134 Unity Components EXPLAINED in Less than 30 Minutes

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  • เผยแพร่เมื่อ 26 ธ.ค. 2024

ความคิดเห็น • 148

  • @junaidfaiz
    @junaidfaiz 2 ปีที่แล้ว +120

    My 9 years old son builds short projects in unity. Your channel is very useful & inspirational for him.

    • @this-is-gamedev
      @this-is-gamedev  2 ปีที่แล้ว +21

      Thanks a lot! Great to know that the content works for the young ones :D this is really awesome!

    • @victor.novorski
      @victor.novorski ปีที่แล้ว +20

      Is he making AAA games now?

    • @CurtendoDSi
      @CurtendoDSi ปีที่แล้ว +30

      @@victor.novorski bros gonna make GTA 7💀

    • @abdou.the.heretic
      @abdou.the.heretic ปีที่แล้ว +11

      ​​@@CurtendoDSibro's gonna invent raytracing 2.0 💀

    • @CurtendoDSi
      @CurtendoDSi ปีที่แล้ว

      @@abdou.the.heretic bro got goals as a kid💀🫡

  • @Beatsbasteln
    @Beatsbasteln 2 ปีที่แล้ว +127

    this video: EFFICIENT
    learning unity by trying: LESS EFFICIENT

  • @suspatrol9550
    @suspatrol9550 ปีที่แล้ว +94

    Transform - 0:40
    Mesh Filter - 0:50
    Mesh Renderer - 0:56
    Skinned Mesh Renderer - 1:03
    Text Mesh - 1:15
    Text Mesh Pro - 1:23
    RigidBody - 1:36
    Constant Force - 1:41
    Character Controller - 1:50
    Cloth - 2:00
    Box Collider - 2:22
    Sphere Collider - 2:35
    Capsule Collider - 2:47
    Mesh Collider - 2:54
    Terrain Collider - 3:07
    Wheel Collider - 3:14
    Fixed Joint - 3:30
    Spring Joint - 3:37
    Hinge Joint - 3:42
    Character Joint - 3:50
    Configurable Joint - 3:58
    RigidBody 2D - 4:12
    Constant Foce 2D - 4:20
    Box Collider 2D - 4:27
    Circle Collider 2D - 4:39
    Capsule Collider 2D - 4:45
    Polygon Collider 2D - 4:52
    Edge Collider 2D - 5:00
    Composite Collider 2D - 5:07
    Explnation of an effector - 5:18
    Buoyancy Effector 2D - 5:28
    Area Effector 2D - 5:47
    Surface Effector 2D - 5:56
    Point effector 2D - 6:03
    Platform Effector 2D - 6:10
    Fixed Joint 2D - 6:27
    Spring Joint 2D - 6:31
    Friction Joing 2D - 6:35
    Distance Joint 2D - 6:47
    Target Joint 2D - 6:53
    Hinge Joint 2D - 7:04
    Wheel Joint 2D - 7:12
    Relative Joint 2D - 7:18
    Slider Joint 2D - 7:38
    Nav Mesh Agent - 7:52
    Nav Mesh Obstacle - 8:05
    Off Mesh link - 8:16
    Audio Source - 8:33
    Audio Listener - 8:44
    Audio Reverb Zone - 8:58
    Audio Reverb Filter - 9:15
    Audio Low Pass FIlter - 9:42
    Audio High Pass Filter - 9:31
    Audio Echo Filter - 9:37
    Audio Distortion FIlter - 9:43
    Audio Chorus FIlter - 9:49
    Particle System - 10:16
    Visual Effect - 10:23
    Trail Renderer - 10:30
    Line Renderer - 10:41
    Projector - 10:48
    Lens Flare - 10:57
    Halo - 11:13
    Camera - 11:20
    Light - 11:25
    Light Probe Group - 11:39
    Light Probe Proxy Volume - 12:01
    Reflection Probe - 12:12
    Explanation of occlusion culling - 12:22
    Occlusion Area - 12:30
    Occlusion Portal - 12:43
    LOD Group - 13:04
    Canvas Renderer - 13:21
    Sprite Renderer - 13:28
    Sorting Group -13:34
    Skybox - 13:39
    Flare Layer - 13:50
    Streaming Controller - 13:55
    Tilemap - 14:15
    Tilemap Renderer - 14:23
    Tilemap Collider 2D - 14:29
    Event System - 14:50
    Event Trigger - 15:02
    Physics Raycaster - 15:07
    Physics 2D Raycaster - 15:23
    Graphic Raycaster - 15:27
    Standalone Input Module - 15:34
    Text - 16:20
    TextMeshPro Text - 16:23
    Input Field - 16:27
    TextMeshPro Input Field - 16:31
    Dropdown - 16:34
    Dropdown TextMeshPro - 16:37
    Slider - 16:50
    ScrollBar - 16:53
    Scroll Rect - 16:57
    Button - 17:01
    Selectable - 17:02
    Toggle - 17:09
    Toggle Group - 17:13
    Image - 17:17
    Raw Image - 17:19
    Shadow - 17:26
    Outline - 17:32
    Rect Mask 2D - 17:38
    Mask - 17:41
    Position As UV1 - 17:45
    Rect Transform - 17:56
    Canvas - 18:00
    Canvas Group - 18:07
    Canvas Scaler - 18:16
    Vertical Layout Group - 18:22
    Horizontal Layout Group - 18:27
    Grid Layout Group - 18:31
    Layout Element - 18:36
    Content Size Fitter - 18:41
    Aspect Ratio FItter - 18:52
    Playable Director - 19:02
    Video Player - 19:09
    Animator - 19:34
    Animation - 19:40
    Terrain - 19:53
    Volume - 19:58
    Billboard Renderer - 20:06
    Sprite Shape Renderer - 20:17
    Sprite Mask - 20:23
    Grid - 20:27
    Position Constraint - 20:36
    Rotation Constraint - 20:41
    Scale Constraint - 20:47
    Parent Constraint - 20:52
    Aim Constraint - 20:58
    Look At Constraint - 21:04
    Particle System Force Field - 21:12
    Wind Zone - 21:21
    Articulation Body - 21:31

