I've worked in games from AAA to just myself. "Kit bashing" is my default for any game I am working on by myself. Its just buying assets and using them - isn't that what they are for?
What they are is literally in the name... They are an asset. It's a benefit or added value. But it isn't a complete replacement for a game. If youre game is literally nothing but packaged assets I won't even call it a game. You can if u want tho
1:07 I recommend keeping the Reload Scene option on since it doesn't take much time unless your scene is extremely large. Disabling domain reload does speed up entering play mode significantly, but the biggest problem is that Unity no longer resets static fields for you. An easy way to do so yourself is to create a function in your scripts that resets this value and add the [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] attribute to make sure this function is automatically called when you reload.
If you have problems with static fields after not reloading the domain, you will also have problems with the same static fields when actually building the game and switching back and forth between MainMenu and Levels. Thanks to this attribute, I just used some reflection (calling all methods with the attribute, just like unity, but at runtime, when switching to the MainMenu) and got rid of all those problems for this and all future projects without having to think about it. With the Reflection Stuff it's now -> if it works in the editor, it also works in the build. So I highly suggest turning domain reload OFF, so you don't run into this issues 8 months into a production when trying to make your first playtest build.
@@johnleorid and what's your magic reflection method...? Initialize On Load attribute does not work when switching between scenes, it is only called on first load (unfortunately). I haven't found any funcion similar to InitializeOnLoad that would be called every scene load.
On the topic of script compilation, there is an option to disable compilation while in play mode! I find this super nice as I'll often work on a script while in play mode and that way I don't have to leave play mode, wait until it's done, save the script, wait till that compiles, and then wait as I reenter play mode to test something properly. I find disabling this much more convenient, and there's also no chance of weird errors that only occured cause you recompiled while playing.
I started using Plastic and loved it. I have it running on one of my network servers. I love the direct integration w/Unity and the fact that is was made for large file sizes.
On the topic of recompiling scripts, the asset store has free asset called "background recompiler", or something similar. It recompiles code right away after you saved it in IDE of your choice, without the need to tab back to Unity. Personally it saves me decent amount of time when I hop between multiple scripts in VS Code, for example, and when I'm done with them and go back in engine, they're already recompiled. Plus having assembly defenitions speeds that up even more.
glad to see a tarodev mention. I absolutely cannot follow code monkey tutorials their too long, often broken and have you watch like 5 other videos beforehand. we need more tarodevs
Great video! For kitbashing and using visual assets in general, some devs slightly modify the kits or apply different shaders to suit their game's style better. It might cost a bit, but if you either don't have the skill or don't want to invest that much time to learn it or to create it yourself, I'd say buying good quality assets and saving yourself the time is a great tradeoff.
2:00 There is, its actuly simple, you slit your scripts into different assemblies and then if you change something in one script it does not recompile the other unrelated scripts/assemblies
I don't know if this is right, but recently I have had much more success in unity due to chat gpt, and its ability to code WAY better than me, it made unity much easier to use because of it.
For the animation from any state: That's what the "Any State" node is for. Code can still be easier. About legacy animation system: it was deprecated but unity decided to keep it because it was much more light weight. I believe it is no longer deprecated. Regarding kitbashing and cost: your time is the most expensive resource. The money I spend on assets doesn't even get close to that gained value.
Just make a bunch of simple scripts and put them in every new project you make. You have no Idea how far OnSpawn, Delay, and Despawn scripts can get you when starting out
Quick tip: YOU CAN USE AN OR FUNCTION in c#. All you have to do is || it’s the button under backspace. Example: if(bool == true || otherbool == true) { // Do something }
@@soundzythedev what? Tutorials should cover this in the first like 2-3 videos. Its insane that they didn't XD As for tips videos, surely they wouldn't, since its one of the core basics
I've worked in games from AAA to just myself. "Kit bashing" is my default for any game I am working on by myself. Its just buying assets and using them - isn't that what they are for?
What they are is literally in the name... They are an asset. It's a benefit or added value. But it isn't a complete replacement for a game. If youre game is literally nothing but packaged assets I won't even call it a game. You can if u want tho
@@NeonValleys Your comment makes no sense.
1:07 I recommend keeping the Reload Scene option on since it doesn't take much time unless your scene is extremely large. Disabling domain reload does speed up entering play mode significantly, but the biggest problem is that Unity no longer resets static fields for you. An easy way to do so yourself is to create a function in your scripts that resets this value and add the [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] attribute to make sure this function is automatically called when you reload.
If you have problems with static fields after not reloading the domain, you will also have problems with the same static fields when actually building the game and switching back and forth between MainMenu and Levels. Thanks to this attribute, I just used some reflection (calling all methods with the attribute, just like unity, but at runtime, when switching to the MainMenu) and got rid of all those problems for this and all future projects without having to think about it.
