How to Craft Items with Scriptable Objects! (Unity Tutorial)

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  • เผยแพร่เมื่อ 21 พ.ย. 2024

ความคิดเห็น • 147

  • @CodeMonkeyUnity
    @CodeMonkeyUnity  4 ปีที่แล้ว +19

    Let's look at a concrete use case for Scriptable Objects to help make our game more designer friendly.
    🌐 Have you found the videos Helpful and Valuable?
    ❤️ Support on Patreon www.patreon.com/unitycodemonkey or get the Game Bundle unitycodemonkey.com/gamebundle.php

    • @mohamedhazeem411
      @mohamedhazeem411 4 ปีที่แล้ว

      Code monkey , how to learn code very quickly. Have you any suggestions?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว +1

      @@mohamedhazeem411 Watch this C# Playlist th-cam.com/play/PLzDRvYVwl53t2GGC4rV_AmH7vSvSqjVmz.html

    • @mohamedhazeem411
      @mohamedhazeem411 4 ปีที่แล้ว +1

      @@CodeMonkeyUnity OK code monkey i will see and try . I tell you soon❤️

    • @mohamedhazeem411
      @mohamedhazeem411 4 ปีที่แล้ว

      @@CodeMonkeyUnity Code monkey can you make a video for how to localized a game in different languages and how to access it. It will help me and others. Can you do that?

    • @dk2tech902
      @dk2tech902 4 ปีที่แล้ว

      Sir please make a video on horse sprite to use horse from inventory thanks

  • @JoseORosario
    @JoseORosario 4 ปีที่แล้ว +11

    This is SO good on so many levels, theres a lot covered with a nice way of speaking + teaching, thanks for this

  • @remus140
    @remus140 4 ปีที่แล้ว +10

    I think Code Monkey can read minds, I needed an Inventory video and then you upload a video about it

  • @andalox6130
    @andalox6130 3 ปีที่แล้ว +5

    Code Monkey: "... a whole ton of errors. So let's fix all of them!"
    -> Proceeds by commenting almost the whole script
    Well, that's how we all prefer to do our bug fixing xD
    (Just a joke)

  • @Alzimovich2
    @Alzimovich2 4 ปีที่แล้ว +3

    In September I will officially start my GameDev career. First thing in the to-do list is to become your Patreon supporter! Cannot wait for it! Keep up the great work

  • @RandomShowerThoughts
    @RandomShowerThoughts ปีที่แล้ว

    Imo this tutorial has a great example, the code at 2:16 highlights why scriptable objects should be used.
    It’s basically like polymorphism

  • @WelbyCoffeeSpill
    @WelbyCoffeeSpill 4 ปีที่แล้ว +4

    Awesome follow up. I think I am starting to see some useful uses. A dialog database comes to mind.

  • @thek9tec864
    @thek9tec864 4 ปีที่แล้ว +20

    Great video as always! Every single video you read my mind, i was just looking for this haha. I just have a question... Using these scriptableObjects to store items data, what would be the best architecture to set the "effects" for item usage? e.g.: A life potion should run a "Cure(HPpoints)" and a Key should run a "Open(Some Gate)". I always have this doubt of how would be a professional way to do it...

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว +11

      If you wanted to do it all completely with scriptable objects you could create another object marked as abstract to store a generic Action(); method, then extend that with a custom HealthPotionScriptableObject and DoorScriptableObject which would run code specific to what you're trying to do. And the item itself would have reference to its action scriptable object.
      I plan to do a video on how to expand scriptable objects with a system like that to showcase how you can make really cool things with some simple code and inheritance.

    • @xkittencatx
      @xkittencatx 3 ปีที่แล้ว

      I had been wondering the same thing!

