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Hi CodeMonkey, i just wanted to say that you made a part of my childhood because I played a lots of your games and today i'm watching some of your tutorials to learn how to make games too, continue your content and thank you c: !
@@CodeMonkeyUnity You made a part of my childhood and today your videos are helping me (By the way im french Canadian and i still choose your videos because they are really helpfull) you deserve kind words ! Continue your work :D
I really like this kind of video, re-creating game mechanics is always interesting to watch, please make this a more regular series :D. Also very smart move to use a render texture here! Might have a slight performance hit but with the small size of the texture I doubt it'll be noticeable
In their twitch stream with Unity, they did point out that they are using a physical sun that moves over and they just do a raycast from the sun to the player
Not sure I still haven't had time to watch the whole thing, only saw a bit, the game is primarily multiplayer so I assume they used quite a lot of tricks to get it all working
The problem with using a camera would be that you could not really run it on a headless server. Which is, as I understand, where they run it in VRising
@@CodeMonkeyUnity I think the trick is that they set up custom light blocking collision for each object. But yeah they are using raycasts. But also ECS, which probably helpy with performance :)
Thanks for the video, years ago when I first picked up Unity, I tried to create a vampire game as a hobby, I was still a teenager and I couldn't figure out how to create a sunlight system to burn the character. So this video was really great to watch and even made me want to go back to unity. PS: I already had got the game, but great initiative with the gift. Thanks a lot for all the great content.
tried the keys, already taken, I thought the 4th one was for a DLC or smth, none worked, ended up buying the game just because it's made with Unity and you recommended it :)
same good to know me being 12 hours late and trying the keys was a total waste... i didnt see any comments at the top so i kinda just assumed nobody watched the end roll of the video
“Duplicate product code” some one already got the key 😭😭 Anyway that was a great video! Your approach with the camera looking to the sky was brilliant🤩🤩
Thank you for that, ever since I tried the beta of the game I was wondering how they got the sun mechanic working so well without heavily impacting the performances of the game
With shaders almost certainly, second camera in HDRP is performance nightmare of epic proportions, same thing for gun cameras, you just don't do camera stacking unless you have cpu to burn like heck.
I love videos that show how the game mechanics work in code,I hope that as many such appear,really a lot can be learned and easier to translate ideas into programming code.
really cool approach, nice to see how you break it down. its not perfect but its good enough for most cases, for example i guess that if you are in a building with a window that the light go through it wont catch it.
Hi Code Monkey! Got your last course, and I love it! Would love for you to do a course using ML Agents creating a life or eco simulation or something that really helps one to master ML Agents.
@@CodeMonkeyUnity As a suggestion, perhaps you can leave a setup video etc on your TH-cam, and then simply point to it before hand on your courses. It's annoying when instructors have a series of videos and the first chunk is always "set up Unit, intro to c#, setup ML Agents..."
I liked this game a lot, vampires and the reaper are probably my favourite mythology creatures, and some of the systems were really cool but I think it fell short tbh. Ah well, it's a decent game and this sun mechanic was pretty cool actually
The one thing I disliked about the game is the Minion mechanic because it's clearly made to work with a Multiplayer server that is constantly online. The minion will take 24h full hours to complete their task which means in playing through the whole game I will only be able to achieve one Minion run which definitely is against what the designers intended.
Nice methodology, It must be a bit more complex on their end since it's most likely on authoritative headless servers, but clearly a really cool and easier approach than what I was guessing. Raycasting the ground from the player to read the pixel in the shadowmap instead. kinda the same principle just flipped around to the shader side/art side. (still not working on headless build tho i know, yours is probably best ;))
@@CodeMonkeyUnity I'm not a programmer (only noob), but a senior tech art ;)... but yeah having release an indie multiplayer shooter I can surely attest it's quite complicated, but not impossible to make a complete custom server stack for headless build. But from my limited understanding our guys made it happen but it felt like they talked a totally different language haha. If I recall correctly it was all based on linux servers who would ran a headless server version that would validate collisions and make sure no cheating was occurring then account for lag compensation.
@@CodeMonkeyUnity I guess your method is almost there, just more mathematically intensive without the assets on headless. In any case they clearly had to abstract some of the things and not be "fully" headless. either keep the ground or keep a texture to read somewhere.
I finally recreate this project in 1 week without project files using BuiltInRP. In this tutorial time start at 0:00 am.but I want to set the clock at specific time like 7:30am.
Very cool, really like this series so far! If you're up for a challenge, I've always wondered how games like Cross Code and Sea of Stars does elevation and sprite rendering in 2D. Seems like it would be really complex. Keep up the good work, can't wait to see what's next!
This is a great solution for a vampire type game where only sunlight hurts the player. Do you have any ideas for a Splinter Cell style stealth game where shadows from any light source matter?
With multiple light sources perhaps you could manually make a mesh with the light shape and test if the player is inside that. Or perhaps use this same method, look at all nearby lights and point the camera at all of them. Perhaps add a cube with a solid color on top of the light that only the light camera can see and test if it sees a pixel of the color of that cube.
Great videos as always! It'd be very cool if you could break down a game like Idle Champions of Forgotten Realms - something idle, formation based. Loads of cool mechanics in this one. Keep up the great work!
You are a very talented and i love watching your videos, especially these ones about recreating game mechanics, so could you please also do a video on how you could recreate reinhardt's charge/dash move from Overwatch? i have been trying to figure it out for a long time but i cant get it to work. Im new to game dev and it would help a ton. Thanks and keep up the amazing videos!
It's been a long time since I last played Overwatch, but it's basically just a charge right? I made a character will a Roll and Dash here unitycodemonkey.com/video.php?v=Bf_5qIt9Gr8 Basically just have a basic state machine and move forward while the dash is active. Then I don't remember what else the game does but perhaps damage/stun all enemies in front with some kind of physics query unitycodemonkey.com/video.php?v=h9oEhVqGptU
@@CodeMonkeyUnity I've watched that video, it's great! But it's not exactly what I need. In the game the Reinheardt's charge pushes the character forward and only stops upon hiting a wall or the time runs out for the charge, all the while the camera sensitivity is lowered. Could you please help?