    • @KingWackjob
      @KingWackjob ปีที่แล้ว +1

      Thank you

    • @this-is-gamedev
      @this-is-gamedev  ปีที่แล้ว +8

      I haven't seen this comment :o You are the goat!

    • @Nin10doLetsPlay
      @Nin10doLetsPlay ปีที่แล้ว +1

      ​@@this-is-gamedev 🤨

    • @BaxxyNut
      @BaxxyNut ปีที่แล้ว +1

      ​@@this-is-gamedevshould pin their comment :D

    • @iamneoficial
      @iamneoficial 9 หลายเดือนก่อน

      Thank you

  • @owdoogames
    @owdoogames 9 หลายเดือนก่อน +13

    An aesthetically pleasing video-based cheat sheet, that doesn’t overload you with details, but does give you a very handy overview… Unity somehow seems less daunting now.

  • @leeoiou7295
    @leeoiou7295 ปีที่แล้ว +6

    You are an absolute legend. I really enjoyed this. I have been using unity for 12 years and I learned a lot. Come of these components, I implemented myself not even knowing that they existed.

  • @futilitymen
    @futilitymen 2 ปีที่แล้ว +13

    Thanks man! this is a good video to learn about other components without doing the hassle of searching all possible solutions, it gave me the solution to my problem lol (how AI could take shortcuts)
    even though its not explained, i now know what to look for and ill come back if i need to know anything, thanks!

