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semikoder
Germany
เข้าร่วมเมื่อ 21 มี.ค. 2022
i kind of know how to code
Why Your Unity Graphics Look Flat (And How To Fix It)
Timestamps:
0:00 - Intro
0:05 - Tip 1
4:13 - Tip 2
#unity #hdrp
-
Music used:
Funny Phony Honey - zippy
The Process - LAKEY INSPIRED
Lucky Spin - Martin Landström
ADDICTED - VEEDY BEATS
-
Tags:
Unity, HDRP tutorial, lighting setup, texture maps, albedo map, normal map, height map, metallic map, specular map, ambient occlusion, smoothness map, detail maps, adaptive probe volumes, global illumination, channel-packed textures, Quixel Megascans, Fab marketplace, light probes, prebaked GI, real-time lighting, realistic graphics, game graphics optimization, texture import settings, lightmap baking, rendering pipeline, advanced lighting, environment design, HDRP materials, shader settings, light baking, material workflow
0:00 - Intro
0:05 - Tip 1
4:13 - Tip 2
#unity #hdrp
-
Music used:
Funny Phony Honey - zippy
The Process - LAKEY INSPIRED
Lucky Spin - Martin Landström
ADDICTED - VEEDY BEATS
-
Tags:
Unity, HDRP tutorial, lighting setup, texture maps, albedo map, normal map, height map, metallic map, specular map, ambient occlusion, smoothness map, detail maps, adaptive probe volumes, global illumination, channel-packed textures, Quixel Megascans, Fab marketplace, light probes, prebaked GI, real-time lighting, realistic graphics, game graphics optimization, texture import settings, lightmap baking, rendering pipeline, advanced lighting, environment design, HDRP materials, shader settings, light baking, material workflow
มุมมอง: 435
วีดีโอ
Different Ways To Solve The Common FPS Problem
มุมมอง 4.4K28 วันที่ผ่านมา
This is a common FPS problem that a lot of games suffer from. Here are different ways to fix it. I wonder what the game in the video is... (eyes) Timestamps: 0:00 - Intro 0:05 - The Classic Method 0:47 - The Tiny Method 1:46 - The Collider Method 2:10 - The Bonus Method 2:29 - Another Problem... #unity #fps - Music used: A Hat in Time - Train Rush [Remix] by Qumu Daystar - Lemon Cake
Using AI to Generate Game Assets For Free (3D & 2D)
มุมมอง 6Kหลายเดือนก่อน
This time, I generated various game assets using multiple AIs. From 3D models to spritesheets and even sound effects and music. This is an updated video to my older AI generated game assets video. SDXL: huggingface.co/stabilityai/stable-diffusion-xl-base-1.0 PixelArt LoRA: civitai.com/models/120096/pixel-art-xl ComfyUI workflow I used for PixelArt: github.com/dimtoneff/ComfyUI-PixelArt-Detector...
How to make The Best First Person Camera in Unity
มุมมอง 20K6 หลายเดือนก่อน
I've been playing around with different camera configurations in Unity to achieve a non-jittery camera and I think I might've come across the best solution. Timestamps: 0:00 - Introduction 0:42 - Chapter 1: Understanding the problem 1:45 - Chapter 2: FixedUpdate vs Update 4:56 - Chapter 3: The solution 5:17 - Chapter 4: The solution part 2 6:18 - Chapter 4: The solution part 3 #unity Music used...
Why I Changed My Game Entirely | Unity Devlog
มุมมอง 3.5K7 หลายเดือนก่อน
Yet again, it's been a long time since I uploaded Project Terminal devlog. This time I reworte my entire game... I cannot believe I've done this. Timestamps: 0:00 - Introduction 0:18 - Chapter 1: Movement Juiciness 2:01 - Chapter 2: Enemy and Combat Rewrite #devlog #unity Music used: BuGuMi - Today's diary Sharou - Cassette Tape Dream Go Go Wonderland - beco (Noiseless World) Old World Saga - H...
Why Minecraft cannot be replaced by ANYTHING
มุมมอง 1.2Kปีที่แล้ว
In this video, I talk about why Minecraft is one of the greatest game ever created and why most of us consider Minecraft as our childhood game. This video isn't what I normally post on my channel, if you like these type of analysis videos, definitely let me know and I'll consider making more. Timestamps: 0:00 - Intro 0:15 - Why Minecraft is so fun 3:01 - What makes Minecraft so nostalgic? 4:41 ...