@@Original.R.I.P. Maybe not the most efficient way of doing it, but if you are just trying recreate a something i recommend always dumbing ir down and trying to find videos for that if you cannot create it yourself. For instance the dash you mention is a complex mechanic with many thing to consider, but if i had to make the concept simpler i would search it up like this. For once look up how to create dash abilities and tweak those to have a certain speed and length of activity. Then for ,,pinning" players you might just want to look up a how to grab objects tutorial. The pushing them into a wall thing should not be hard, but if i had no idea how to do it maybe i would look up somethinf like how to implement spikes that kill you, etc and tweak that logic a bit. Ah, also, for the ,,lowered camera sensitivity" its not only the camera sensitivity I think, but the turn speed of the player. Depending on how you scripted mouse sensitivity and player movement it might be as easy as changing a variable's value. Hope this could help, it is the easiest way of implementing it for a beginner that I could think of suddenly, but i am sure Your codemonkey can tell you a more efficicient way! :)
You could clean this up with using events and delegates a lot. The camera can be disabled. There would be no need to check the time of day multiple times etc...
Yes this is a super quick prototype, not intended to be production code. If I were to continue building upon this I would definitely refactor quite a lot
@@CodeMonkeyUnity i had the same assumption, until i saw one of the presets was "Swedish winter", then i remembered stuff we learn at school and forget
awwww ... i got the game wayyyy b4 this video...sad~ before you reveal the solution to the sunlight mechanics, I originally thought it uses some sort of shader magic to detect the shadow on the ground and deal damage if the player step on it while its in day time. or maybe just have the shadow cast only on a Shadow Layer, and detect the shadow that way. never would I have thought of making a camera to look back at the sun lol >_< cool trick~
What amazed me is that like the GPU => CPU, is super slow, im trying something with a 1x1 texture, and it can still take like 1-2ms sometimes, usually 0 though.
Great tutorial! But I have a question. We point second camera directly to the sun, but how do we define sun? Isn't this just a skybox and the directional light combined? I might have missed something, so sorry in advance :)
What is your question, exactly? Is it how to get the visual representation of the sun? Because that is a setting in the skybox itself - it creates a sun disc based on a directional light. If your question is how the direction to the sun is defined, I think he described it pretty well: Since a directional light is nothing more than a direction from which all objects get lit at the same time (as if all its rays were coming from a light source millions of miles away), all you need to do to direct something towards the sun is to reverse the direction of that sunlight. In other words, take the forward direction of the directional light, which is a vector with length 1, and reverse it (* -1). You may now point an object in that newly acquired direction for it to point to the sun. Pointing an object somewhere is as easy as setting its forward vector in that direction.
Yup the Sun visual is indeed driven by the Skybox material and the Directional Light rotation, I think this demo is using the default skybox but not 100% sure
@@hiTocopter Thank you! I'm sorry for the lack of clarity in my question. This happened because I didn't really know how to ask it and wasn't sure if I missed it in the video. Anyway, thank you!
@@CodeMonkeyUnity One idea about camera stacking in HDRP, you can't really do camera stacking if you care about performance in HDRP (It's much more expensive on the CPU compared to URP/built-in and there's not much you can do about it) so guides about alternatives/ways to do it in HDRP could be really cool and unique. There's little to none on youtube. So the way V-rising does the shadow sun feature isn't the same as this video since they can't really do camera stacking, how to do it in HDRP could be an interesting idea
Hey Code Monkey! First of all thanks for the video, I actually really liked your approach on day/night system. I'm still a junior, so I lack a lot in understanding the performance hit on things. But, I've read that multiple cameras eat a lot. If this is true, and since we're pointing the camera to the sun, wouldn't be the same as casting a raycast from the player, maybe a boxcast that hit only objects that casts shadows? Can you clarify to me if this is better or not and why? Thanks again!
Yes multiple cameras do have a significant cost, however it's all based on the size of the camera output, for this I just need a single pixel so I'm rendering to the smallest RenderTexture possible so the performance impact is pretty minimal. You could also manually call Render(); isntead of every frame if you needed even more performance. Raycast only works on physics objects, so the raycast method works but you need to add complex colliders to all objects which liekly will hurt performance.
Hey @CodeMonkey nice Video as always. One question do you have a Video or will you make a Video, where you create are third Person controller from scratch? And btw thy for the keys
I have the third person shooter video unitycodemonkey.com/video.php?v=FbM4CkqtOuA It's not completely from scratch, it's based on the official third person controller unitycodemonkey.com/video.php?v=jXz5b_9z0Bc You can do what I did which is grab that free controller and refactor the code to match your own style
I learn from everywhere! Reading documentation, looking at official samples, looking at tutorial videos/courses, and most important of all just constant experimentation, trying new things, then trying different things and over time that grows into a pretty massive internal knowledge base.
@@CodeMonkeyUnity I tried to replicate the lighting and post proccesing components exactly by pausing the video, but the result turned out to be very different."
Hey! Nice video! I was wondering if using light probe would be a better solution or not. Since with that you could know if it's darker or not. What do you think?
hello Code Monkey! nice video! You are a legend, I'm building a prototype with some similar mechanics, and also looking into your building tutorial, I have a question, what's the max map size you would recommend for a top-down view game? Thanks! (Also I recommend you check out the WASD controller from Blink, it's basically the V Rising controller, and maybe make a video on how it works?)
That's a very game specific question, depending on your design something huge might be better or maybe something small and cozy, there's no universal answer. That Blink controller does seem great, in this video I just refactored the Unity official starter assets controller and I'm quite happy with it.
@@CodeMonkeyUnity Thanks for your answer, I was maybe asking in terms of Unity's capabilities, if for example having a 5 square km would be fine? Like I tried searching around what's like the maximum world size and found mixed answers. It would be nice to see you building a big 3D top down map without DOTS. I was thinking on designing a map the size of project zomboids map.
1f/3f == 1f/3f; this comparison will likely fail due to limited precision So when comparing floats never compare them perfectly, instead always give your logic a bit extra Mathf.Abs(1f/3f - 1f/3f) < minTestAmount
In the sun checking camera can't u just put the player on another layer and render everything but the player's layer.and put the camera inside the player. cause then u will be able to hide even behind short objects if u have a crouching ability
Yup that would indeed also work and possibly the best method. Layers are very limited, you only have 32, so depending on what else you use layers for that could be a better approach.