  • @bluegru
    @bluegru 4 ปีที่แล้ว +4

    Awesome video,
    Love to see how others use the tools unity provides and learn something new

  • @matrettr8037
    @matrettr8037 4 ปีที่แล้ว +3

    I waited for video like that thank you so much

  • @Updates_
    @Updates_ 4 ปีที่แล้ว +3

    Can you make a video about Playerprefs save system
    Like
    player buy a weapon than click the save button to save the player data what he by

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว +1

      I covered saving and loading using various methods here th-cam.com/play/PLzDRvYVwl53vRrMuPBkNNZUmnl1jCHcHs.html

    • @Updates_
      @Updates_ 4 ปีที่แล้ว

      @@CodeMonkeyUnity but I don't understand are you saving the goldsamount and position I Ned to save player weapon and money to player buy a gun

  • @overrideFunction
    @overrideFunction ปีที่แล้ว

    Thank you! I finally understand scriptable objecta and why to use them. This video and your interfaces video are super game changing for me

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      I'm glad the videos helped you! Thanks!

  • @algs5483
    @algs5483 4 ปีที่แล้ว +1

    Nice! The Second part of that other video.

  • @sergeybond97
    @sergeybond97 4 ปีที่แล้ว +8

    Is there any way to automatically list all ScriptableObjects in asset folder?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว +2

      You could make an editor script to fill up the list
      Or use the Resources folder
      Or look into the Addressables System which I plan to cover in a future video

    • @yondercode4983
      @yondercode4983 4 ปีที่แล้ว

      @@CodeMonkeyUnity Really looking forward for the Addressables system tutorial! There's too few resources on it that I could find online at the moment.

  • @RobertGercia
    @RobertGercia ปีที่แล้ว +1

    Thanks for the tutorial. I have one question though. @1:02, is that a blur background behind the character sprite? Can share how to achieve that in unity?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +2

      That's not really a blur effect, the background texture is just relatively low resolution so when the render texture camera is zoomed in it looks more blurry
      For blur in 3D you can use the Volume component, in 2D you need some kind of shader unitycodemonkey.com/video.php?v=dKsqupXLuSU

    • @RobertGercia
      @RobertGercia ปีที่แล้ว +1

      @@CodeMonkeyUnity thanks a bunch sir!

  • @fxace
    @fxace 4 ปีที่แล้ว +4

    Hello and welcome

  • @justinwhite2725
    @justinwhite2725 4 ปีที่แล้ว +1

    There is one kind of huge gotcha with this technique. If you ever get an error in a scripts le object script it won't compile and unity will sometimes lose the reference in game objects. You'll suddenly find nulls where scriptabls objects should be and things will stop working.
    I use a much more advanced version of this - I create device profiles for device-specific code (android and iOS), network profiles for different servers (and local file reading and writing counts as a 'server' for this process) and a huge event system where the game object itself is the unity event and I can attach it to script handlers where I need them.
    Its a great system... Until I break something and I have to figure out where the references got lost. Then it's a headache.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว

      Oh thats a pretty serious issue! I normally don't touch the definition after making it so I never had that happen but that does seem like it could become a nightmare.

  • @rickloyd8208
    @rickloyd8208 4 ปีที่แล้ว +2

    I was waiting for 12:16 so much... and I watched your another video but I cannot find how to make all those effects with sprites. Where should I read more about EditorGUILayout and GUILayout? Thanks

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว +1

      To draw the sprite I'm using GUILayout.Box(texture, GUILayout.Width(150), GUILaout.Height(150));
      And the fields are EditorGUILayout.PropertyField();
      Check the project files to see all the code

    • @rickloyd8208
      @rickloyd8208 4 ปีที่แล้ว

      @@CodeMonkeyUnity Thanks, I will download the project. I really want learn more about customization because it allows us to make really cool and useful tools.

  • @Carter_Moody
    @Carter_Moody 4 ปีที่แล้ว +1

    Thank you for your service.