  • @-error102
    @-error102 3 ปีที่แล้ว +4

    Mind blown... Never new there were so many components. What a betetr way to learn than on my birthday? 🤯

    • @this-is-gamedev
      @this-is-gamedev  3 ปีที่แล้ว +1

      Happy Birthday 🎈😁

    • @-error102
      @-error102 3 ปีที่แล้ว +1

      @@this-is-gamedev Thanks

  • @prestoneccles
    @prestoneccles 2 ปีที่แล้ว +14

    good to know all of the options we can choose from to learn more in depth. however, minor mistake, the low pass filter cuts out high frequencies not lows, same with high pass filter actually cutting out low frequencies. Ik it's confusing but think of it as the low pass filter letting the low frequencies pass through yk

    • @this-is-gamedev
      @this-is-gamedev  2 ปีที่แล้ว +5

      Oh, sorry for that. Thanks for noticing!

  • @bluzenkk
    @bluzenkk ปีที่แล้ว +1

    reverb voice : " epic "
    this is very informative. Thanks dude.

  • @nelsonthekinger
    @nelsonthekinger ปีที่แล้ว +1

    Thanks for the Work! I'm using this to get to know what's available from the start! :D

  • @64imma
    @64imma 5 หลายเดือนก่อน

    I didn't know this many components existed in unity. I'm still trying to wrap my head around all the basics

  • @SakugaBR
    @SakugaBR 7 หลายเดือนก่อน +4

    "Why they don't just call it water?" LMAO

  • @raghavgohil2004
    @raghavgohil2004 ปีที่แล้ว

    Great work dude! This is easily one of the best videos I have seen for unity.

  • @mallugamedev4951
    @mallugamedev4951 2 ปีที่แล้ว +4

    Best Unity video Ever 👍👍👍👍👍👍👍👍👍👍👍👍👍👍
    Thankyou

  • @TheMaitreC
    @TheMaitreC 2 ปีที่แล้ว +3

    This is God Work.
    Thanks man! :)

    • @this-is-gamedev
      @this-is-gamedev  2 ปีที่แล้ว +1

      Thanks! 🙏 You’re welcome 😇

  • @bogdangaranenko2130
    @bogdangaranenko2130 ปีที่แล้ว

    Button - click click click! That was the best component explanation

  • @zdspider6778
    @zdspider6778 ปีที่แล้ว +3

    13:16 LODs are not based on distance to the camera. They are based on the size that their bounds take up on the screen, in percentages, hence the "%" symbols on that bar.
    If they were based on distance to the camera, whenever you "zoomed in" using a sniper rifle or binoculars, the models would look like dog shit, but with screen percentages they don't.

    • @this-is-gamedev
      @this-is-gamedev  ปีที่แล้ว +1

      💯 True. The “based on distance” is straight out of the documentation which is a very simplistic view of how it works.

  • @webfreezy
    @webfreezy 2 ปีที่แล้ว +1

    10:56 Lens Flare - Use this if you are J. J. Abrams

  • @limasapenas
    @limasapenas ปีที่แล้ว

    Thanks for doing the image, and the work.

  • @nimzsakrajz6101
    @nimzsakrajz6101 2 ปีที่แล้ว +1

    amazing. please make one by one property explain of frequently used components.

    • @this-is-gamedev
      @this-is-gamedev  2 ปีที่แล้ว +1

      Thanks for the suggestion! I took note 📝 and will see how to include it in the next content I am working on. Making it super beginner friendly and so on.

    • @nimzsakrajz6101
      @nimzsakrajz6101 2 ปีที่แล้ว

      @@this-is-gamedev thanks and already subscribed💪

    • @this-is-gamedev
      @this-is-gamedev  2 ปีที่แล้ว

      🙏 💪

  • @unity_with_timoteo
    @unity_with_timoteo ปีที่แล้ว +5

    Could you do a video by with the tools of the Unity? like new input system, ui builder, dots, cinemachine, sprite editor, multiplayer...
    It is good to have a video like this to summarize all the stuff Unity have!

    • @this-is-gamedev
      @this-is-gamedev  ปีที่แล้ว +4

      Good idea. i’ll check that. There are many highlight video for unity new features every year, but maybe a complete overview might be interesting for beginnners

    • @Kronos_LordofTitans
      @Kronos_LordofTitans ปีที่แล้ว +1

      ​@@this-is-gamedev yeah, especially one that is short so you can just get a broad idea of potential solutions to problems a new user could look in to.