@@CodeMonkeyUnity Good idea for 2D sidescroller/platformer games. How about 2D topdown games? The shadows in 2D topdown games are kind of "fake" ones. Using collider should work but the performance may be an issue when there are many objects with shadows. Would there be better methods?
Sorry but I don't know, I tried doing some research since someone else mentioned that method as well but it seems pretty complex, I'm not much of a shader/graphics expert.
i see you have the tutorial for the animation controller, but Do you have a tutorial on how to make the controller with wasd + mouse looking/aiming and the animation blending?
I made a tutorial on how to aim a weapon unitycodemonkey.com/video.php?v=luBBz5oeR4Q But if you're asking about Melee nope I haven't covered that, although the logic is similar, use multiple Layers in your Animator, one for the feet and one for the upper body.
how would you let villagers walk a worn pathway through grass and turn it to dirt where theyve walked a few times? is that the same as cleaning a mesh as shown in that one example?
maybe make a matrix to represent the map every time someone walks through a cell increase the value on the matrix, when it reaches a certain value replace the grass this part may vary, are you using tiles ? if not maybe a circle collision to detect the affected meshes
That could be one approach, as they move paint the texture below them. Or perhaps if your paths are preset you can attach some simple script to them and when a villager walks on top you would increase some counter then use that counter, perhaps with a shader, and mix between a full grass texture and a full dirt texture
@@CodeMonkeyUnity right now im plan is to use the microsplat shaders, because they have a function for this, but im not sure it will work in a world as large as the one i want to make. id love to see a video on it if it ever suits you to make one. i know theres a couple videos for doing that in snow and i assume its very similar, building a render texture with a black background, having the character emit white particles, and using that render texture as a mask for the snow, but still if you made a video i would watch it lol
@@devforfun5618 i want to avoid using tiles, im using regular terrain meshes, ive seen a method for making a render texture with a black background, having the character emit white particles, and having the tender texture use that render texture as a mask to blend between two textures, but i think thats not good if you have lots of little villages and im not sure it would save and load well, ill look into the methods youve mentioned, thank you
Yup that would be another alternative, but that goes into shader/graphics programming which is not my main area of expertise so I just looked at the sun
Can you make a video on melee combat and boss enemy ai for 3d game like price on persian or v rising. Which include animation, damage , ragdoll and combo attack for both main character and boss? I tried to build but those were not that impressive..
You really need to split those things apart and work on each individually. I made a Boss AI state machine here unitycodemonkey.com/video.php?v=qZC1VYWnHZ8
RIP I thought I gonna see a different way of checking if an object got hit by sunlight. I would have to create a camera for each zombie I spawn, and a render texture, which wouldn't be ideal. So I gotta figure something out with raycasts or do some calculations.
You can use the same method, just don't do it all in one frame and every single update. Maybe on each update you teleport the camera to another zombie and check. That way with 60 zombies you could check them all in 1 second without any extra hit to performance.
First code invalid, 2nd and 3rd someone has claimed already, and the fourth one said it required me to have a base product to be able to activate ? Is this for an add-on or DLC maybe
Hello, Code Monkey. I'm a very beginner-level programmer, and I've tried to replicate the code you use a prototype, but I've run into a bit of trouble. The sun in my game doesn't move (I don't have a day/night cycle), and I just want my camera to be fixed on the sun. I'm pretty sure everything else works, but my camera doesn't seem to want to face towards the source of directional light. Instead, it just looks forward towards the horizon. I don't know if this is too late for me to ask about, but I hope you see my question. Regardless, for whoever does read this, have a nice day!
Where is your camera looking at? Maybe it's looking at 0,0,0? Maybe you have your directional light placed on 0,0,0 and it's looking directly at that object? Instead you should be using the light forward vector, not the world position
@@CodeMonkeyUnity Thank you for the fast response!! My camera is pointing towards wherever my player is looking. My directional light isn’t at 0,0,0. I think (think) I have the right line here, with transform.forward = -directionalLight.transform.forward But it doesn’t seem to affect the movement of my camera. Again, thanks for the quick response!
@@CodeMonkeyUnity I figured it out!!!!! I forgot to un-comment the function that calls the sunlight class. Huge beginner mistake, lol. I loved this tutorial, and i’ll be sure to come back to your channel for more tutorials. I really appreciate the reply!
I can almost guarantee it that they did not go around duplicating cameras like crazy, the game is made in HDRP and having a second camera invokes the entire render pipeline for HDRP a second time in a frame, i tried this myself and there is no way they did that with the metrics they have on the main thread unless they created a custom SRP just for a second camera. The next way to do this would be to have the light write to the stencil buffer and read the characters stencil art random points and if x% are in light cue the burns. Another would be to have a custom light pass after the opaque pass and check for the results after that
They actually "raycast" from the servers perspective, meaning the sun raycasts are actual trig calculation because everything in the game is based off a small tile grid. Given they know the suns position at all times server-side and the clients are just re-playing emulations via ECS/DOTS they are able to calculate the suns likely raycast and which SunBlock colliders its likely to hit. You could right now break into the client for example, inject a cube primative above a players head and cast a shadow. It wouldn't make a difference because its all server-side and the client is just showing "Fluff"
Keep in mind it's not rendering a full second camera, the sun camera has no post processing, no anti aliasing and it's rendering with a tiny fov onto a tiny renderTexture, so the performance cost, even on HDRP, is super tiny
@Code Monkey It's Way more than your Unity profiler will show you, even a stripped camera where you run it by a custom srp will cost you 5-10% total frames, unity profiler does not show it even on builds you'll need to measure final performance.
I had the same kind of mechanic in a plant simulator, but instead I just had a light source rotate around a plane and I checked if a raycast would hit the sun.
Ah yea, what I did was I had an empty gameobject attacked to the directional light "sun" and that rotated AROUND the level where my raycast would hit. But for my use case the light hitting "through" shadows was not a big issue, the angle that gets blocked between a capsule or box collider at close distance is much bigger than you will ever need to point at a lightsource. So the extra mesh shapes don't really matter in that case, at least for me it did not matter at all because I just needed to record hours of light gathered.