  • @hatesful7294
    @hatesful7294 3 ปีที่แล้ว +2

    super stuck haha. how you would go about adding the shotgun you used in your top down shooter to this system?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว

      Just create the recipe object, that's pretty much it

    • @grinchy6128
      @grinchy6128 3 ปีที่แล้ว

      @@CodeMonkeyUnity i remember trying this a few months ago but could never get it to work. it would only equip melee weapons for me not ranged :/

    • @grinchy6128
      @grinchy6128 3 ปีที่แล้ว

      @@hatesful7294 if you get it situated please let me know

    • @bydracos6842
      @bydracos6842 3 ปีที่แล้ว

      @@CodeMonkeyUnity YES YES YES Glad i not the only one stuck on this i cant get this player to equip guns for the life of me, have tried making new recipes and items for the guns the recipes work i can crft the gun but it do not equip, guns do not work for me only already what you have in the system which is wood and diamond sword and armor

    • @hatesful7294
      @hatesful7294 3 ปีที่แล้ว

      @@grinchy6128 i'll try and repeat what I did before & hopefully it'll work for me this time, just going to create a new recipe and item. I'll let you know if I get it working or not

  • @IyaB
    @IyaB 4 ปีที่แล้ว +2

    Hey code monkey, I love your vids and I am currently making a game based on your "Endless Runner Level Generator in Unity" video, and I was wandering how I could make a score system based on distance, with a high score and last score. I have been trying to figure it out for almost 2 weeks now, if you could make a video on how to do this it would really mean a lot. thanks for reading this😊

    • @alexsc7505
      @alexsc7505 4 ปีที่แล้ว +1

      I'm not a programmer, but I think I can help.
      You could have a increasing counter (actual score), and when that game ends, compare the actual score with the high score. If it's higher than the high score, overwrite the high score with the actual score.
      I'm not experienced in Unity, but I hope that helped. :)

    • @IyaB
      @IyaB 4 ปีที่แล้ว +1

      @@alexsc7505 thanks man😁

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว +1

      In that case the player is always moving right so you can use the distance traveled as the score, just capture the death position.x and compare with the startPosition.x
      Then you can present it in a highscore table like I made here th-cam.com/video/iAbaqGYdnyI/w-d-xo.html

    • @IyaB
      @IyaB 4 ปีที่แล้ว

      @@CodeMonkeyUnity thank you

    • @MrBolska
      @MrBolska 4 ปีที่แล้ว

      @@IyaB Or, you can use the Game Time for calculating your score. Capture the StartTime when the player started to run and capture the Time that player has died (DeathTime). Then calculate the total time played: DeathTime - StartTime = TimePlayed, and you can apply some multiplier to increase the number and make it your score, like Score = (DeathTime - StartTime) * 1.53f

  • @Kaikaku
    @Kaikaku 4 ปีที่แล้ว

    A very good episode, thx. I find especially usefull, that you show, how to integrate SciptableObjects in an existing program.

  • @siersh6934
    @siersh6934 4 ปีที่แล้ว +1

    Great tutorial, awesome code!

  • @mahmoud-quran
    @mahmoud-quran 4 ปีที่แล้ว

    Would you consider doing a character select system similar to that of Mario Kart or Super Smash Bros?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว +1

      That's really just a UI button with lots of flashy animations and particles on top.

  • @dk2tech902
    @dk2tech902 4 ปีที่แล้ว

    Sir please make a video on horse sprite to use horse from inventory thanks

  • @sqaff1862
    @sqaff1862 4 ปีที่แล้ว +21

    nobody:
    Me: yay... MiNEcraFt

  • @sodacatstudio2718
    @sodacatstudio2718 ปีที่แล้ว

    Thanks for the video! I have a question. What if I don't care about the order and just want the correct amount of ingredients in the slots? So the two pieces of wood could go anywhere. It seems like I would need to make dozens of possible scriptable objects for the recipe result. Is there a simpler way of doing that?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      If you don't care about the specific position of the objects then instead you would just store a List of all the ingredients instead of the position matrix. Then when the player places any ingredient just cycle through the input grid and compare against the flat List
      That's basically what I did in this crafting system unitycodemonkey.com/video.php?v=_aC3NVIQ-ok
      The objects are placed anywhere on the anvil, then when crafting it just checks if the objects on the anvil match any recipe's List input

    • @sodacatstudio2718
      @sodacatstudio2718 ปีที่แล้ว

      @@CodeMonkeyUnity Great! Thank you for the swift response.

