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Ghost Studios
เข้าร่วมเมื่อ 3 พ.ค. 2021
"Education Should be Free for All"
I make videos about anything related to game development. Let's learn game development together.
Hey there! I'm Apurbo. The founder of Ghost Studios. It's a game development studio. We develop games.
About me:
I'm 16 years old. I've making games for about 2 years now. In future, I want Ghost Studios to be one of the best game development studios.
What can you expect:
You can expect tutorials, dev logs, 3D modeling and some personal staffs. I use Unity for Game Development and Blender for 3D modeling.
I'll be uploading once a week. But there will be some special uploads here and there.
I make videos about anything related to game development. Let's learn game development together.
Hey there! I'm Apurbo. The founder of Ghost Studios. It's a game development studio. We develop games.
About me:
I'm 16 years old. I've making games for about 2 years now. In future, I want Ghost Studios to be one of the best game development studios.
What can you expect:
You can expect tutorials, dev logs, 3D modeling and some personal staffs. I use Unity for Game Development and Blender for 3D modeling.
I'll be uploading once a week. But there will be some special uploads here and there.
Want a More Realistic Game? Add a Day and Night Cycle Now!
In this video, we will learn how to make a beautiful and dynamic day and night cycle in unity.
You can use this mechanic in any game that needs a day and night cycle. You can add to this to best fit your game. This is just a base to get you started. You will learn how to create a simple clock to keep the time. Then you will learn how to add different colors to your sun and sky according to the time of day. Then you will learn how you can add a fog that will be denser at night and disappear at day time.
Timestamps:
0:00 Introduction
1:16 Simple Day and Night Cycle
10:45 Changing the sun and sky color
16:15 Adding Fog
***I am extremely sorry for the voice quality. I recorded it in a hurry and it’s difficult to understand what I’m saying. I will try my best so that this never happens in the future.***
Subscribe: th-cam.com/users/GhostStudios
DM me!
Discord - discord.gg/hp5H9tS8AS
Follow me!
Twitter: GhostStudiosGS
Instagram: ghost_studiosgs
You can use this mechanic in any game that needs a day and night cycle. You can add to this to best fit your game. This is just a base to get you started. You will learn how to create a simple clock to keep the time. Then you will learn how to add different colors to your sun and sky according to the time of day. Then you will learn how you can add a fog that will be denser at night and disappear at day time.
Timestamps:
0:00 Introduction
1:16 Simple Day and Night Cycle
10:45 Changing the sun and sky color
16:15 Adding Fog
***I am extremely sorry for the voice quality. I recorded it in a hurry and it’s difficult to understand what I’m saying. I will try my best so that this never happens in the future.***
Subscribe: th-cam.com/users/GhostStudios
DM me!
Discord - discord.gg/hp5H9tS8AS
Follow me!
Twitter: GhostStudiosGS
Instagram: ghost_studiosgs
มุมมอง: 197
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I tested my game and good lord. The navigation took a long time to bake, and I think I know why lol. I tested my game and when into the Scene view and the navigation WAS EVERYWHERE, not even blocking the areas I dont want to be navigable.
Is this really heavy computation? I mean if i need this runtime bake for game to release in mobile
Great Tutorial
Thank you!!
It's amazing to find out tutorials created 3 years ago and it still updated for my studies!! Thanks a lot!
Will it work in built-in render pipeline?
Vfx graph is not supported in Build-in render
@GhostStudios Oh, 🥲
Which country you belong Bangladesh or West bengail
Bangladesh 🇧🇩
Thanks for the clear tutorial! May I ask why you're using a TGA file for your textures rather than PNG?
Very useful tutorial with clear instructions 👍
hi iam not able to change the size rotation and position after adding animation in timeline it resets to default size
Inverse lerp gives better control than divide and saturate in my opinion
bro, FoamSpeed, FoamSize and FoamCutoff is notworking for me, do you know how to fix it? and I cant find the node "Device" now
Device?
i have made this shader, but i am trying to be realistic, so aside from making a three-layer gradient, i also made water with low-to-medium depth to be very clear, transitionig to darker and higher opacities with distance. however, i noticed that it makes water look incorrectly dark when viewing very close to the surface, at shallow but faraway areas. this is because the angle of view makes the shallow water appear much "deeper" to the shader, and the reason this doesnt happen in real life has to do with the fact that the colour of the ground behind is also affected by the presence of sunlight. therefore, i am hoping you may have an idea of how to add a sort of "second layer" to this, that takes into consideration the actual depth based on sunlight/top-down distance. if i understand correctly, the colour is a trick thats on only the surface of the water, so i understand that this will be mathematically difficult, but if you are able to do this it would be very impressive and helpful. thank you for the great video. you helped me make a good lookign water in 30 minutes, and then i suffered for 4 hours trying to make a 3-layer gradient to make it look better.
I will look into what I can do
@@GhostStudios oooh thank you! If you want id be happy to send some pictures of what i created. Im actually super proud of my tri-gradient nwn I should probably watch through some of your videos to see if i can catch any other info, when i have time.
