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spaderdabomb
United States
เข้าร่วมเมื่อ 10 ธ.ค. 2014
I'm an indie game dev who works on open world games.
I've been developing games for nearly 10 years and have a PhD in physics.
In this channel, we bring you tutorials specialized for Unity, Blender, Photoshop, and indie game design!
I've been developing games for nearly 10 years and have a PhD in physics.
In this channel, we bring you tutorials specialized for Unity, Blender, Photoshop, and indie game design!
How I make 100s of items as a SOLODEV
Making deep gameplay for open worlds with 100s of items can seem impossible as a solodev, so how can it be done? Through scriptable objects, item abstraction, and data validation, we can manage our items efficiently. Not only does it help in speeding up the item creation process, but we can use automatic data validation to ensure we don't accidentally make mistakes during item creation.
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Project Files
Item Tutorial Source (this video): github.com/spaderdabomb/OpenWorldTemplate/tree/item-tutorial-final
Open World Template: github.com/spaderdabomb/OpenWorldTemplate/tree/main
Free Item Pack: www.patreon.com/posts/free-item-pack-114272306?Link&
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Related Videos
3rd Person Controller: th-cam.com/video/muAzcpAg3lg/w-d-xo.html
Open World in 5 Minutes: th-cam.com/video/nCDGjLRecrs/w-d-xo.html
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Patreon: www.patreon.com/spaderdabomb
Subscribe: th-cam.com/channels/RLa0eEG0rOR7APzAT1dPww.html
Discord: discord.gg/NpK5CXe
Twitter: spaderdabomb
Twitch: www.twitch.tv/spaderdabomb
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Music from #Uppbeat (free for Creators!):
uppbeat.io/t/pecan-pie/time-for-action
License code: WW02ITZPHH7JWPO6
uppbeat.io/t/pecan-pie/time-for-action
License code: WW02ITZPHH7JWPO6
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Chapters
Intro: 0:00
Scriptable Objects Items 1:02
Making Our First Item: 4:20
Data Validation: 8:40
How to Make Weapons: 13:42
Demo: 17:28
--------------------------------------------------------------------
Project Files
Item Tutorial Source (this video): github.com/spaderdabomb/OpenWorldTemplate/tree/item-tutorial-final
Open World Template: github.com/spaderdabomb/OpenWorldTemplate/tree/main
Free Item Pack: www.patreon.com/posts/free-item-pack-114272306?Link&
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Related Videos
3rd Person Controller: th-cam.com/video/muAzcpAg3lg/w-d-xo.html
Open World in 5 Minutes: th-cam.com/video/nCDGjLRecrs/w-d-xo.html
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Patreon: www.patreon.com/spaderdabomb
Subscribe: th-cam.com/channels/RLa0eEG0rOR7APzAT1dPww.html
Discord: discord.gg/NpK5CXe
Twitter: spaderdabomb
Twitch: www.twitch.tv/spaderdabomb
--------------------------------------------------------------------
Music from #Uppbeat (free for Creators!):
uppbeat.io/t/pecan-pie/time-for-action
License code: WW02ITZPHH7JWPO6
uppbeat.io/t/pecan-pie/time-for-action
License code: WW02ITZPHH7JWPO6
--------------------------------------------------------------------
Chapters
Intro: 0:00
Scriptable Objects Items 1:02
Making Our First Item: 4:20
Data Validation: 8:40
How to Make Weapons: 13:42
Demo: 17:28
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There are a couple of errors/omissions in this video, and there seems to be something done off screen that affects the end behaviour that I can't figure out. First, at 2:53, you change the greater > and <= logic off screen without mentioning it. Second, at 4:32, you show the Unity docs which clearly show a value of -3.0f in the Mathf.Sqrt function, but your function contains a positive 3.0f. Finally, when you test the code at 5:11 your character stays in the correct states and correctly transitions into the jumping/falling states as expected. However, when I press play, my character immediately enters the jumping state and launches off the ground. I've gone back over the entire video 3 times and cannot find any differences in my code or Unity setup from what's shown in this video, aside from the aforementioned issues.
Such amazing and helpful content! I'd love to see video focused around a fun and interactive fishing system!
Heads up for anyone who had the same problem I did: if your Locomotion Blend Speed is set too low, for example if you don't change it from the default of 0.02f that we set in code, then your character animation state won't update. I don't understand exactly why this is, but setting it to a higher value, like 4 as in the video, solved this for me. I have no idea why in the video the character is animating before this value is changed to 4.
at 10:48 at the top of the script it says "using System.Collections" and "using System.Collections.Generic" which I dont have when I open the script, is that important?