  • @roeyk7768
    @roeyk7768 4 ปีที่แล้ว +1

    Can you do a video about Game Developer REACTS Dragon Ball Z Karkarot? please

  • @hahanonamechannel6358
    @hahanonamechannel6358 3 ปีที่แล้ว

    Thanks i can make Minecraft now

  • @G-Major
    @G-Major ปีที่แล้ว

    I'm trying to see how much I can modularize my code. One thing I notice in these tutorials is there's always a step like "now let's make the recipe list." For commonly-modified groups of items, that's gonna be a bottleneck for multiple designers. Is there a way to make recipes work without a centralized recipe list? Like, is there a good way in code to look through all recipe assets in the project? (Could have data on them to still require they be manually enabled or whatever.)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      You probably don't need to update the list for every single new item you do, so if you're building dozens of items per day just update once per day.
      Alternatively you can look into either Resources or Addressables to dynamically load objects from a certain folder and it will load new ones as you create them. unitycodemonkey.com/video.php?v=C6i_JiRoIfk
      Although like I said I feel that's overkill.

    • @G-Major
      @G-Major ปีที่แล้ว

      @@CodeMonkeyUnity Yeah I'm more thinking of situations where you have several designers working on items, and it'd be nice to not have to regularly merge a big Items List. I figured the most modular thing would be to have a flag/component on the items themselves about whether to be included, and no one has to manually update an Items List. It sounds like folder structure loading is the main option Unity provides for that, not really that flag/component concept I'm hoping for?

    • @cloudPvP
      @cloudPvP ปีที่แล้ว

      @@G-Major sorry to resurrect this 3 month old post, but you could always add a boolean in your scriptable object, that by default would be false, and you would also check that when you are crafting an item (it would have to be true in order to be able to craft it). So when you felt ready to "add" it, you would simply turn the boolean to true, and you would be set. This would be in addition to the folder loading that unity provides (The recipes would be loaded but unobtainable until you manually checked the boolean to true)

  • @iteratedofficial
    @iteratedofficial 4 ปีที่แล้ว

    C++ and C# are the best

  • @MalikenGD
    @MalikenGD 4 ปีที่แล้ว

    Are you done making content for dots ?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว

      I haven't touched it in quite a while but I definitely plan to get back to it as soon as I have the time.

  • @MrJuancho2706
    @MrJuancho2706 4 ปีที่แล้ว +1

    Hi!, i have a huge question, at timestamp 0:17 i saw that game where your sprites have shadows in a 3d enviroment! how did you do that? please do a tutorial :D

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว +2

      That's from the Wash your Hands game th-cam.com/video/q9pe-wH7eZ8/w-d-xo.html
      The characters look 2d but they are not SpriteRenderers, they are flat meshes so the lights are just standard 3d lights. th-cam.com/video/11c9rWRotJ8/w-d-xo.html

    • @MrJuancho2706
      @MrJuancho2706 4 ปีที่แล้ว +1

      @@CodeMonkeyUnity omg, you are a genius and i love you ❤️.... Going to check it out right now.

    • @MrJuancho2706
      @MrJuancho2706 4 ปีที่แล้ว +1

      @@CodeMonkeyUnity i watch them, i just need to know how to cast shadows from them :) but awesome videos!

  • @pyroton
    @pyroton 4 ปีที่แล้ว +1

    Why not use two-dimentional array instead of those Item_00, Item_0, etc?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว +1

      You could but then you would have to fix all the issues with the array being null by default and not having the correct size.
      In this case since the design is for the crafting system to be a fixed size having a fixed number of fields was the simpler approach.