I made an IMPOSSIBLE Speedrunning Game
มุมมอง 962ปีที่แล้ว
Link to the game: semikoder.itch.io/looped This time, I made a first person, parkour speedrunning game called Looped. Timestamps: 0:00 - Introduction 0:14 - What is a speedrunning game? 1:13 - Looped 2:25 - Little bit of development 3:28 - Gameplay Design 6:01 - Gameplay #devlog #unity #speedrun
AI Learns to Fight | Unity Devlog
มุมมอง 1.7Kปีที่แล้ว
It's been a long time since I uploaded Project Terminal devlog. This time I mainly focused on fixing the combat and the AI. The AI still needs more configuration and training to be done, but it will get there soon! Timestamps: 0:00 - Introduction 0:23 - Chapter 1: Elastic Rope Fix 3:26 - Chapter 2: Combat Rework 5:33 - Chapter 3: Training AI #devlog #unity #ai Music used: Super Mario Galaxy "Ga...
How to make a realistic FPS game in Unity (April Fools)
มุมมอง 12Kปีที่แล้ว
here's a tutorial. Music used: Sonic Mania OST - Mirage Saloon Act 2 Blue Archive OST 7. - Unwelcome School 太田名人 - Push! itachi - swing Pop Conjurer Theme - Conjurer
I Started Making My DREAM Game | Unity Devlog
มุมมอง 952ปีที่แล้ว
I decided to work on a second project... Timestamps: 0:00 - Introduction 0:23 - Chapter 1: Movement 2:42 - Chapter 2: Backpack 5:19 - Chapter 3: Enemies 6:02 - Conclusion 6:28 - Regarding Project Terminal #devlog #unity #gamedev Music used: おぽるぽるMusic - となでいたい A Hat in Time - Train Rush [Remix] by Qumu Blue WednesDay - New Shoes Turbo - Il vento d'oro (eurobeat remix) Lvly - Dive (Instrumental)...
How to generate Free Game Assets using AI
มุมมอง 81K2 ปีที่แล้ว
In this video, I generated free usable game assets (textures, sprites, spritesheets, etc.) by using various AIs such as DALL E 2, Stable Diffusion, Midjourney and so on. Links: Stable Diffusion Google Colab: github.com/camenduru/stable-diffusion-webui-colab Prompts used: Textures: high quality texture of [desired texture name], blender, substance painter, seamless Sprites: 2d [desired sprite na...
7 Years of Learning Game Development in 7 Minutes
มุมมอง 22K2 ปีที่แล้ว
In this video, I'll be explaining my 7 years of learning game development in 7 minutes. This video isn't intended to be a "tips and tricks" video, but rather it's a video where I just walk you through my game development journey. #unity #gamedev Music used: Daystar - Puberty on a summer day Qumu - Need to Find a Way Qumu - Awake Now Qumu - Minecraft Sweden [Remix] Safu - Twinkle zukisuzuki - Ye...
I Added a Boss Fight to My Game | Unity Devlog
มุมมอง 5K2 ปีที่แล้ว
This time I fixed various bugs I didn't fix and kept hidden. Fixing those bugs surprisingly took a long time for me to figure out. Apart from that, I've also started adding a boss fight to my game as I mentioned in my previous devlog. Timestamps: 0:00 - Intro 0:42 - Chapter 1: Fixing Bugs 2:48 - Chapter 2: Lighting Improvements 5:00 - Chapter 3: Boss Fight 7:02 - Chapter 4: Elastic Rope 8:51 - ...
Unity Dev Tries Godot For The First Time
มุมมอง 137K2 ปีที่แล้ว
In this video, I, an experienced Unity developer will try out Godot game engine. There had been several controversies regarding Unity Technologies decisions recently, which made some Unity game developers to stay away from Unity. Game developers stated trying out different game engines, especially Godot. Timestamps: 0:00 - Introduction 0:51 - Godot Introduction 3:09 - Actually "Learning" Godot ...
