Thanks for the tutorial! --- If anyone have already have forward running character, or you don't want the platforms that sliding backward, you can try this: Mine SectionTrigger from this tutorial script looks like that: public class SectionTrigger : MonoBehaviour { public float moveStep; //lenght of platform offset on trigger = full exact lenght of platform(fills from inspector) public int stepCount = 0; //multipler for each next offset(counter of triggers)
Your videos are really nice and helpful, I believe the curve World effect helped me solve a problem in my game. But actually in Subway Surfers the character rather moves instead of the world. I’ve been able to move the camera in the game away from the character and can confirm that the player rather moves which is what I’ve been doing in my game. But this tutorial was actually really interesting, good vid.
Hey, i have a problem. i have a section that has a box collider and when the player triggers the box collider, the box collider will deactivate and spawn a new section, but after it spawns a section, the new section it spawned doesn't work anymore, in which the box collider in the new section isn't activated, this is because the prefab is using itself and changes itself, but i don't want that to happen and i don't know how to fix it.
When the road section is destroyed I get a MissingReferenceException MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. If I check for null then my SectionTrigger stops working.
Can we get a possible update/re-go over of this? a bit slower, more in depth/detailed? with better steps some feel like they were skipped over. I tried this and the script just seemed to not work at all for me.
Train of thought How to apply this to rimworld, A planet like venus with a long day, Wait what about that planet in riddick that was a blazing inferno and you had to keep moving to avoid death So like procedurally generated surface on extremely slow rotation planet but the topography does repeat eventually.
@@Mo-zm7eo This was a long time ago so im not sure but I think it was because the character controller and rigid body both have a collision capsule on them so it triggers it twice.
I would rather use object pooling, creating and destroying paths would not be ideal if you would want to speed up the game later on. It would cause a lot of GC allocation and might cause lag spikes
I hope you’re okay. I’m kinda worried about you because I’ve been trying to find an alternative to Patreon to pay you for your lessons. By sheer chance I was able to cancel my Patreon subscription but I meant it when I told you I was grateful to you and I want to contribute. Do you have a PayPal or Venmo account? Please let me know so that I can keep my promise to you. Simon
I promised you I’d be a loyal Patreon follower but I canceled for two reasons. First, I was having so much trouble with Unity itself I gave up on it as my game engine of choice. (I accidentally discovered Unity works much better on a Mac through Google Chrome.) The second reason is because I’ve had nothing but trouble via Patreon. What I was hoping for was for me to be able to pay you the money I promised without Patreon. Can I send you money through PayPal? Please let me know. Simon
Thanks for the tutorial!
---
If anyone have already have forward running character, or you don't want the platforms that sliding backward, you can try this:
Mine SectionTrigger from this tutorial script looks like that:
public class SectionTrigger : MonoBehaviour
{
public float moveStep; //lenght of platform offset on trigger = full exact lenght of platform(fills from inspector)
public int stepCount = 0; //multipler for each next offset(counter of triggers)
public GameObject roadSection;
void OnTriggerEnter(Collider other)
{
if(other.gameObject.CompareTag("Trigger"))
{
stepCount += 1;
Instantiate(roadSection, new Vector3(0, 0, moveStep * stepCount), Quaternion.identity);
}
}
}
Girl I love you, you know how to explain things
Thank you so much! 🥹 Glad I could help
This is a great tutorial Holly. Glad I found it. Thanks!
Your videos are really nice and helpful, I believe the curve World effect helped me solve a problem in my game. But actually in Subway Surfers the character rather moves instead of the world. I’ve been able to move the camera in the game away from the character and can confirm that the player rather moves which is what I’ve been doing in my game. But this tutorial was actually really interesting, good vid.
awesome video!
Thnaks a ton for this tutorial! It really helped me out
thankyou sister i am from india i am just a beginner but i can able to understand u r english and u r explanation is very very good love from india
Perfect for my Death Star Run idea
I was needing this so much... I love your channel ;; omg
Thank you so much!!
Wonderful tutorial!!!