    • @justinwhite2725
      @justinwhite2725 4 ปีที่แล้ว

      Also 2d arrays don't show in the inspector by default. Unless you have something like Odin inspector or are creating a custom inspector for your item this will completely defeat the purpose.

    • @pyroton
      @pyroton 4 ปีที่แล้ว +1

      @@justinwhite2725 Code Monkey created custom editor anyway.

    • @justinwhite2725
      @justinwhite2725 4 ปีที่แล้ว

      @@pyroton ah fair enough. My bad for commenting without watching the whole video (I watched about half before deciding I wasn't going to learn anything new here as I already use scriptavle objects for most of my projects)

    • @pabloalves
      @pabloalves 2 ปีที่แล้ว +1

      Hey, i did that

  • @tamvo5557
    @tamvo5557 11 หลายเดือนก่อน

    Many thanks Bro!!

  • @paradisefallen8385
    @paradisefallen8385 4 ปีที่แล้ว +10

    Why are there so few likes? ungrateful! take a truck of likes

  • @HimKnot
    @HimKnot ปีที่แล้ว

    How would you dynamically populate a list?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      A list of what? Not sure what you mean but you can do list.Add(); to add an element to a List

  • @ahmedthegreat3973
    @ahmedthegreat3973 4 ปีที่แล้ว +1

    Wood + Diamond = Wooden Stick

  • @JamesMtzXIV
    @JamesMtzXIV ปีที่แล้ว

    What is the game in the opening credits where characters are walking around in an office?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      I think you're referring to my Wash your Hands minigame unitycodemonkey.com/video.php?v=q9pe-wH7eZ8
      It was a pretty fun project!

    • @JamesMtzXIV
      @JamesMtzXIV ปีที่แล้ว

      @@CodeMonkeyUnity That's exactly it! It is awesome that you responded. Not really expecting a response to a two year old video. Thanks for all of your help.

  • @frostymug3123
    @frostymug3123 4 ปีที่แล้ว +1

    Love the videos, thank you very much. Having trouble downloading the project files. I'm logged in but the website is asking me to validate my email before I can download. After 15 min or so I tried to resend the verification email but an error message displays.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว +1

      Check your spam folder

    • @frostymug3123
      @frostymug3123 4 ปีที่แล้ว

      @@CodeMonkeyUnity I have been all day hoping one would come through. The website says Error when I press resend email conf.

    • @frostymug3123
      @frostymug3123 4 ปีที่แล้ว

      @@CodeMonkeyUnity I found out today I need to be a pateron member which I just signed up & received a confirmation email. But still unable to get around the verify email. I sent an email through the code monkey website asking for help but not sure it went through the top of the webpage said Error (like with the confirm email link) after I hit send. Any help would be appreciated. Also, I've been checking the spam folder still no email.

  • @TUPGD
    @TUPGD 10 หลายเดือนก่อน

    On install i get, Assets\CraftingSystemSO\Inventory\Scripts\ItemWorld.cs(4,42): error CS0234: The type or namespace name 'LWRP' does not exist in the namespace 'UnityEngine.Experimental.Rendering' (are you missing an assembly reference?)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  10 หลายเดือนก่อน

      Since this video was made the LWRP has been renamed into the Universal Render Pipeline, so replace that with UnityEngine.Rendering.Universal;

  • @JediMediator
    @JediMediator 3 ปีที่แล้ว

    Hi Code Monkey,
    After watching this video, I'm considering diving into scriptable objects for my current project. Suppose I want to have lots of items with a wide variety of different uses--some do damage, some start fires, some teleport the player, etc. It seems like there are at least two ways to do this: use one SO definition with lots of fields (dmgAmount, canIgnite, canTeleport, etc.) for all the items, or create a few different item-related SO definitions (WeaponSO, TeleportItemSO, etc.) and use them selectively for appropriate item types.
    Am I looking at this the right way? It seems like the first way would give a lot of items unnecessary fields (e.g. having to specify that water bottles can't start fires).