How I Improved My Game Map | Unity Devlog
มุมมอง 3.4K2 ปีที่แล้ว
How I Improved My Game Map | Unity Devlog
I Made Crossy Road but it's First Person (ft. GitHub Copilot)
มุมมอง 4.2K2 ปีที่แล้ว
I Made Crossy Road but it's First Person (ft. GitHub Copilot)
I Entered a Game Jam and Made a Game in 8 Days
มุมมอง 5K2 ปีที่แล้ว
I Entered a Game Jam and Made a Game in 8 Days
New Parkour Mechanic & Map Updates | Unity Devlog
มุมมอง 4.8K2 ปีที่แล้ว
New Parkour Mechanic & Map Updates | Unity Devlog
I added Grapple Hook and Map to My Unity Game
มุมมอง 5K2 ปีที่แล้ว
I added Grapple Hook and Map to My Unity Game
Free FPS animations for Unity3D | Mixamo to FPS Animations
มุมมอง 32K2 ปีที่แล้ว
Free FPS animations for Unity3D | Mixamo to FPS Animations
Making of Parkour FPS in Unity3D | Project Terminal Devlog #1
มุมมอง 17K2 ปีที่แล้ว
Making of Parkour FPS in Unity3D | Project Terminal Devlog #1
Although I don't even use unity, I love to see the passion that talented people like you have for this stuff. I wish your channel lots of growth!
I enjoyed this alot, I came across this my recommended and the short explanation of materials was really insightful for me. A proper deepdive without getting super complicated would be nice to see!
Any good tips on camera placement? FOV? Clipping planes.. that sort of stuff.
man... its just as easy as duplicating the animation to edit it.. LORD I have suffered haha thank you
finally a workflow that can actually work
This has only two real solutions, don't be dumb 1. two cameras 2. separate animation for hands and weapons when close to a wall Everything else is just stupid solutions
IMPORTANT: I found out why you might get the jittery camera even with everything working well. The issue is when you rotate the body of the player towards the camera/orientation. I don't really know why but removing this body rotation will fix the laggy camera.
thanks
However, If you need to rotate the player, and you are moving it through rigidboy, rotate it with rigidbody too. I was rotating it through transform and had the jitter. Changed to rigidbody.rotation and it worked allright
Hey, is there any way to contact you? Wed love to sponsor you! I own 3D AI Studio and i think your channel would be a good fit!!! Viele Grüße ; )
Skip to 3:00 for the only correct solution to this ENTIRELY self-imposed problem. Three minutes of wasted breath to describe 1.) a problem that only exists if you MAKE it exist by cutting corners and 2.) a bunch of silly non-solutions that look like shit and make gunplay feel flat and boring as fuck.
2:36 you can make different fov for weapon and environment by just stretching the weapon model like they've done it in Half-Life 1 Colt Python. Other thing is they stretched it too much :)
you can also just use a shader to make it always render ontop or use a matrix to make it render in a really weird way that makes it always ontop
Why does the first method affect performance so much? Why does a second render target (is that the right term?) bomb so much, even if it just has a gun model and two arms?
For Example your scene has a forest with 30million triangles. Now u have 2 cameras. So now the game is rendering that 30mill twice which is 60mill triangles so basically it lowers your fps as you are rendering the world twice.
@@lalukaka493 I understand that much, but in the case where you have a separate weapon/arm viewport, it shouldn't be as bad, right? You have the main camera drawing 30 million triangles as it normally would, for example, and a second camera that's not drawing any of that. The second camera is only drawing a gun and two arms. I know there'd be some overhead in a second camera, and you're wasting the pixels that the arm viewport covers (overdraw), but other than that why did it tank performance? Is the overhead just that high to draw three objects in another render target and overlay it?
The issues with all these is that when it comes to some players (me) going up to NPC's face, we'd get hands and guns fitting entirely within the head. It looks really goofy Example: play Borderlands 2
Just use 2x Render Objects (custom passes) and set to "After Rendering Opaques", set depth test in both, one on "always" and another one on "less equal", now your SSAO will mess up the model, just tick another option on it that i dont remember right now and fixed.
Tiny method but done from shaders so it only affects the rendering and not real scale, you also get to control FOV separately if you do it via materials
what about just changing the sorting layer?
This video is a hidden gem, thank you
Thank you very much!
Or you could have a anim stat where the character lowers their gun when too close to walls. 🤔
03:03
that's the only real way it doesn't ruin the sense of scale.
@@olehkulys Missed that. Thanks. 😅
@@atDigso i said lower, he said raise.