With the Reflection Stuff it's now -> if it works in the editor, it also works in the build.
So I highly suggest turning domain reload OFF, so you don't run into this issues 8 months into a production when trying to make your first playtest build.
@@johnleorid and what's your magic reflection method...?
Initialize On Load attribute does not work when switching between scenes, it is only called on first load (unfortunately).
I haven't found any funcion similar to InitializeOnLoad that would be called every scene load.
On the topic of script compilation, there is an option to disable compilation while in play mode! I find this super nice as I'll often work on a script while in play mode and that way I don't have to leave play mode, wait until it's done, save the script, wait till that compiles, and then wait as I reenter play mode to test something properly. I find disabling this much more convenient, and there's also no chance of weird errors that only occured cause you recompiled while playing.
OH MY GOD, the faster loading of the scene is GOOOOOOOOOLD, i had like 20 seconds startup time! THANKS!!
I started using Plastic and loved it. I have it running on one of my network servers. I love the direct integration w/Unity and the fact that is was made for large file sizes.
On the topic of recompiling scripts, the asset store has free asset called "background recompiler", or something similar. It recompiles code right away after you saved it in IDE of your choice, without the need to tab back to Unity. Personally it saves me decent amount of time when I hop between multiple scripts in VS Code, for example, and when I'm done with them and go back in engine, they're already recompiled. Plus having assembly defenitions speeds that up even more.
glad to see a tarodev mention. I absolutely cannot follow code monkey tutorials their too long, often broken and have you watch like 5 other videos beforehand. we need more tarodevs
Great video! For kitbashing and using visual assets in general, some devs slightly modify the kits or apply different shaders to suit their game's style better. It might cost a bit, but if you either don't have the skill or don't want to invest that much time to learn it or to create it yourself, I'd say buying good quality assets and saving yourself the time is a great tradeoff.
It wasn't until 8 minutes in I realised this is a small channel. Very good video, keep it up and you'll go far ♥
nice vid, btw I also loved the devlog series of couch combat it was my favorite devlog series ever fr bro love the stuff man, keep it up
Wow great Video👍, i did not knew about the presets, xD that sounds super handy. I will definitly mention that in my next tips video 😃
Last tip is the winner
great video!
2:00 There is, its actuly simple, you slit your scripts into different assemblies and then if you change something in one script it does not recompile the other unrelated scripts/assemblies
Never mind i saw you mentioned this after, lol
I don't know if this is right, but recently I have had much more success in unity due to chat gpt, and its ability to code WAY better than me, it made unity much easier to use because of it.
what's you opinion about "Cloud build" service? (running in player/editor is ok for me, but build time takes a lot of time and resources)
Really helpful :)
can you make a video about What should I know to enter a game development company the esentials
I use some of these tips :D
Thanks!
2:42 Animati-oo-n ?
For the animation from any state:
That's what the "Any State" node is for.
Code can still be easier.
About legacy animation system: it was deprecated but unity decided to keep it because it was much more light weight. I believe it is no longer deprecated.
Regarding kitbashing and cost: your time is the most expensive resource. The money I spend on assets doesn't even get close to that gained value.
Nice
get off youtube is seriously the best tip though. I spend too much time on youtube. So much that the guilt eats me.
Im so glad i have 4mil GB of DDR19 ram. My loading times are only 5mins
But why Levin?
But why do we need these tips Levin?
Should rename the video "Why you should use Godot instead"
Just make a bunch of simple scripts and put them in every new project you make.
You have no Idea how far OnSpawn, Delay, and Despawn scripts can get you when starting out
please i beg/bag (idk) you add new weapon/map and multiplayer to couch combat :'(
Me who has ADD and gets distracted easily.
:(
Me who used usb’s to back up my game
4:57 7:47 you what
lets see what bluds tips are
I just straight up don’t know how to code or where to start.
Did you ever try learning? It's very easy nowadays
Quick tip: YOU CAN USE AN OR FUNCTION in c#. All you have to do is || it’s the button under backspace.
Example:
if(bool == true || otherbool == true)
{
// Do something
}
😐
and with the + operator you can actually add values together, crazy right
@@Hietakissa to be fair I never heard this in any tutorial or tips and tricks video and I learned c# through those tutorials so that’s why I said this
@@soundzythedev what? Tutorials should cover this in the first like 2-3 videos. Its insane that they didn't XD
As for tips videos, surely they wouldn't, since its one of the core basics
There were more useful tips for the first issue you could've covered..
10 minutes of my life wasted
Same lol. "Idk how to use git and I've been convinced asset flipping is super cool" lolololol
Ee creator of the game stole my account. Took all my earnings