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +1

      Might be better to abstract it a bit more, maybe a AbilitySO then you create one for FireDamage, another for Teleport and on the ItemSO you would store a list of AbilitySO.
      If you want different fields, you can extend AbilitySO
      FireAbilitySO : AbilitySO { public int fireDamageAmount; }

    • @JediMediator
      @JediMediator 3 ปีที่แล้ว

      @@CodeMonkeyUnity SOs inside SOs...I need to try that!

  • @beninplayroom1082
    @beninplayroom1082 4 ปีที่แล้ว

    hi, i'm new to video game development and i would like to hear your opinion on framwork;
    Do you think it's possible to make video games without Framwork?

  • @RiddleTester
    @RiddleTester 4 ปีที่แล้ว +3

    SUPERB

  • @DevGods
    @DevGods 4 ปีที่แล้ว

    Are scriptable items unity’s version of unreals blueprints which are mostly used for designers to plug in data to predetermined code?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว +1

      This is not visual scripting, this is creating asset files that have a certain definition which can then be set with any data you want.
      For visual scripting Unity has Bolt th-cam.com/video/8y6akNTUt2Y/w-d-xo.html

    • @DevGods
      @DevGods 4 ปีที่แล้ว

      Code Monkey yes I understand that they aren’t blueprint to that point. I was wondering this before I watched the video and my question was answered. Scriptable objects work similar to blueprints when it comes to data. You create an asset that holds all your UI, object types etc, instead of hard coding them in the main script. Very clever. Wish I would’ve known about these before I made the switch to Unreal would’ve definitely kept me intrigued with the design process of unity.

  • @a.technology1446
    @a.technology1446 4 ปีที่แล้ว

    Many thanks 👍

  • @everettlmao
    @everettlmao 4 ปีที่แล้ว +2

    Yo

  • @adaerthefortpro6677
    @adaerthefortpro6677 3 ปีที่แล้ว

    I was hoping you could help me! I was playing around with this system earlier when I accidentally leaned on my keyboard 😂 now the items in my inventory do not show numbers, so for example if I have five wood in my inventory instead of the number 5 showing it is replaced with a white box, any idea on what I could have possibly messed up or that I should look into for a possible fix?

    • @adaerthefortpro6677
      @adaerthefortpro6677 3 ปีที่แล้ว

      so i just made the inventory super huge and the numbers show again if i have the inventory normal size they do not show, i also get a console error telling me to please remove the canvas renderer component from the game objects because it is no longer needed. did I maybe mess something up with TextMeshPro?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว

      Could be a shader error on the text object, maybe try reinstalling text mesh pro and remaking the text object

    • @adaerthefortpro6677
      @adaerthefortpro6677 3 ปีที่แล้ว

      @@CodeMonkeyUnity thank you for taking the time to reply! I figured it out after I just accidently increased the HDR on the white text making it unreadable, a quick little fix :)

  • @billyheinrich3279
    @billyheinrich3279 3 ปีที่แล้ว

    @ 2:45 mins what did codemonkey mean by using the scriptableobject as the type and not have to use the enum? I would like to use this correct approach but didn't understand.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +2

      Are you familiar with ScriptableObjects? You can define a structure and create objects in your project files and define their data. Watch this one th-cam.com/video/7jxS8HIny3Q/w-d-xo.html
      So with that instead of having an enum to define the item type, you define a scriptable object and create multiple assets where each represents a different item type.

    • @billyheinrich3279
      @billyheinrich3279 3 ปีที่แล้ว

      @@CodeMonkeyUnity Yes, I did watch your video on the basics of scriptableObjects. Thank you for the great content.
      I wasn't clear about the enum part but now I am. Perfect! That clears it up for me.
      Thanks and have a good day.