Hi Code Monkey, I have a question not releated to the video. I followed your ScreenShake effect using cinemeachine tutorial recently, and it worked just fine. But after some time I noticed that the shake intencity randonly changes every time the game starts. For example, the shake function is called when the player fires the Gun using 6 as the intensity parameter, and it looked as I wanted. Then sometime later when I was playtesting, I noticed that it was a bit weak so I raised the intensity. But after some more play tests the shake got very intensy, so I decreased it, and that got on and on. Basicly I noticed that everytime I start the game, the shake effect may be stronger or weaker even though the intensity value stays the same. The code is justy copy and paste, so I thought it may be related to some cinemachine configuration. I was wondering if you noticed anything like this.
Sounds like you might have "Save During Playmode" enabled in the Cinemachine Virtual Camera Component So if you stop playing while shaking it will save that state and continue when you play again
Hey Codemonkey! So I’m implementing this method in a game I’m working on and I realized a flaw with it. In games with leaves it causes flickering and sometimes it registers the brighter colored leaves as the sky. As opposed to changing the color what I did was make simple trees out of 2-3 boxes overlap the tree and then changed the layer of the real tree to “sunignore” and the box tree to “sunvisible”. The boxes are smaller than the actual tree as to avoid really weird behavior. Would you recommend this fix or do you think there is a better way to implement it? Just curious if you got the time to answer. 🤙
@@CodeMonkeyUnity no, I’m using the camera. The cubes are orange. But the player can’t see the cubes and the Sun check cant see the tree models. I still want to use the camera for all the other objects and geometry. It works great but I was just wondering if you had a cleaner implementation.
Oh so you're using a different simplified visual representation that only the SunCamera sees? Yup that works The alternative would be the raycast method but your approach works just fine
Please, please, please make a combat system like Tower of Fantasy or Genshin Impact🙏🏻 there are no good tutorial about anime hack and slash mechanic on Unity, only on Unreal Engine😢
Sorry I'm not familiar with that but on a quick search it appears to be a bunch of backend tools, Unity has quite a lot of tools that may do similar to what that does unitycodemonkey.com/video.php?v=JwClCc2_zC8
@@CodeMonkeyUnity It's a website on which you could code but also run your backend for free (up to a limit of course). Does unity offer some hosting options or just the tools to build the backend ?
i wash curious how you will mange to make to see if the player is in the shadow or not and to be honest what you did is very clavler and one ther is one way to improve this system the way im talking call layers if you didn't know you be able to make what the camera able to see and what is not so if you want to be more accurate for example you be able to make the player is separate layer and make the camera to not able to see that layer but ther is one other problem as well for your system the problem im talking is that if one other object on the Sean have those exact colors and the thread problem is that this work with camera so is very likely this camera to lower your performance
The camera is rendering to the tiniest RenderTexture possible, so performance isn't really going to be an issue. If it were, you could always manually call Render(); on the camera and call it less often than the framerate.
2 ปีที่แล้ว
The first code is missing a character. The 2nd and 3rd are already taken, and the last one gives a strange message: "Please first activate the original game".
Yeah they went pretty quickly, even with only 5% watching to the end with a thousand views all the codes get used up. Thanks for watching to the end! Hope you enjoyed the video!
Sounds like that could also work, although now sure how it works based on the Render bounds, it might still detect in sunlight if just a tiny bit of the foot is visible
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Hi CodeMonkey, i just wanted to say that you made a part of my childhood because I played a lots of your games and today i'm watching some of your tutorials to learn how to make games too, continue your content and thank you c: !
Thanks for the kind words!
@@CodeMonkeyUnity You made a part of my childhood and today your videos are helping me (By the way im french Canadian and i still choose your videos because they are really helpfull) you deserve kind words !
Continue your work :D
I really like this kind of video, re-creating game mechanics is always interesting to watch, please make this a more regular series :D. Also very smart move to use a render texture here! Might have a slight performance hit but with the small size of the texture I doubt it'll be noticeable
Yup multiple cameras can be expensive but in this case with a tiny fov and tiny renderTexture and no AA/PP it really isn't too costly
@@CodeMonkeyUnity Great video I was just asking myself how the hell did they implement that ahah
This format is the best can't believe that all is made in 18 min of course making this was much longer. Thanks a lot.
In their twitch stream with Unity, they did point out that they are using a physical sun that moves over and they just do a raycast from the sun to the player
Not sure I still haven't had time to watch the whole thing, only saw a bit, the game is primarily multiplayer so I assume they used quite a lot of tricks to get it all working
The problem with using a camera would be that you could not really run it on a headless server. Which is, as I understand, where they run it in VRising
@@CodeMonkeyUnity I think the trick is that they set up custom light blocking collision for each object. But yeah they are using raycasts. But also ECS, which probably helpy with performance :)
Thanks for the video, years ago when I first picked up Unity, I tried to create a vampire game as a hobby, I was still a teenager and I couldn't figure out how to create a sunlight system to burn the character. So this video was really great to watch and even made me want to go back to unity.
PS: I already had got the game, but great initiative with the gift. Thanks a lot for all the great content.
tried the keys, already taken, I thought the 4th one was for a DLC or smth, none worked, ended up buying the game just because it's made with Unity and you recommended it :)
Yea sorry the last one is indeed DLC
I hope you enjoy the game like I did! I'm actually going to play a bit more now
same
good to know me being 12 hours late and trying the keys was a total waste... i didnt see any comments at the top so i kinda just assumed nobody watched the end roll of the video
Yup, no worries for me, I always enjoy supporting good content and the game looks nice and thought through
I love this format of replicating systems from other games. It's a way of building our own tools to develop games.
“Duplicate product code” some one already got the key 😭😭
Anyway that was a great video! Your approach with the camera looking to the sky was brilliant🤩🤩
The trick with the second camera is amazing - very well done!
This is totally new way of approach things for me. I had no idea that we could do these kind of things with render texture. Great video💯
That's exactly why I make these videos! I'm glad you found it interesting!
Thank you for that, ever since I tried the beta of the game I was wondering how they got the sun mechanic working so well without heavily impacting the performances of the game
With shader magic
With shaders almost certainly, second camera in HDRP is performance nightmare of epic proportions, same thing for gun cameras, you just don't do camera stacking unless you have cpu to burn like heck.