Great tutorial as always, cool to learn how things work! ❤ 🔥
Thank you! 🙌
Hi from near future, thanks for the good tutorial 👍
thank you mam you are best Developer
Hey, i have a problem. i have a section that has a box collider and when the player triggers the box collider, the box collider will deactivate and spawn a new section, but after it spawns a section, the new section it spawned doesn't work anymore, in which the box collider in the new section isn't activated, this is because the prefab is using itself and changes itself, but i don't want that to happen and i don't know how to fix it.
When the road section is destroyed I get a MissingReferenceException
MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
If I check for null then my SectionTrigger stops working.
In the SectionTrigger script you need to drag and drop the prefab from the Project folder, and not from the scene, into the public section
ty 💫
When I add the RigidBody to the road prefab, the sections push each other up or down if you look at the scene from a side view. How can I fix this?
In the rigid body component under constraints you can disable certain axis rotations or movements
Can we get a possible update/re-go over of this? a bit slower, more in depth/detailed? with better steps some feel like they were skipped over. I tried this and the script just seemed to not work at all for me.
Do you have any issues with Z-fighting when you spawn the prefabs over each other, or is that something you fix later?
Just underneath the heart on your icon you need to put the letter "S" because you are SUPER!!!
Glad you liked it!
@@RigorMortisTortoise Like is such a strong word actually, let's just say I LOVED IT!
Train of thought
How to apply this to rimworld,
A planet like venus with a long day,
Wait what about that planet in riddick that was a blazing inferno and you had to keep moving to avoid death
So like procedurally generated surface on extremely slow rotation planet but the topography does repeat eventually.
Can you add random cat generate on? pls
How do we fix gap between new tiles just instantiated?! And im increasing speed but gap appear
public class GroundMover : MonoBehaviour
{
public List Platforms = new();
public float ShiftOffset = 13.68f;
public float Speed = 1f;
private Vector3 moveDirection = Vector3.back;
private void Update()
{
foreach (var platform in Platforms)
{
var pos = platform.transform.position;
pos += moveDirection * (Speed * Time.deltaTime);
if (pos.z < -ShiftOffset)
{
pos = new Vector3(pos.x, pos.y, pos.z + ShiftOffset * 2);
}
platform.transform.position = pos;
}
}
}
@@hawwka yo bro 💀 thank uuu man
i want to , like generate new platforms rather than same one ? can anyone help
The destroy wall is not working for me
Whenever I put a rigid body on my prefab it makes the box trigger, trigger twice and it spawns two levels.
@@Mo-zm7eo This was a long time ago so im not sure but I think it was because the character controller and rigid body both have a collision capsule on them so it triggers it twice.
Are you going to continue with this??
Is creating and destroying paths okay and not overloading my game, compared to using object pooling?
I would rather use object pooling, creating and destroying paths would not be ideal if you would want to speed up the game later on. It would cause a lot of GC allocation and might cause lag spikes
i copied the code and it doesnt work :( ive watched it twice and still cant do it
from were did u copy?
@@MaskedYemeni1 this was long ago I’ve done it now
@@lemonsarejuicy8817 ye but were did u find it
@@MaskedYemeni1i can’t remember sorry
I hope you’re okay. I’m kinda worried about you because I’ve been trying to find an alternative to Patreon to pay you for your lessons. By sheer chance I was able to cancel my Patreon subscription but I meant it when I told you I was grateful to you and I want to contribute. Do you have a PayPal or Venmo account? Please let me know so that I can keep my promise to you.
Simon
Hey Simon I really appreciate the support and your intention but there's really no need! Thank you though I appreciate the thought
I promised you I’d be a loyal Patreon follower but I canceled for two reasons. First, I was having so much trouble with Unity itself I gave up on it as my game engine of choice. (I accidentally discovered Unity works much better on a Mac through Google Chrome.) The second reason is because I’ve had nothing but trouble via Patreon. What I was hoping for was for me to be able to pay you the money I promised without Patreon. Can I send you money through PayPal? Please let me know.
Simon
hey coud u write all the code to me in the comments and pin me for others to know the script?
Next time work slower, and show everything you do. The basics of Tutorials
Then watch more videos. Its literally less than 10 mins and she shows you EVERYTHING. How bad is your attention span.
You are right my friend, he probably jerking or some shit@@thepsychicpeach8425
Lmao bro pick 0.5 speed