Sure. Dm me in discord
hello when ever i update my navmesh in script it always freezes 5 sec and then continues and i dont want that do you have any idea how to make it smoother like 0.5 sec would be ok
I didn’t understand your question. What freezes? The editor or the game when it’s running
@@GhostStudios the game
@springspinne2973 does it take 5seconds to generate the navmesh?
@@GhostStudios yes
@@GhostStudios so yes it does but my scene isnt only cubes its a terrain not that big but not simple
It worked great for me! Thanks so much!
Thank you =) This video help me )
PETROL
🤣🤣. I didn’t see that until you pointed it out. It was an honest mistake
thanks
Happy to help
Bro, how did you create skybox..
I didn’t create the skybox. I downloaded it from the assets store. It’s a simple cube map.
@@GhostStudios Bro, can you create a tutorial on skybox , in which sun rise and sets , cloud's moving, it's like a day and night cycle ...
I am working on that
using Unity.AI.Navigation doesn't work. I can add navmesh components onto my objects, but I can't utilise navigation functions in script
Watch the video at 1:30 . Make sure to add "com.unity.ai.navigation" package into your package manager.
@@GhostStudios did that too- even then not working.
Then I would need to see the project
@@GhostStudios nvm I figured it out lol my apologies
(for anyone who was wondering like me all i did to fix it was delete the engine part in the code so it reads "using Unity.AI.Navigation;" not "using UnityEngine.AI.Navigation;" :P)
Thank you for this tutorial. It has been very helpful for my commercial projects.
Glad it was helpful!
Thank you for this tutorial. It has been very helpful for my commercial projects.
I’m happy to help
can you give the code to copy ?
Sure. I’ll see what I can do
@@GhostStudios don’t worry I made my own weapon sway script but thanks😅
perfect, i love your English accent <3
Thank you
Mine won't admit partials no matter what I do, at least not in a clean flowing manner...
I didn’t understand your question
good stuff mate thumbs up
Thank you mate
So great tutorials
Glad I could help
❤
Awesome tutorial! Thank you.
You can do how do enemy hip? Bar
Nice and useful Video
Something weird I've noticed, when I don't use the URP template, and instead convert my existing project to URP, I don't see all the different renderer assets in my settings folder. Only when I use the template do I have the high fidelity renderer assets and other ones. Are they just located somewhere other than in the settings folder? I'm following the part that requires me to find the high quality renderer asset and modify it, but I don't see it anywhere.
Hey I'm having the same issue, did you ever find a solution?
@@liamassassingaming922 No, unfortunately not. In fact, Unity stopped working altogether for me recently 🤣 honestly one of the buggiest softwares I've used.
@@liamassassingaming922 Oh, yes, actually I remember someone told me that the rendering asset goes by another name when you convert the file, but it's the exact same thing. Let me try to find the forum post where they told me that, and I'll get back to you a bit later. (I forget the exact name of it)
@@liamassassingaming922 It may be called 'URP asset with universal renderer'. Do you see one called that? Right click in assets panel, Create---->Rendering---->URP asset (universal renderer) Apologies if that's wrong, it's been a while.
Hi, first of all thank you for this tutorial. I'm trying to follow through using Unity 2022.3.12f1 but when i connect the lerp node with the colors and the split node and connect both to the fragment node to check the situation (around 11:00) my water is completely transparent, without any colors or shades of depth. Help pls *_*
Same
Miss you tuktukir baba
Fantastic! Just what I was looking for!
can i get a link for this water shader?
github.com/GhostStudiosGS/WaterShader-Refraction-and-Smoothness
Legend, thank you.
Yeah, I have a beach in my game
YOU ARE THE BEST
Appreciate the support
Bro really copied BRACKEYS 💀
Bro this is the only method to make a fp controller
Somehow this doesn't work in build-in pipeline. I am still looking for a way to recreate this depth effect. I am using Unity 2023.2 with ShaderGraph 16.0.4. Please reply me if you know a way to do it with shadergraph in build-in pipeline. Thanks very much
I would suggest you to migrate your project from build in to URP. Because it’s better and more efficient. Build in renderer is going to go away. So urp is your best choice. Also i don’t think you can recreate this in the build in renderer.
@@GhostStudiosif you want to get a bit technical at this time, built in has better performance and less shader compiler issues compared to the SRPs. Some methods could be replicated but not 100%
Thank you very much for making this, it was very helpful!
Seems like this video tutorial is just the same as Brackey video.
how did you get depth? in the 4:29?
If you mean enabling depth, you can exactly what I did. Go to your URP asset and enable depth and opaque texture. But if you mean depth fade you can watch this video: th-cam.com/video/X8538W0puoE/w-d-xo.html
❤❤❤
You made it so easy, the first time I thought I missed something because of how easy I was going at it. Top Tier!
Really appreciate the support
I almost gave up on having water in my first game until I found this, not even the tut Unity posted was good enough for me. As a complete novice to game dev, you are really onto something here! Even included the full project on github. You Sir are a hero!
Thank you very much. It’s comments like these that motivate me to move forward. A lot more is coming. If you haven’t subscribed make sure you do now.
❤❤Keep it up🎉🎉
Appreciate the support.