I love videos that show how the game mechanics work in code,I hope that as many such appear,really a lot can be learned and easier to translate ideas into programming code.
really cool approach, nice to see how you break it down.
its not perfect but its good enough for most cases, for example i guess that if you are in a building with a window that the light go through it wont catch it.
I really like the way they linked the stats to the theme of vampire
Hi Code Monkey! Got your last course, and I love it! Would love for you to do a course using ML Agents creating a life or eco simulation or something that really helps one to master ML Agents.
I've got tons of ML video ideas that I'd love to explore, it's been a long time since I last touched it so hopefully I'll have some time soon!
@@CodeMonkeyUnity Until then I am working through your ML lbrary.
@@CodeMonkeyUnity As a suggestion, perhaps you can leave a setup video etc on your TH-cam, and then simply point to it before hand on your courses. It's annoying when instructors have a series of videos and the first chunk is always "set up Unit, intro to c#, setup ML Agents..."
God tier my dude, I was wondering how they did it
They did not do it like this, though. But this is definitely one way to do it :)
Tbh I was missing these series
Yeah it's been a while!
I liked this game a lot, vampires and the reaper are probably my favourite mythology creatures, and some of the systems were really cool but I think it fell short tbh.
Ah well, it's a decent game and this sun mechanic was pretty cool actually
The one thing I disliked about the game is the Minion mechanic because it's clearly made to work with a Multiplayer server that is constantly online. The minion will take 24h full hours to complete their task which means in playing through the whole game I will only be able to achieve one Minion run which definitely is against what the designers intended.
the solution was just brilliant
Nice methodology, It must be a bit more complex on their end since it's most likely on authoritative headless servers, but clearly a really cool and easier approach than what I was guessing. Raycasting the ground from the player to read the pixel in the shadowmap instead. kinda the same principle just flipped around to the shader side/art side. (still not working on headless build tho i know, yours is probably best ;))
Very good point on the multiplayer! I'm not sure how they made their servers work, if they're Unity based or not
@@CodeMonkeyUnity I'm not a programmer (only noob), but a senior tech art ;)... but yeah having release an indie multiplayer shooter I can surely attest it's quite complicated, but not impossible to make a complete custom server stack for headless build. But from my limited understanding our guys made it happen but it felt like they talked a totally different language haha.
If I recall correctly it was all based on linux servers who would ran a headless server version that would validate collisions and make sure no cheating was occurring then account for lag compensation.
@@CodeMonkeyUnity I guess your method is almost there, just more mathematically intensive without the assets on headless. In any case they clearly had to abstract some of the things and not be "fully" headless. either keep the ground or keep a texture to read somewhere.
You know really how to make content about game development code monkey ). You really inspire us. I am glad that you share that video with us!
I finally recreate this project in 1 week without project files using BuiltInRP.
In this tutorial time start at 0:00 am.but I want to set the clock at specific time like 7:30am.
Very cool, really like this series so far! If you're up for a challenge, I've always wondered how games like Cross Code and Sea of Stars does elevation and sprite rendering in 2D. Seems like it would be really complex.
Keep up the good work, can't wait to see what's next!
This is a great solution for a vampire type game where only sunlight hurts the player. Do you have any ideas for a Splinter Cell style stealth game where shadows from any light source matter?
With multiple light sources perhaps you could manually make a mesh with the light shape and test if the player is inside that.
Or perhaps use this same method, look at all nearby lights and point the camera at all of them. Perhaps add a cube with a solid color on top of the light that only the light camera can see and test if it sees a pixel of the color of that cube.
You could also read the Z depth from the camera to test if it sees the sky
Great videos as always! It'd be very cool if you could break down a game like Idle Champions of Forgotten Realms - something idle, formation based. Loads of cool mechanics in this one. Keep up the great work!
You are a very talented and i love watching your videos, especially these ones about recreating game mechanics, so could you please also do a video on how you could recreate reinhardt's charge/dash move from Overwatch? i have been trying to figure it out for a long time but i cant get it to work. Im new to game dev and it would help a ton. Thanks and keep up the amazing videos!
It's been a long time since I last played Overwatch, but it's basically just a charge right? I made a character will a Roll and Dash here unitycodemonkey.com/video.php?v=Bf_5qIt9Gr8
Basically just have a basic state machine and move forward while the dash is active. Then I don't remember what else the game does but perhaps damage/stun all enemies in front with some kind of physics query unitycodemonkey.com/video.php?v=h9oEhVqGptU
@@CodeMonkeyUnity I've watched that video, it's great! But it's not exactly what I need. In the game the Reinheardt's charge pushes the character forward and only stops upon hiting a wall or the time runs out for the charge, all the while the camera sensitivity is lowered. Could you please help?
@@Original.R.I.P. Maybe not the most efficient way of doing it, but if you are just trying recreate a something i recommend always dumbing ir down and trying to find videos for that if you cannot create it yourself. For instance the dash you mention is a complex mechanic with many thing to consider, but if i had to make the concept simpler i would search it up like this.
For once look up how to create dash abilities and tweak those to have a certain speed and length of activity.
Then for ,,pinning" players you might just want to look up a how to grab objects tutorial.
The pushing them into a wall thing should not be hard, but if i had no idea how to do it maybe i would look up somethinf like how to implement spikes that kill you, etc and tweak that logic a bit.
Ah, also, for the ,,lowered camera sensitivity" its not only the camera sensitivity I think, but the turn speed of the player. Depending on how you scripted mouse sensitivity and player movement it might be as easy as changing a variable's value.
Hope this could help, it is the easiest way of implementing it for a beginner that I could think of suddenly, but i am sure Your codemonkey can tell you a more efficicient way! :)
@@yesyoutooo8842 this was very helpful. Thank you!
You could clean this up with using events and delegates a lot. The camera can be disabled. There would be no need to check the time of day multiple times etc...
Yes this is a super quick prototype, not intended to be production code. If I were to continue building upon this I would definitely refactor quite a lot
the night time duration isn't unrealistic, it happens in certain places in certain times of the year
Heh good point!
@@CodeMonkeyUnity i had the same assumption, until i saw one of the presets was "Swedish winter", then i remembered stuff we learn at school and forget
you are the best. Last key said " you need a game. " btw. anyway. thank you.
Oh seems for that one they sent me a DLC key instead of the game itself, sorry!