  • @neuroth8827
    @neuroth8827 4 ปีที่แล้ว +2

    Heya CM,
    It's been bothering me for a while, but the way you say "In-depth tutorials" kinda sounds like "in-ept tutorials", which I don't think is the intention here. Might be just me, but something to keep in mind.

    • @gower1973
      @gower1973 4 ปีที่แล้ว +1

      Neuroth it’s not just you I keep hearing too, I was going to mention it in a comment cause it was kinda funny

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว

      Yeah I know it does sound a bit off, whenever I re-record the intro I'll make sure to use a different word like "detailed tutorials"

  • @kingwolfgkwg1278
    @kingwolfgkwg1278 3 ปีที่แล้ว

    Hello! hope all is well my friend! I'm a little stuck and was hoping you could help. So I am having issues adding items that the player can click or even just walk over and pick up and have that item add to the inventory that is set up with this system, I have an enemy in my world that the player does damage to and kills, my goal is that when the player kills the enemy they drop the item and then the player can collect said item, (i have everything working such as the player kills the enemy and the item drops except the player does not pickup the item) I tried to follow your inventory system video but that system is not set up for scriptable objects just the normal objects like coins. Thanks in advance!

    • @kingwolfgkwg1278
      @kingwolfgkwg1278 3 ปีที่แล้ว

      def earned another sub by the way! great video and such an amazing system to try and work on. keep it up my friend

  • @vasilicastan6600
    @vasilicastan6600 4 ปีที่แล้ว

    Can you do a character tutorial? Thanks a lot!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว

      I covered how my animation system works here th-cam.com/video/11c9rWRotJ8/w-d-xo.html

    • @vasilicastan6600
      @vasilicastan6600 4 ปีที่แล้ว

      @@CodeMonkeyUnity Thank you

  • @TinyDeskEngineer
    @TinyDeskEngineer 3 ปีที่แล้ว +2

    Nothing annoys me more than the recipe for sticks being two oak logs instead of planks

  • @daslolo
    @daslolo 4 ปีที่แล้ว

    i only see a minor advantage over a singleton with a list of recipes.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 ปีที่แล้ว

      The main advantage compared to the previous method is that all the recipes are in external assets. So a designer could add more items and recipes without having to touch the code.

    • @daslolo
      @daslolo 4 ปีที่แล้ว

      @@CodeMonkeyUnity not if the recipes are an array of ingredients you don't need to touch code

    • @xkittencatx
      @xkittencatx 3 ปีที่แล้ว

      I know you posted this comment a while ago, but would you mind detailing how you'd use singletons in this instance? I'm really interested!

    • @daslolo
      @daslolo 3 ปีที่แล้ว +1

      @@xkittencatx an array containing all the 3x3 recipes.
      Note that in day to day use they're nearly the same but SO is slightly cleaner since you touch assets instead of singleton prefabs.

  • @blluebroken766
    @blluebroken766 3 ปีที่แล้ว

    Can i have more than 1 Scriptable Objects in the player hands? like the player have a sword in a hand, and a shield in the another hand.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +1

      Scriptable Objects are just data so yes you can organize them in any way you want and create whatever slots you want.

    • @blluebroken766
      @blluebroken766 3 ปีที่แล้ว

      @@CodeMonkeyUnity thanks Sir

  • @Вебка-ш9д
    @Вебка-ш9д 4 ปีที่แล้ว

    cool

  • @juliagachaclube804
    @juliagachaclube804 3 ปีที่แล้ว

    A meiii amo o bow united

  • @dk2tech902
    @dk2tech902 4 ปีที่แล้ว

    Very nice video sir ,,, any developer here who can help me..? I have low end PC so that I can't do anything or learn I want to help in one game which is developed by a Chinese company its a RPG online game and its 2mb size 3 years ago they stopped their server so me and other players can't play I really wish to re open that game if ur free u can please help me thank you

  • @arcday4281
    @arcday4281 4 ปีที่แล้ว

    Like