  • @directsilent9401
    @directsilent9401 2 ปีที่แล้ว +5

    you explain all of these but I can't imagine them in my head,
    I wished I could be able to see each one by an example of actual output,
    that could be so great.

  • @urskiz
    @urskiz 3 ปีที่แล้ว +2

    Great video
    *PRETTY COOL*

  • @ahtar1610
    @ahtar1610 11 หลายเดือนก่อน +1

    It's a crime that this video has only 37,000 views

  • @bilal-arikan
    @bilal-arikan 2 ปีที่แล้ว +2

    This video: UNDERRATED

  • @SkorpionYassine
    @SkorpionYassine 2 ปีที่แล้ว +2

    Underrated video...

  • @MashAttack
    @MashAttack 3 ปีที่แล้ว +5

    love the "pretty cool" lol

  • @phoneix24886
    @phoneix24886 10 หลายเดือนก่อน

    I am saving this to my favourites!

  • @breadman7733
    @breadman7733 2 ปีที่แล้ว +1

    whats your BGM for this video ? :)

    • @this-is-gamedev
      @this-is-gamedev  ปีที่แล้ว

      I think it's one of the long instrumental ones from TH-cam Studios.

  • @shouryasuthar
    @shouryasuthar 4 หลายเดือนก่อน +1

    The fact that I knew about all of them and their functions but still watched the full video goes to show that how well made the video was. It might be helpful for beginners I guess.

  • @top10fnaffails
    @top10fnaffails 2 ปีที่แล้ว +1

    Really good video! Great job

  • @All_About_Portfolio
    @All_About_Portfolio 12 วันที่ผ่านมา

    this is incredible😍🙌

  • @iamneoficial
    @iamneoficial 9 หลายเดือนก่อน

    Thank you 😊

  • @devlokavenue8364
    @devlokavenue8364 2 ปีที่แล้ว

    6:18 Literally Almost Every Nintendo Game EVER Had this

  • @snaileri
    @snaileri 9 วันที่ผ่านมา

    Really helpful. Thanks!

  • @jozimastar95
    @jozimastar95 2 ปีที่แล้ว +1

    this is so cool. I wish I knew that some of them really exist instead of making pointless 20-40 lone of code

  • @a.a.knightmare9743
    @a.a.knightmare9743 ปีที่แล้ว

    This video is so good . Got to know every component that exists in unity. Can u please make videos describing each component and their options???🥺🥺🥺

  • @bretthuang6390
    @bretthuang6390 2 ปีที่แล้ว +3

    Could you share this 'Cheat Sheet' of all components please ? Like pdf or just a picture...🙏

    • @this-is-gamedev
      @this-is-gamedev  2 ปีที่แล้ว

      Yes that’s possible! I’ll see what I can do. :)

    • @this-is-gamedev
      @this-is-gamedev  2 ปีที่แล้ว +1

      Link to a massive 14000x8000 PNG is in the description. Have fun Brett!

    • @bretthuang6390
      @bretthuang6390 2 ปีที่แล้ว

      @@this-is-gamedev You are sunshine, moonlight, and star in the sky.

  • @Ferenc-Racz
    @Ferenc-Racz ปีที่แล้ว

    Super WOW! It worth to subscibe! Respect for your work and knowledge sharing! Thank you.

  • @ClutchPictures
    @ClutchPictures 2 ปีที่แล้ว

    This great. Thanks for making this!

  • @gamedevshrish7602
    @gamedevshrish7602 2 ปีที่แล้ว +1

    Solid video!

  • @sniper-youtube
    @sniper-youtube ปีที่แล้ว

    your explain is beautiful

  • @simoncodrington
    @simoncodrington 8 หลายเดือนก่อน

    Great one mate

    • @this-is-gamedev
      @this-is-gamedev  8 หลายเดือนก่อน

      Thanks! Glad you like it

  • @TidaliCreative
    @TidaliCreative 8 หลายเดือนก่อน

    Lmao actually banger video, funny and informative!!