Alot of these videos , it's awesome.
awwww ... i got the game wayyyy b4 this video...sad~
before you reveal the solution to the sunlight mechanics, I originally thought it uses some sort of shader magic to detect the shadow on the ground and deal damage if the player step on it while its in day time.
or maybe just have the shadow cast only on a Shadow Layer, and detect the shadow that way.
never would I have thought of making a camera to look back at the sun lol >_<
cool trick~
Yup that would indeed be another valid approach, pretty much looking down instead of up
Wow nice, I love seeing how other games work
What amazed me is that like the GPU => CPU, is super slow, im trying something with a 1x1 texture, and it can still take like 1-2ms sometimes, usually 0 though.
Excellent video as usual!
Great tutorial! But I have a question. We point second camera directly to the sun, but how do we define sun? Isn't this just a skybox and the directional light combined? I might have missed something, so sorry in advance :)
What is your question, exactly? Is it how to get the visual representation of the sun? Because that is a setting in the skybox itself - it creates a sun disc based on a directional light.
If your question is how the direction to the sun is defined, I think he described it pretty well: Since a directional light is nothing more than a direction from which all objects get lit at the same time (as if all its rays were coming from a light source millions of miles away), all you need to do to direct something towards the sun is to reverse the direction of that sunlight. In other words, take the forward direction of the directional light, which is a vector with length 1, and reverse it (* -1). You may now point an object in that newly acquired direction for it to point to the sun. Pointing an object somewhere is as easy as setting its forward vector in that direction.
Yup the Sun visual is indeed driven by the Skybox material and the Directional Light rotation, I think this demo is using the default skybox but not 100% sure
@@hiTocopter Thank you! I'm sorry for the lack of clarity in my question. This happened because I didn't really know how to ask it and wasn't sure if I missed it in the video. Anyway, thank you!
@@CodeMonkeyUnity Thank you, J B answered my question. I apologize for any inconvenience I may caused
V-rising is made with HDRP! Would be cool to see some HDRP videos. Showcasing features, tips, guides, etc.
Yup that's something I'd love to do and also research how many games use HDRP, it's already quite a lot of them!
@@CodeMonkeyUnity One idea about camera stacking in HDRP, you can't really do camera stacking if you care about performance in HDRP (It's much more expensive on the CPU compared to URP/built-in and there's not much you can do about it) so guides about alternatives/ways to do it in HDRP could be really cool and unique. There's little to none on youtube.
So the way V-rising does the shadow sun feature isn't the same as this video since they can't really do camera stacking, how to do it in HDRP could be an interesting idea
I always love these videos.
thanks a lot for the video and plesse keep them coming 😁.
I only play on console so I'll leave the keys for someone else.
Hey Code Monkey! First of all thanks for the video, I actually really liked your approach on day/night system.
I'm still a junior, so I lack a lot in understanding the performance hit on things. But, I've read that multiple cameras eat a lot. If this is true, and since we're pointing the camera to the sun, wouldn't be the same as casting a raycast from the player, maybe a boxcast that hit only objects that casts shadows?
Can you clarify to me if this is better or not and why?
Thanks again!
Yes multiple cameras do have a significant cost, however it's all based on the size of the camera output, for this I just need a single pixel so I'm rendering to the smallest RenderTexture possible so the performance impact is pretty minimal. You could also manually call Render(); isntead of every frame if you needed even more performance.
Raycast only works on physics objects, so the raycast method works but you need to add complex colliders to all objects which liekly will hurt performance.
Another amazing video!
Hey @CodeMonkey nice Video as always. One question do you have a Video or will you make a Video, where you create are third Person controller from scratch?
And btw thy for the keys
I have the third person shooter video unitycodemonkey.com/video.php?v=FbM4CkqtOuA
It's not completely from scratch, it's based on the official third person controller unitycodemonkey.com/video.php?v=jXz5b_9z0Bc
You can do what I did which is grab that free controller and refactor the code to match your own style
Hey codemonkey, Where do experiencd developers like you learn from, do you read documentation or something else?
I learn from everywhere! Reading documentation, looking at official samples, looking at tutorial videos/courses, and most important of all just constant experimentation, trying new things, then trying different things and over time that grows into a pretty massive internal knowledge base.
How can we get this light and nice looking graphics in urp?
I am using URP in the video, so the answer is play with the lighting intensity and add post processing
@@CodeMonkeyUnity I tried to replicate the lighting and post proccesing components exactly by pausing the video, but the result turned out to be very different."
Hey! Nice video!
I was wondering if using light probe would be a better solution or not. Since with that you could know if it's darker or not.
What do you think?
For that you'd need million of light probes to capture all the shadow edges, so no I don't think that would work
Thank you for sharing such a knowledge😁
hello Code Monkey! nice video! You are a legend, I'm building a prototype with some similar mechanics, and also looking into your building tutorial, I have a question, what's the max map size you would recommend for a top-down view game? Thanks! (Also I recommend you check out the WASD controller from Blink, it's basically the V Rising controller, and maybe make a video on how it works?)
That's a very game specific question, depending on your design something huge might be better or maybe something small and cozy, there's no universal answer.
That Blink controller does seem great, in this video I just refactored the Unity official starter assets controller and I'm quite happy with it.
@@CodeMonkeyUnity Thanks for your answer, I was maybe asking in terms of Unity's capabilities, if for example having a 5 square km would be fine? Like I tried searching around what's like the maximum world size and found mixed answers. It would be nice to see you building a big 3D top down map without DOTS. I was thinking on designing a map the size of project zomboids map.
Would love to see how the puzzle mechanic from Superliminal is made
You mentioned 'never ever compare floats'. Outside of this specific use case, how would you compare floats ?
1f/3f == 1f/3f; this comparison will likely fail due to limited precision
So when comparing floats never compare them perfectly, instead always give your logic a bit extra
Mathf.Abs(1f/3f - 1f/3f) < minTestAmount
In the sun checking camera can't u just put the player on another layer and render everything but the player's layer.and put the camera inside the player. cause then u will be able to hide even behind short objects if u have a crouching ability
Yup that would indeed also work and possibly the best method. Layers are very limited, you only have 32, so depending on what else you use layers for that could be a better approach.
@@CodeMonkeyUnity yup that's true :)
Wonderful tutorial! Just wondering is it possible to achieve a similar mechanism in 2D?