@@OdysseyHome-Gaming thats literally the same thing
ı use the tiny method actaully. another camera is a good way to performance lost
vay karşim sende burdasın bea
@@bertadev what are you saying brother i dont understand your language
@@bertadev he burdayim bea
why does AI have to do things we find fun like making games or creating art like make this stuff do peoples taxes or something bro like wtf is this
bro for some giant business conglomerate yeah sure but c'mon. tiny lil indie devs in college like me have it hard enough being the sound/music design, lead programmer, story/dialogue writer, head of marketing, legal team, etc...I'm no good at art but I'm also struggling to pay bills, much less a professional pixel artist. should I just give up?
my point is really just that even in my case I would like to hire an artist down the line to really give the game a vibe and professionally create the art for the game, but, at the moment, that's virtually impossible. for right now I'll take what I can get lmao
@@carson608 work for another game company and do your own project on the side or just present them ur idea
@@Planteron1 I am "working on the side" rn tho. how does this solve my inability to make a video game's worth of art problem? similarly suggesting becoming employed somewhere and then becoming well-connected enough at said studio to pitch an idea that then gets accepted is beyond a gigaturbo longshot that, even if it works, takes years that could be spent developing (and u know that)
@@carson608 look at how developers managed to do it in the past and copy them
WOW I really needed this before but I think I already fixed the gitter but still I will switch to cinemachine , I had a really complicated problem and it randomly got fixed , I had to make the camera follow the ridgidbody and I had a ridgidbody (GUN) follow a child of the camera so it was really weird got, before that I had an even weirder problem I wanted the gun as a ridgidbody to be a child of a child of the camera that moved with the player ridgidbody obviously didnt work but I made the gun not a child then worked
This is all well and good. But I'm running into a problem. Now that I'm using Cinemachine 3.0.1, I cannot figure out how to invert the y axis of my camera movement in a way that is configurable in code. Setting an invert vector processor in the InputActions asset does invert the control, but I want something that can be changed in code (so the player can set the option they want). So I tried applying an invert vector processor override in code... But it doesn't seem to do anything (either I'm doing it wrong, or CinemachineInputAxisController is overriding it). There's also the "Gain" field in the CinemachineInputAxisController. And setting the Look Y (Tilt) Gain to 1 (rather than its default -1) DOES invert the y axis. But in the actual script, there's only one Gain float that applies to both the X and Y axis.. It's public, but I can't seem to access it anyway.. and the obvious: it's ONE value that's showing up as two values in the Inspector... So obviously there's stuff going on under the hood that's way beyond my understanding here (I've been back and forth with ChatGPT, which is not being super helpful cause it keeps giving me info that is depreciated/not applicable to Cinemachine 3.0.1 and can't seem to find the answer either).. I've also dug through the Cinemachine 3.0.1. API and there's nothing helpful there.. This is absolutely INSANE to me that this is so complicated, and now I've spent HOURS trying to figure this out when it should be simple... A public, code-accessible bool for invertYAxis (and I guess one invertXAxis for the weirdos). WHAT. The. HECK!? Someone help PLEASE!
Short and informative video. No long beating around the bush. Thank you!
I'm using local instance of Flux with custom trained LorA and ControlNet to control the results. It's impossible to stay consistent using text prompts only. Always do photo bashing of the initial design first and use it as a canny or depth for the ControlNet. You can event do a basic 3D model in Blender and export depth map of it.
Make more videos ur underrated af
Only Up dev could have used this for assets...seriously, screw all those people that ruined that devs game.
I think AI is pretty good tool for blocking or experimenting new concept. It can gives us a better feel
Is it even legal to sell AI generated content? I don't think you can publish it on steam. Would be pretty cool for indie devs though.
@@AergiaPho you are stuck on one news about how steam didn't allow singular game on their platform but now they totally allow that
@@shujin6600 Well, even if they allow AI content in games. Can we use images from chatgpt for an example? What about the copyright issues. Maybe I want AI to voice over my characters. These are important aspects for an indie developer. By any means, I'm not against AI.
@@AergiaPho they totally do, copyright has nothing against AI. The only thing is that you can't own it. And nothing other than that. "The finals" a very famous game used AI as their announcer
@@shujin6600 you can't own it means someone else can take what's in your game and use it in theirs. You can't sue them in any way. Worst, if your game does actually well but there was too much AI, everyone would pump out the same game. The one who markets it well wins in the end.
My stable diffusion is horribly slow even though I have good hardware. It takes at least an hour to generate one single prompt and I tried everything. I put necessary commandlines to start, I did what people say on the internet. It doesn't work for some reason
check if you use gpu. 1 hour sounds like youre generating with cpu
its funny how artists get so angry everytime they see anything related to AI. They just think they rule the world. thats why I think the best way to use AI is to not let anyone know that you did
that is a very childish rhetoric lol
@stremstrem3632 It isn't, though. No one complains about AI generated code or even boilerplate code, but everyone cares about AI art. I get it. It takes away the hand craftedness to a game. But for me, as an aspiring game dev whose skills are heavier on the coding side, rather than artistic. You can't help but to rely on tools like this or constantly outsource talent which gets pricy when you need environment, character, combat, and Miscellaneous art. Why should my vision suffer just because I can't drawn my own character when I have the other skills to make it mechanically sound. I totally agree with OP, no one has to know.