  • @JackBauerDev
    @JackBauerDev 2 หลายเดือนก่อน

    What about tree and plane?

  • @matinkingofgame1357
    @matinkingofgame1357 ปีที่แล้ว

    thank you, very useful, i like madness, do that full explain, i want a 10 hour course, do it!

  • @AntonioZL
    @AntonioZL 2 ปีที่แล้ว +2

    This video is UNDERRATED

  • @aeroperea
    @aeroperea 10 หลายเดือนก่อน

    My favourite unity component is the transform

  • @MAGNETO-i1i
    @MAGNETO-i1i ปีที่แล้ว +1

    Now this is how APIs should be like

  • @gamer1303
    @gamer1303 ปีที่แล้ว

    Thanks this could be helpful

  • @foreducation408
    @foreducation408 ปีที่แล้ว

    really awesome video.

  • @yungblurzz
    @yungblurzz 3 หลายเดือนก่อน

    what does expensive mean, does it mean like how much it slows your computer down

    • @this-is-gamedev
      @this-is-gamedev  3 หลายเดือนก่อน +1

      Yes, how much processing power it takes per frame. Meaning that if you overuse it, you get frame drops

    • @yungblurzz
      @yungblurzz 3 หลายเดือนก่อน

      @@this-is-gamedev thankyou!!

  • @miusoft
    @miusoft ปีที่แล้ว

    Thank you !

  • @GetMoneyCorporateA
    @GetMoneyCorporateA ปีที่แล้ว

    Thank you so much!!!

  • @totallyridiculous1254
    @totallyridiculous1254 5 หลายเดือนก่อน

    Thank you.

  • @IconGamesBR
    @IconGamesBR 2 หลายเดือนก่อน

    One note: raycasts has nothing to do with events. Its literally projecting a ray (in 2d or 3d) and seeing if it got intercepted in any point from origin to destination.

  • @mayurhedau5930
    @mayurhedau5930 2 ปีที่แล้ว

    that enough for newbie, I mean "Excellent"

  • @Ghareebz
    @Ghareebz ปีที่แล้ว

    we need an updated one

  • @asleeper
    @asleeper ปีที่แล้ว

    wheres the variables component, cuz i've been trying to find out how to use variables component in code

    • @this-is-gamedev
      @this-is-gamedev  ปีที่แล้ว

      That’s for visual scripting? You should be able to just write Variables.Object.(gameobject).Get(“variable name”)

  • @Stinger-rq4gy
    @Stinger-rq4gy ปีที่แล้ว

    Terrain collider🎉 thanks
    Skybox thanks
    Shadow for sprites thanks
    Outline for sprites thanks

  • @Rollyourown1
    @Rollyourown1 ปีที่แล้ว

    thanks for explaining! maybe you could split the video in chapters? So it would be even better.

    • @this-is-gamedev
      @this-is-gamedev  ปีที่แล้ว

      Thanks! There was a comment from another user who did all chapters. Thanks to him! I've added them in the description!

  • @user-uk9er5vw4c
    @user-uk9er5vw4c ปีที่แล้ว

    this is awesome

  • @judasthepious1499
    @judasthepious1499 ปีที่แล้ว

    can you make the same video but for Unreal Engine 5?

    • @this-is-gamedev
      @this-is-gamedev  ปีที่แล้ว +1

      I tried but Unreal is still compiling shaders to this day. 💀

  • @RoGa766
    @RoGa766 2 ปีที่แล้ว

    Definitely helpful

  • @sathvikmalgikar2842
    @sathvikmalgikar2842 ปีที่แล้ว

    thank you sir

  • @ToshiSalvino
    @ToshiSalvino ปีที่แล้ว +1

    fuckin THANK YOU

  • @fillion6288
    @fillion6288 22 วันที่ผ่านมา

    Pretty cool

  • @Jono1982
    @Jono1982 3 ปีที่แล้ว +3

    This is a really good video but I wish you could choose one component but then go in depth on what each option does with examples.

    • @this-is-gamedev
      @this-is-gamedev  3 ปีที่แล้ว +2

      Thanks! Yes agree, that might be a future step, especially since several components can be grouped/covered together.