Hmm not the camera method, by 2D you mean a sidescroller? It would probably have to be done with the raycast method
@@CodeMonkeyUnity Good idea for 2D sidescroller/platformer games. How about 2D topdown games? The shadows in 2D topdown games are kind of "fake" ones. Using collider should work but the performance may be an issue when there are many objects with shadows. Would there be better methods?
Very nice! Good job.
Awesome video! Amazing
what about a tutorial on making cool particle effects like that?
Hahahaha very nice man !!! Loved it
Do you maybe have an idea how to get the shadow pass into shader graph for additional effects?
Sorry but I don't know, I tried doing some research since someone else mentioned that method as well but it seems pretty complex, I'm not much of a shader/graphics expert.
do u know how the camera rotation works ? I think vrising is the only isometric game with free camera rotation
Could we have a tutorial when it hits a system time like 5pm an object appeaes
Thank you!
i see you have the tutorial for the animation controller, but Do you have a tutorial on how to make the controller with wasd + mouse looking/aiming and the animation blending?
I made a tutorial on how to aim a weapon unitycodemonkey.com/video.php?v=luBBz5oeR4Q
But if you're asking about Melee nope I haven't covered that, although the logic is similar, use multiple Layers in your Animator, one for the feet and one for the upper body.
@@CodeMonkeyUnity That would be an awesome video! WISH LIST! ^.^
how would you let villagers walk a worn pathway through grass and turn it to dirt where theyve walked a few times? is that the same as cleaning a mesh as shown in that one example?
maybe make a matrix to represent the map
every time someone walks through a cell increase the value on the matrix, when it reaches a certain value replace the grass
this part may vary, are you using tiles ? if not maybe a circle collision to detect the affected meshes
That could be one approach, as they move paint the texture below them.
Or perhaps if your paths are preset you can attach some simple script to them and when a villager walks on top you would increase some counter then use that counter, perhaps with a shader, and mix between a full grass texture and a full dirt texture
@@CodeMonkeyUnity right now im plan is to use the microsplat shaders, because they have a function for this, but im not sure it will work in a world as large as the one i want to make. id love to see a video on it if it ever suits you to make one. i know theres a couple videos for doing that in snow and i assume its very similar, building a render texture with a black background, having the character emit white particles, and using that render texture as a mask for the snow, but still if you made a video i would watch it lol
@@devforfun5618 i want to avoid using tiles, im using regular terrain meshes, ive seen a method for making a render texture with a black background, having the character emit white particles, and having the tender texture use that render texture as a mask to blend between two textures, but i think thats not good if you have lots of little villages and im not sure it would save and load well, ill look into the methods youve mentioned, thank you
Thanks for the Key :D
Thanks for watching to the end! I hope you enjoy the game!
@@CodeMonkeyUnity Just FYI the first and last key don't work, the middle 2 already claimed. Thanks anyway!
Unless one person got greedy, I think more people watch the full video than you thought :D, all the keys were activated so fast
Heh it is only about 5-10% that watch to the end but with only a few keys it doesn't take many views for them to all be gone
i'm new to unity3d, could you not just look at the shadow map of the ground or player? Can you even query that?
Yup that would be another alternative, but that goes into shader/graphics programming which is not my main area of expertise so I just looked at the sun
I like these videos, thank you
10000/10😊. Thank you!
Can you make a video on melee combat and boss enemy ai for 3d game like price on persian or v rising. Which include animation, damage , ragdoll and combo attack for both main character and boss?
I tried to build but those were not that impressive..
You really need to split those things apart and work on each individually. I made a Boss AI state machine here unitycodemonkey.com/video.php?v=qZC1VYWnHZ8
RIP I thought I gonna see a different way of checking if an object got hit by sunlight. I would have to create a camera for each zombie I spawn, and a render texture, which wouldn't be ideal. So I gotta figure something out with raycasts or do some calculations.
You can use the same method, just don't do it all in one frame and every single update.
Maybe on each update you teleport the camera to another zombie and check. That way with 60 zombies you could check them all in 1 second without any extra hit to performance.
First code invalid, 2nd and 3rd someone has claimed already, and the fourth one said it required me to have a base product to be able to activate ? Is this for an add-on or DLC maybe
The first and last key seem to be wrong?
Yea sorry the first one is missing an M and the last one is apparently for DLC not the game
Hello, Code Monkey. I'm a very beginner-level programmer, and I've tried to replicate the code you use a prototype, but I've run into a bit of trouble. The sun in my game doesn't move (I don't have a day/night cycle), and I just want my camera to be fixed on the sun. I'm pretty sure everything else works, but my camera doesn't seem to want to face towards the source of directional light. Instead, it just looks forward towards the horizon. I don't know if this is too late for me to ask about, but I hope you see my question.
Regardless, for whoever does read this, have a nice day!
Where is your camera looking at? Maybe it's looking at 0,0,0? Maybe you have your directional light placed on 0,0,0 and it's looking directly at that object?
Instead you should be using the light forward vector, not the world position
@@CodeMonkeyUnity Thank you for the fast response!! My camera is pointing towards wherever my player is looking. My directional light isn’t at 0,0,0. I think (think) I have the right line here, with
transform.forward = -directionalLight.transform.forward
But it doesn’t seem to affect the movement of my camera.
Again, thanks for the quick response!
@@CodeMonkeyUnity I figured it out!!!!! I forgot to un-comment the function that calls the sunlight class. Huge beginner mistake, lol. I loved this tutorial, and i’ll be sure to come back to your channel for more tutorials. I really appreciate the reply!
Very interesting and useful, but first key is wrong - it miss one symbol in first group ... :) but that's not the point
Yea seems I missed an M in the beginning, probably taken now though
I can almost guarantee it that they did not go around duplicating cameras like crazy, the game is made in HDRP and having a second camera invokes the entire render pipeline for HDRP a second time in a frame, i tried this myself and there is no way they did that with the metrics they have on the main thread unless they created a custom SRP just for a second camera. The next way to do this would be to have the light write to the stencil buffer and read the characters stencil art random points and if x% are in light cue the burns. Another would be to have a custom light pass after the opaque pass and check for the results after that
They actually "raycast" from the servers perspective, meaning the sun raycasts are actual trig calculation because everything in the game is based off a small tile grid. Given they know the suns position at all times server-side and the clients are just re-playing emulations via ECS/DOTS they are able to calculate the suns likely raycast and which SunBlock colliders its likely to hit.