What if we want to use our own assets for our OUN game.
Make 3D models in Blender, and make PBR textures with 2D texturing software (Photoshop, Substance 3D Painter, GIMP). For more specialized materials, make a shader using shadergraph in Unity.
you know that you can speak a lilt bit slower and show lilt bit Slover to and maybe with a lilt more explanation
Personally, i keep my epic the sell rare and leg
For those who find the grass is super spaced out. - In Unity 6 when creating your grass texture there is a slider setting called "detail density." I've found that increasing this to something between 4 and 5 gives a similar look to how it appears in the video. Edit: If you're also wondering what the "Navmesh LOD Index" is and does Simple answer "last" seems like the best option for this application. And here is how chat gpt ecplained the choices to me "The choice depends on your project requirements: Performance vs. Precision: Use "Last" if you want faster NavMesh baking and less detailed geometry for navigation. This is ideal for large terrains where high precision is unnecessary. Use LOD 0 or 1 if precision is critical, such as in tight areas where NPCs might need exact paths. Tree Colliders: If your trees have colliders and interact with gameplay, use higher LODs to ensure accurate obstacle detection for the NavMesh. Default Setting: "Last" is typically fine for most projects because terrain trees are generally static and serve as visual or navigational obstacles, not gameplay-critical objects. Recommendation: Unless your game has NPCs navigating very close to trees where precise paths are essential, stick with "Last" for better performance. If needed, you can always rebake the NavMesh with a different LOD index later to test the results."
It's great that you're explaining such things so simply.
I am unsure if you'll see this. But can you show use your IDE settings and extensions?
Bless You!
Hey ,love your tutorial and videos. It is very helpfull and i learnd very much . But i have a problem , i want to give the charakter items which they hold, how can i implement that
Best way to do it is to add to the player Armature. Find the Armature GameObject, expand Root_M, then SPin1e_M. Keep expanding until you find "jointItemR". Add a prefab item to that gameobject and it should work pretty flawlessly. You will have to dial in rotation/position to make it look good. If you can't figure it out feel free to join discord and I can help further
Hello, I have a question. When creating an inventory system, the 'Image' part of my inventory items appears pixelated when adding a Sprite. What could be the reason for this? I use Blender to create a 3D model and then render it or take a screenshot to convert it into a PNG, but I face this issue. I don’t want to use any other method; it’s important to me that the 2D image in my inventory looks exactly like the solid object I see in the game. How can I achieve this?
I've had a similar type of problem before. Try going into your texture/sprite settings, and under the advanced dropdown, check "Generate Mipmaps". That can definitely help keep the icon looking the same no matter what the scaling. Lmk if that works!
@@spaderdabomb Thank you. I will try what you say <3 I wish you good work.
really like these series, i wish you made the same such content but with hdrp pipeline with better graphics.
Been thinking about getting into hdrp, maybe soon!
How is this “open world”? It’s a terrain with some trees and a first person prefab. Big whoop. An ACTUAL open world tutorial should show how to: 1) solve zero point floating error 2) load in surrounding area a synchronously 3) generate a skybox with distant objects 4) generate imposters 5) sneak in garbage collection 6) had different sized load and unload areas so that a scene doesn’t flicker in and out
And you expected all that in a video titled open world in 5 minutes? lol. Plenty of hour long videos that show all of that stuff. I’d suggest looking for videos longer than 5 mins.
Thanks
Thank you!!!
wont add grass
Turn up detail density
why were my trees pink?
You probably made a URP project. In the asset pack, find the SRP folder, and double click the URP install file to get the right materials.
Hey there, I just recently found your channel! I love bloom! I always make sure it's on in the games I play if it's available.
Hi im using this tutorial for a little project im working in is there a reason why it won't work in a urp pipeline?
In the asset pack find the folder named SRP and install the latest URP package file
@@spaderdabomb thanks!
got a question on how to move the first person controller, when I click it the xyz are like in the sky and not actually on the camera
In the top left of Unity, change pivot mode to center, you might have better luck with that
@@spaderdabombthank you will try that
i started my project using the urp and not built in, now the water shader is showing as pink how do i solve this?
In the asset pack find the folder named SRP and import the URP package file
Hi from future.Thank you very much for this amazing tutorial. I just have a problem that the shaders from this pack don't work on URP. i fixed most of the materials by changing them to URP manually but sadly the shaders don't convert. Could you please help ?
Yes the asset pack actually comes with URP materials but you need to extract them. Find the folder in the asset back named SRP. Then double click the latest URP install file and import extracted materials.