    • @Jono1982
      @Jono1982 3 ปีที่แล้ว +1

      @@this-is-gamedev for example i'm studying the Light component, lets say i choose directional, why can i choose a color, what colors can i choose, what are some examples of video games using colored directional lights? when do i use realtime vs baked lights? and maybe you could draw a little map where one component is a sister or family of another component that works together (i've been looking for something like this for a long time)

  • @adnanrf8609
    @adnanrf8609 ปีที่แล้ว

    those sound effects tho

  • @khacdanh9337
    @khacdanh9337 2 ปีที่แล้ว

    Thanks.

  • @treymtz
    @treymtz 11 หลายเดือนก่อน

    Ngl, Unity really needs a 2DCharacterController like it has for 3D. Something not as obtuse as raw dogging Rigidbody Kinematic.

    • @this-is-gamedev
      @this-is-gamedev  11 หลายเดือนก่อน

      True, still I often end up using a custom rigidbody solution even for a 3D game. The Character Controller is pretty basic.

  • @Hazzel31337
    @Hazzel31337 11 หลายเดือนก่อน

    awsome

  • @sjoerdvanloon
    @sjoerdvanloon 2 ปีที่แล้ว +2

    Efficiënt!

  • @GameShorts484
    @GameShorts484 2 ปีที่แล้ว +1

    why did they make a component to scale gameobject :D lmao

  • @tymofii4718
    @tymofii4718 2 ปีที่แล้ว +1

    Areeeeea

  • @zeiksz
    @zeiksz 2 ปีที่แล้ว +1

    I love the content, except the random annotations. I found them irritating.

    • @this-is-gamedev
      @this-is-gamedev  2 ปีที่แล้ว

      Thanks! I hear you. Well, that was a creative experiment 😅

  • @xoquachie
    @xoquachie 6 หลายเดือนก่อน

    within cell interlink.