You could right now break into the client for example, inject a cube primative above a players head and cast a shadow. It wouldn't make a difference because its all server-side and the client is just showing "Fluff"
Keep in mind it's not rendering a full second camera, the sun camera has no post processing, no anti aliasing and it's rendering with a tiny fov onto a tiny renderTexture, so the performance cost, even on HDRP, is super tiny
@Scott I stand corrected, that would work too and sounds quite reasonable way to do it.
@Code Monkey It's Way more than your Unity profiler will show you, even a stripped camera where you run it by a custom srp will cost you 5-10% total frames, unity profiler does not show it even on builds you'll need to measure final performance.
Anyone have a link to watch the twitch interview with the devs?
It's here www.twitch.tv/videos/1517796421?filter=highlights&sort=time
@@CodeMonkeyUnity Aww thanks!
I had the same kind of mechanic in a plant simulator, but instead I just had a light source rotate around a plane and I checked if a raycast would hit the sun.
Ah yea, what I did was I had an empty gameobject attacked to the directional light "sun" and that rotated AROUND the level where my raycast would hit.
But for my use case the light hitting "through" shadows was not a big issue, the angle that gets blocked between a capsule or box collider at close distance is much bigger than you will ever need to point at a lightsource. So the extra mesh shapes don't really matter in that case, at least for me it did not matter at all because I just needed to record hours of light gathered.
The first code is missing a letter!
In the first segment!
Nice!
Hi Code Monkey, I have a question not releated to the video. I followed your ScreenShake effect using cinemeachine tutorial recently, and it worked just fine. But after some time I noticed that the shake intencity randonly changes every time the game starts. For example, the shake function is called when the player fires the Gun using 6 as the intensity parameter, and it looked as I wanted. Then sometime later when I was playtesting, I noticed that it was a bit weak so I raised the intensity. But after some more play tests the shake got very intensy, so I decreased it, and that got on and on. Basicly I noticed that everytime I start the game, the shake effect may be stronger or weaker even though the intensity value stays the same. The code is justy copy and paste, so I thought it may be related to some cinemachine configuration. I was wondering if you noticed anything like this.
Sounds like you might have "Save During Playmode" enabled in the Cinemachine Virtual Camera Component
So if you stop playing while shaking it will save that state and continue when you play again
Hey Codemonkey! So I’m implementing this method in a game I’m working on and I realized a flaw with it. In games with leaves it causes flickering and sometimes it registers the brighter colored leaves as the sky. As opposed to changing the color what I did was make simple trees out of 2-3 boxes overlap the tree and then changed the layer of the real tree to “sunignore” and the box tree to “sunvisible”. The boxes are smaller than the actual tree as to avoid really weird behavior.
Would you recommend this fix or do you think there is a better way to implement it? Just curious if you got the time to answer. 🤙
So you're using physics instead of a camera? Yup that would work, I think that's how they did it in the actual game
@@CodeMonkeyUnity no, I’m using the camera. The cubes are orange. But the player can’t see the cubes and the Sun check cant see the tree models. I still want to use the camera for all the other objects and geometry. It works great but I was just wondering if you had a cleaner implementation.
Oh so you're using a different simplified visual representation that only the SunCamera sees? Yup that works
The alternative would be the raycast method but your approach works just fine
Please, please, please make a combat system like Tower of Fantasy or Genshin Impact🙏🏻 there are no good tutorial about anime hack and slash mechanic on Unity, only on Unreal Engine😢
Good
Hi CodeMonkey, some time ago I started dabbling with gamesparks, but now I see that it's going to close. Do you know any alternatives to replace it ?
Sorry I'm not familiar with that but on a quick search it appears to be a bunch of backend tools, Unity has quite a lot of tools that may do similar to what that does unitycodemonkey.com/video.php?v=JwClCc2_zC8
@@CodeMonkeyUnity It's a website on which you could code but also run your backend for free (up to a limit of course). Does unity offer some hosting options or just the tools to build the backend ?
i wash curious how you will mange to make to see if the player is in the shadow or not and to be honest what you did is very clavler and one ther is one way to improve this system the way im talking call layers
if you didn't know you be able to make what the camera able to see and what is not so if you want to be more accurate for example you be able to make the player is separate layer and make the camera to not able to see that layer
but ther is one other problem as well for your system the problem im talking is that if one other object on the Sean have those exact colors and the thread problem is that this work with camera so is very likely this camera to lower your performance
The camera is rendering to the tiniest RenderTexture possible, so performance isn't really going to be an issue. If it were, you could always manually call Render(); on the camera and call it less often than the framerate.
The first code is missing a character. The 2nd and 3rd are already taken, and the last one gives a strange message: "Please first activate the original game".
Oh seems I missed a M in the beginning of the first key, and apparently the last one is DLC.
@@CodeMonkeyUnity I added the M at it, and it worked, lol. Thank you so much. Now I will start watching your videos from the end.
How to get the source code of the game??
Too bad i coulnt activate any key but great video
congrats Monkey you were right! that is how they do it! Devs timestamp: th-cam.com/video/HgCLe16Gmos/w-d-xo.html
I got to the end, it seems all the codes are used though "xD
Yeah they went pretty quickly, even with only 5% watching to the end with a thousand views all the codes get used up.
Thanks for watching to the end! Hope you enjoyed the video!
1:11 -- The hell is that thing??
Not sure exactly what you're referring to, it's a shot from the V Rising trailer then it's my House Building System video
@@CodeMonkeyUnity V-Rising footage. It appears to be a... cauldron-y workbench of sorts that I'm 95% sure isn't in the game at the moment.
Try unreal engine 5
Nice graphics, but not as productive and versatile, except you want to focus on first/third-person action.
Great solution! Can you also maybe put a camera on the sun and use Renderer.IsVisibleFromCamera(camera)?
Sounds like that could also work, although now sure how it works based on the Render bounds, it might still detect in sunlight if just a tiny bit of the foot is visible
They simply used raycast to check whether you are in the sun. There was a stream with the devs talking about the game www.twitch.tv/videos/1517796421