@@Ghenjiro yes the "they think they rule the world" is a very childfish rhetoric, like you said people don't like ai art because it takes away hand craftedness, that's it, i have no problem with you wanting to use ai for your game as long as you don't call yourself an artist lol
If you look at his old videos, you'll see that he is a game developer or what you call an artist. His dreams got crushed and started making this, which everyone can do and get to where he is. He gave up making games and started a new career of an AI influencer like many others. So, you can see the good and the bad of what he went through. As someone who doesn't major in anything related, I only received the good parts of it. Although, I fully understand what people who major in those professions and need to feed their families go through.
@@Cola-42 change will occus in every occupation it's up to you whether you can keep up or not. Either you walk with trend or you get crushed by it
can you suggest something for icons
Quality content brother keep going
I think I should’ve been pretty clear with this. While I did showcase ways to get pretty much all the game assets, I obviously don’t want you guys to fully rely just on AI generated assets. I’d primarily suggest you to use them for prototypes and inspirations.
Postmortem at r/gamedev "Why my AI game did not sell".
Place in the credits of ur game: Developer - A.I. Assistant - semikoder
There is no way A.I take over the development part in near future. Coding is a profession which needs tons of small and specific changes through the project and all of them are subjective matters.
Does he reply
Yes
I will switch to unreal engine
i agree
Checkout my updated video that showcases how to generate spritesheets, 3D models and more! th-cam.com/video/zEfBPmPDUVc/w-d-xo.html
the short answer how to remove jittering is to replace Update() with LateUpdate() method
i dont have these issues but cinemachine having explosion and some other stuff built in is one less work i will have to do so its great anyways
@5:22 the "step x" bit made it genuinely hard to follow. Please don't do it in future videos; every youtuber does self-deprecating humor in coding tutorials and it has never been funny and it always makes the concepts harder to follow. Make professional, to-the-point, videos; that's what we are here for. thanks. Otherwise great video.
Cool video but not recommend to use motion blur in it. I want to watch those things clearly without pausing
hi i use your solution and my rotation problem was solved but now i cant control my character because when i want to go forward when i looking right, my character wants to go left :/ the inputs arent change here is my code public class PlayerController : MonoBehaviour { [SerializeField] float moveSpeed; [SerializeField] float sensitivity = 0.1f; [SerializeField] int jumpPower; [SerializeField] Transform camTransform; Transform groundCheck; Rigidbody rb; Vector3 moveDirection; Vector2 currentRotation; private void Awake() { rb = GetComponent<Rigidbody>(); groundCheck = transform.GetChild(1); camTransform = transform.GetChild(0); } private void Start() { Cursor.lockState = CursorLockMode.Locked; } private void FixedUpdate() { rb.AddForce(new Vector2(moveDirection.x * moveSpeed, moveDirection.y * moveSpeed)); } public void OnMove(InputAction.CallbackContext context) { Vector2 inputDirection = context.ReadValue<Vector2>(); moveDirection = new Vector2(inputDirection.x, inputDirection.y); } public void OnJump(InputAction.CallbackContext context) { if (IsGrounded() && context.performed) { rb.AddForce(Vector3.up * jumpPower, ForceMode.Impulse); } } public void OnRotate(InputAction.CallbackContext context) { Vector2 mouseDelta = context.ReadValue<Vector2>(); currentRotation.x += mouseDelta.x * sensitivity; currentRotation.y -= mouseDelta.y * sensitivity; currentRotation.y = Mathf.Clamp(currentRotation.y, -90f, 90f); } private bool IsGrounded() { return Physics.CheckSphere(groundCheck.position, 0.2f); } }
get a reference to the FP Camera's Transform, say cmTransform, and multiply your inputs by cmTransform.forward or cmTransform.right depending on which input axis controls which movement axis.
rotating camera and other stuff is always ass for me. The inspector display one number, eulerAngle display another, which makes clamping kind of a pain
Still have jittering, followed all steps.
Twice as much work is required to edit Ai generated images. Lol
My boy, just put the camera movement in FixedUpdate, just like any other physical object, and interpolate the camera. Problem solved.
this graphics are crazy, love it its awsome.