  • @JARPON
    @JARPON ปีที่แล้ว +1

    Don't worry guys I took notes.
    Transform Stores position, rotation scale
    Mesh filter Attach 3d mesh, mesh renderer will render it
    Mesh renderer Takes mesh from the filter and the transform to put mesh in scene
    Skinned mesh renderer For animations/ bone. Will make mesh bend and deform.
    Text mesh 3d geometry mesh for text
    Textmeshpro More options and controls over text from above
    Rigidbody Gameobjects will react to physical forces with this component
    Constant force Fastest way to apply a force to a rigidbody
    Character controller For 3d players, don’t need rigidbodies, you can up your workload with the character controller
    Cloth Physically simulates fabric. Needs a mesh to deform, will add skin mesh renderer, expensive.
    Box collider Collider the shape of a box, can be deformed. Efficient
    Sphere collider Can only change radius, efficient
    Capsule collider Efficient
    Mesh collider The shape of a mesh, set to convex to react to other mesh colliders. More expensive
    Terrain collider Unity terrain system will require this on the terrain objects/ mesh
    Wheel collider Wheel physics
    Fixed Joint Will joints connect 2 objects with physics and can break with enough force. Like parenting an object to another
    Spring joint More like an elastic connection
    Hinge Joint Connect with a hinge, good for doors or traps
    Character joint Useful for rag dolling a character
    Configurable joint Supports all features of all joints above. Complicated
    Rigidbody2d Rigidybody only works on x and y planes
    Constantforce2d Apply force to rigidbody2d
    Box collider2d It’s a box
    Circle collider2d It’s a circle
    Capsule collider2d Good for characters
    Polygon collider Can make a custom collider, edge must close.
    Edge collider 2d Define the shape with line segments, does not have to close
    Composite collider 2d Collider with no shape, instead it merges box and polygon colliders in a group to a new shape. Use a checkbox on other colliders
    Buoyancy effector Needs a collider, can direct forces of colliders that come in contact with each other. Make objects float
    Area effector 2d Used to raise trigger colliders mostly
    Surface effector 2d Applies force tangent to colliders surface, like a conveyer belt
    Point effector 2d Can attract or repulse game objects, used with trigger collider
    Platform effector 2d Can be used to make character jump up from the bottom, but not fall past the floor in a platformer. One way collider
    Fixed joint 2d Can be broken with force
    Spring joint 2d
    Friction joint 2d Reduces linear and angular velocities between rigid bodies to zero.
    Distance joint 2d Spring joint but the distance is always constant between 2 objects
    Target joint 2d Does not need rigidbody, can connect to any target/ good for drag and drop, or handing a gameobject with the mouse cursor.
    Hinge joint 2d Hinge, can rotate like one
    Wheel joint 2d Good for 2d vehicles
    Relative joint2d Can make 2 objects hold a specific distance and angle from each other. Motor based, useful for making things follow along as and object moves
    Slider joint 2d. This joint makes a rigidbody slide freely along a line
    Navigation mesh agent Pathfinding, place on objects so they can find their way. Can avoid other agents. Not ai, pretty stupid
    Nav mesh obstacle Baking a nav mesh is static and expensive. If moving obstacles nav mesh can understand, add this.
    Off mesh link Nav mesh can find the shortest path by keeping their feet on the groud. This link can help them jump over objects.
    Audio source Speaker, can play sound and spacial 3d
    Audio listener Microphone of the game, this transmits sound to player
    Audio reverb zone When the listener enters this zone, reverb is applied.
    Audio reverb filter Filters instead of zone. Always applied
    Audio low pass filter Cuts low frequency waves. Makes audio sounds like its coming from an old speaker or radio
    Audio high pass filter Filters high frequency sounds
    Audio echo filter Echos
    Audio distortion filter Makes sounds appear worse
    Audio chorus filter Takes a sound, duplicates it from multiple sources
    Fun tip, audio orders matter Low pass, echo chorus is not the same as chorus echo low pass.
    Visual effects Like a particle system but with more options, works with visual effect graph installed
    Trail renderer Creates trail behind moving object
    Line renderer Render custom line, need 2 points
    Projector Project material onto surface.
    Lens flare Manually create lens flare. Put flare layer on camera. Takes a flare asset, needs texture.
    Halo Adds cheap bloom effect around a light source
    Camera What is used to show gameplay
    Light Many varieties, add light sources to a game
    Light probe group can bake light information. Can be more efficient in some areas.
    Light probe proxy volume Probes are good for smaller objects like boxes or characters, large objects may need a light probe proxy volume.
    Reflection probe Expensive accurate reflections
    Occlusion area This will increase precision of occlusion culling in an area
    Occlusion portal It's a portal. Closed will hide objects behind, open will render them. Place behind doors or hidden areas.
    LOD Group Level of detail, can cull objects or fade into different versions based on distance
    Canvas renderer No properties, needed to render ui objects
    Sprite renderer Renders a sprite
    Sorting group Can group sprite renderers together
    Skybox Allows control over the sky, useful for many cameras in a scene. Can override skybox camera settings
    Flare layer Needed on the camera to see lens flares
    Steaming controller Manages textures in memory, by default unity computes mipmap streaming for all cameras. Deactivate it manually and use this to control how to tune texture loading
    Tilemap Used to create 2d levels. Can work with top down, isometric, hex tiles.
    Tilemap renderer renders the tilemap
    Tilemap collider 2d Can cover a tilemap in proper colliders
    Event system Manages selected gameobjects, input modes, raycasting. Added automatically when creating ui
    Event trigger Catch events and call functions
    Physics raycaster Needs camera, will shoot raycasts. Can send messages to target objects with I event system handler.
    Physics 2d raycaster Same as above, for 2d
    Graphic raycaster Used for graphic ui elements
    Standalone input module To support mouse keyboard and controller input, best for ui elements.
    Touch input module Deprecated
    Text Display text on canvas
    Textmeshpro text More options than above
    Input field For getting user text
    Textmeshpro input field The same but better options
    Dropdown List of options for player input
    Textmeshpro -Dropdown Cooler fonts
    Slider Move handle between 2 values
    Scroll bar It scrolls . Can change color
    Scroll rect Needed to make a larger component scrollable with a bar
    Button click click
    Selectable Buttons and other components already have these
    Toggle On off switch, checkbox
    Group toggle Group the above
    Image Add a sprite to ui
    Raw image Add a 2d texture to ui, used to display 2nd camera as minimap
    Shadow Add shadows to ui element
    Outline Add outline to ui element
    Rect mask 2d Can mask ui element
    Mask Will show mask graphics
    Position as UV1 Saves a position of the canvas as UV data. Can be used for shaders
    Rect transform All ui elements are changed from transform to rect transform
    Canvas Can have many canvases, this is where ui elements go to live
    Canvas group Handy to modify properties like alpha on all children
    Canvas scaler Manages how the canvas scales. Important to support many resolutions
    Vertical layout group Automatically organize child elements vertically
    Horizontal layout group Automatically organize child elements horizontally
    Grid layout group Same as above but elements are sorted into grid instead
    Layered element Placed on child elements to override default values
    Content size fitter Tries to fit content by resizing rect transform automatically. Can constrain fit.
    Aspect ratio filter Resizes rect transform by considering the given aspect ration
    Playable director For playing playable assets like timelines
    Video player Can play a video
    Animator One and all mighty component to animate sprites and gameobjects. Uses unity mekanim system
    Animation Legacy system, less options. Lighter expense to perform specific short animation
    Terrain Renders a terrain, used automatically when creating terrain gameobjects
    Volume Specific to URP, defines volume to apply post processing
    Billboard renderer Displays simpler versions of complicated assets at a distance
    Sprite shape renderer Renders geometry of a sprite.
    Sprite mask Mask specific for sprite renderers.
    Grid Used to define a grid to create a map or objects and attach them to.
    Position constraint Moves a gameobject to follow the source gameobject
    Rotation constraint Rotates a gameobject to match the source gameobject
    Scale constraint Scales an object to match a source
    Parent constraint Parent objects together without having to have them parented in the hierarchy
    Aim constraint Makes a gameobject face another, keeps one axis fixed
    Look at constraint Similar to above, fixes all axis
    Particle system forcefield Forcefield which can combine with particle system for more control.
    Wind zone Used to realistically animate trees in a terrain system. Can effect other particles.
    Articulation body Type of joint for more realistic physics for industrial robots and stuff

