use like that, but I like talking about the newest things. This stuff is changing so fast. This video already needs an update.
@@MemphisGameDevs No I hear you about the paywall with certain things on why creators do it. But it’s how some creators choose to do it that annoys me, basically when that happens I look for a different teacher/creator. Because at the end of the day if I’m not learning in a way I can easily understand, or that isn’t just paying a certain creator to hopefully learn something I haven’t learned yet, but then find out later it was taught in the wrong way, or in a bad practice, I just wasted all my time and money on that one creator/teacher. Just my opinion and experience.
I wonder if you can make the camera system fully client authoritative? I've set this up in Unity 6 and setting round-time trip delay to only 100ms ping in the multiplayer simulator window makes the game feel unplayable due to the constant corrections being done to the camera I can't find too many resources for how to make fully client-authoritative ghost components.. but maybe there's a workaround?
Hi great video! I have a question though, do you know where I can find example of Dots connection via Relay? You mentioned in the video that it requiers some custom networkstreamdrivers where can I find such?
Its here in the ECS Samples github repo github.com/Unity-Technologies/EntityComponentSystemSamples/tree/master/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01b_RelaySupport
@@MemphisGameDevs thank you!
how to solve the problem with singleton entity mainentitycamera in maincamerasystem systembase class? the server creates two such entities
I don't find multiplayer center
You can install it by name com.unity.multiplayer.center You will also need com.unity.multiplayer.widgets and com.unity.services.multiplayer
@@MemphisGameDevs Thanks! I needed this :)
also parrelsync is built-in now is crazyyyyyyyyyyy
wow unity 6 is crazy
ISSS CRAAAZYYY 😝😝🤙
@@CadaverKumaerm what the sigma
evilotaku... its that you brother?
Hi, thanks for this video. with Playfab Rpc's aren't received by both clients. Do you know how to fix it?
What networking package are you using?
@@MemphisGameDevs mirror +Kcp transport
That is probably an issue with mirror and not playfab. Unless the clients are just not connecting to the server
I have added Unity Version Control to my project and also invited a friend in the same organisation as me and is also assigned a seat however the project does not show up in Unity cloud, does he need to look somewhere else? Thanks
I believe there is also an email they may have to confirm when they join the organization. They should add the shared project in the Unity Hub as Remote Projects
Aloy and the overrriden Redeye (he somehow stayed alive and now follows her)
Does this automate the game file project to any platform such as windows, and mac?
As far as unity is concerned, Mac and Windows are the same platform. But if you wanted to also port to webGL or Mobile, then you would use different branches for those
I don't understand. All of the takes on this 'Unity version control' are just BS that skim over it with no actual critic nor in depth details. What the hell do I get using this versus simply using git like already done by everyone for every soft project out there? It's incomprehensible what it brings. The only thing maybe would be that "Smart Locks" feature which I guess is kinda cool to ensure two people don't work on the same file across branches? Seem pretty niche but OK I guess?
If git works for you and your team then that's great. No need to switch. GitHub for Unity works awesome. For folks looking for an alternative this is one of many.
@@MemphisGameDevs 👍
съёмки велись я так понимаю на Motorolla в ультра высоком качестве
Hi there, can you clarify which dotnet environment location is required for this? I'm developing on Windows, and I have Windows Subsystems for Linux installed. When looking at the examples on unity's documentation, they show in Unity Editor > Preferences > Cloud Code > .NET development environment as having a linux path (it shows as /usr/shared/dotnet/dotnet). I have dotnet installed both on windows side ( C:\Program Files\dotnet ) and on the WSL side (/usr/bin/dotnet) but Unity cannot successfully deploy a the example project, saying "Failed to locate dotnet executable". FWIW I am able to successfully generate a C# project and solution file using the UGS CLI, but cannot get past this 'deploy' step in editor. It doesn't matter how specific or general the path I provide is, none of the paths are recognized by unity. Any help would be appreciated. Thank you for this vid
I'm just using the Windows version. Mine is at "C:\Program Files\dotnet\dotnet.exe"
Shakl bhi dekh ke cosplay kar e se pahle 😅😅😅
thanks for the tutorials. would be great to get one where the camera turns into action mode. (players rotation is froze but moves side to side and forward, with the camera facing player forward direction)
for those that want a start on fixing the players rotation to camera. i created a new float3 called FixedRotation in characterControl (ThirdPersonCharacterControlComponent.cs) [Serializable] public struct ThirdPersonCharacterControl : IComponentData { public float3 MoveVector; public float3 FixedRotaion; public bool Jump; } -------------------------------------------------------------------- in ThirdPersonPlayerFixedStepControlSystem.cs characterControl.FixedRotaion = cameraForwardOnUpPlane; // Move characterControl.MoveVector = (playerInputs.MoveInput.y * cameraForwardOnUpPlane) + (playerInputs.MoveInput.x * cameraRight); ----------------------------------------------------------------------------- in ThirdPersonCharacterAspect.cs around where this code is changed the MoveVector to FixedRotation //if (math.lengthsq(characterControl.MoveVector) > 0f) { CharacterControlUtilities.SlerpRotationTowardsDirectionAroundUp(ref characterRotation, baseContext.Time.DeltaTime, math.normalizesafe(characterControl.FixedRotaion), MathUtilities.GetUpFromRotation(characterRotation), characterComponent.RotationSharpness); }
This video has been shot on Nokia 3310?
light gonna change to red you mean?