@@spaderdabomb Thank you very much for the answer gonna do that just right now 👍
21:48 the discord ping got me
Love this series maybe next can you add NPCs like animals? who attack you and maybe the player having a gun to defend themselves
🔥🔥🔥🔥❤🔥❤🔥 Fire viideo bro 🙌🙌 Please help, Im as soon as you introduce the lambda function and the isPlayingActionHash is being set by it, the animations never transition to any actions again, it happens so quick that the player is left with locomotion only, but when I comment it out, it works, except now jump gets stuck in falling state until I perform an action. here is my code: Thanks 🙏🙏 NEVER MIND GUYS: Turns out after making the event methods for set attack and gather/interact false, i kept the LateUpdate(); so they were actually being set to false per frame I think 😂😂🤦♂🤦♂ Debugging! ahh dont we all love it 😂🙏 Regardless. Thanks boss, your videos are helping me get through a Game dev fellowship, Hopefully one day I can thank you kindly, Praying that day come soon. You deserve the Credit Big Man 🔥🔥🙌🙌
In my country TH-cam started to slow down... I'm glad I found a way to watch your videos. I copied a lot of scripts from the computer screen. But in Unity, games don't always work, even if you do everything as on the screen. So I'm grateful for the project file and the cool review, I wish you success and I'm waiting for new videos! 👏
I keep getting this error Assets\Ginja Gaming\Final Character Controller\Scripts\PlayerLocomotionInput.cs(9,72): error CS0426: The type name 'IPlayerLocomotionMapActions' does not exist in the type 'PlayerControls'
This is so cool dude, thank you so much. This is such an underrated course, I wish I was a big creator to be available to promote this! Keep up the great work.
Do you fix the jumping? Right now all jumps put the character into a 0 velocity state. Meaning you can't jump ONTO something. 8:40 shows it too, running and jump in place and then run again. No forward movement on the jump
yes, I refine the ground detection in a later part
the og days
honestly i really loved this series , its one of the only series ive ever completed in unity , God bless you bro!
wonderful series
that's willjum cover photo eyyyy btw tnks for the tutorials hope i can support you too soon
another Wonderful episode
Thank you so much. I'm just getting back into Unity coding and this reload / compiling crap was killing my mojo and motivation to continue on with my lessons - it's just overall super annoying. I attempted to file a much older version of Unity but wasn't sure how far back I needed to go. It was actually 2016 when I originally started. Thanks again, I sub'd, great video.
wow so much math in this episode
excelent work again mentor
I have a question, why did my unity said'' The type name 'IPlayerLocomotionMapActions' does not exist in the type 'PlayerControls' "
honestly this is the best tutorial series ive watched
Is there a way to add 3 cycles, like day afternoon and night
There is, instead of transitioning at 0.5 you could set two thresholds at 0.33 and 0.66 and specify a transition range where it blends between two skyboxes across that range of values. It might make sense to write a script for this behavior that controls these properties at some point rather than purely relying on shader graph though
Dont know if your still active but tried following your underwater tutorial. did everything you said but didnt make it blurry. and was wondering how to make it a different color under water, and change the fog only underwater. been watching other videos and trying for hours but not working
Changing the color should be easy, you just add a color grading to the post processing volume. If it isn’t working for you feel free to join the discord and I can help further. Changing fog while inside the water shouldn’t be too bad, just need to get a reference to the lighting settings at runtime. Depends exactly what you want though.
Thank you for this small course! This was very helpful! Could you add guide how to adjust animations to models like this to use them? Also would be great to see guides to some abilities like dodge, rolls, teleports. Anyway, this is already great and helpful, thank you very much!
I like this suggestion since I think it’s super important to make small modifications to fit your game. For example I had to slightly modify the sprint animation when I equipped weapons so the weapons didn’t pass through the player while he is running. Will try to do this as part of a follow up to this course in the future
typing nonsense to boost the algorithm
typing nonsense to boost the algorithm
It worked! the only small issue I had is that the player can always look straight up and straight down no matter what value lookLimitV has. EDIT: The value in the inspector was still 89... D'oh!
I am gonna try this, see you guys in 5 minutes or 50( I am gonna pause alot)
I made it ! not as good as yours, but I can't believe I made a 3d heaven in 50 minutes !
th-cam.com/video/kRctibJjWO4/w-d-xo.html
Glad to hear!
@@spaderdabomb I made a dounut and put it in the game as well th-cam.com/video/NiLvrGqr-u0/w-d-xo.html
This is so good pls make more
Bro the Trees Are Flying
Code make me confusion