  • @GameShorts484
    @GameShorts484 2 ปีที่แล้ว

    please create auto subtitle for english, it's germany rn :)

  • @tymofii4718
    @tymofii4718 2 ปีที่แล้ว

    It is 18 minutes if you watch it in 1.5x

  • @Grent66
    @Grent66 ปีที่แล้ว +1

    I appreciate the explanations, in theory this is exactly what I was looking for but the loud bass and popup "funnies" are very annoying

    • @this-is-gamedev
      @this-is-gamedev  ปีที่แล้ว +1

      Thanks! Well I experimented and some things did not work out :D Appreciate your feedback.

  • @chrisurbanister8110
    @chrisurbanister8110 10 หลายเดือนก่อน

    The video is great, but these bass effects are soooo lound

  • @androidone3175
    @androidone3175 2 ปีที่แล้ว

    UI

  • @nomorecookiesuser2223
    @nomorecookiesuser2223 9 หลายเดือนก่อน +1

    Just an honest opinion.. that sound was rather annoying. i muted it so i could use subtitles, but the subtitles translation did not work to English :/

  • @jcd9456
    @jcd9456 ปีที่แล้ว

    What's up wit "EFFICIENT" "LESS EFFICIENT" and "EXPENSIVE" etc.?
    It is so distracting. Everytime it pops up, it cuts my train of thought, attempting to comprehend each component.

  • @kunal-ko
    @kunal-ko 8 หลายเดือนก่อน

    You could have used examples by actually using them

  • @darklord8793
    @darklord8793 ปีที่แล้ว

    Thank you wholesome funny man