How to make a door that automatically closes in your face >:) "A door, just not a door *you* can use" (just the auto door but closes instead of opening)
I made the pieces/ tiles in blender, and then arranged them in unity. Unity does have a package for basic polygon building, which is good for blocking out a map or quick prototyping. Anything more than that, and you're better off creating modules in a proper 3d modeling software, and then placing those in unity. For my go kart zombie tag map, I actually made the whole map in blender; but that was more to get around a technical limitation of the karts themselves. In the end, it ended up taking ages to adjust different ramps and such, as each time I moved an object I would have to reimport the model. It would've been much easier if I could just move around the objects in unity, but alas I wasn't able to ^^'
Glad it was helpful! If what you have works, then there is no need to change them; but if youve been having problems, then I'm glad I could show you a solution ^^
@akiraakiraakiraakira watch the second half of the video to see how I would network it. That version will update for latecomers ^^ The general idea is to use a synced bool instead of a networked events, as a networked event is a one and done call, instead of being stored
Can you pleasseee make a video on how to make a animation where you click a button and it causes a animation to start then when the animation is over it resets so you click it again to cause the animation all over🙏🏼🙏🏼🙏🏼 all videos are bools that make a looping animation and play once when i turn off looping then i tried ur coin one and it only plays once and never again🥲
use a trigger instead of a bool; it doesn't have an on or off state, it only fires off once when activated and can be activated indefinitely. Have the trigger parameter lead into the animation, and the 2nd transition that returns to the idle state has no parameter condition; just leave exit time enabled and it will return to the initial state when the animation is done
What bad4 said. Have a look at my video called 'how to play an animation in udon', where I show how you can make an animation for a coin being collected. The only difference, is that you want to make a 'reset' animation (one that has all of the animated things at their default state) to use that instead of an empty animation. Also, you will need to make a transition going back to that first animation, with an exit time of 1, and a duration of 0. Hope that helps ^^
Have a look at my more recent video on events. The short answer is, if you want more than one things to happen on each event, just add it to the end. The arrow says what order stuff will be done, so just add a second/thrid/forth 'animation, play' node (with it's own animator variable) after the first
10:42 So then the lower code again because the same code again for each door, I want to operate several doors with a button that all make the animation at the same time where is open.
@@Teriko_HD (please tell me this is Google translated...) Eh... Sure? The bottom node 'animator, set bool' sets a bool value whenever it is played. If you were to add another one, it would also change. The white arrow says when it is to play. If the white arrow going out of the first plugs into the second, then whenever either of the two event modes are played, it will play both 'animator, set bool' nodes. For more information, please look at my video all about events
Hey there! I have a question im hoping you can help me with.. I have made a deck of cards, this including a spawner, all the cards as a pool, a reset botton and a discard tray. The way it functions right now, is that you click the spawner, and a card spawns on top, using an empty as a spawn point.. what i want is to just "grab" the spawner, which gives you a card instantly in your hand holding it.. Can you help me out going around this problem?
Glad your liking the videos ^^ The basics for this, is that youll need to prespawn in the card when you reset the deck. Then, when you grab the card (event, on pickup), get it to tell the deck to spawn another. However, you don't want it to spawn whenever someone picks up the card; just when someone picks up this kart form the deck. So, you'll need a bool on the card call 'isInDeck', and only if it is true, should you tell the deck to spawn another. Also make it false afterwards, as it has now spawned in its replacement. You will also need to set this value true, when you spawn it in, and also make the bool networked, so it shows it has spawned in for all. Alternatively (and probably way better) you could do the check on the deck itself. Get it to remember it's last spawned object/ card. Make sure it is a public variable. Then on the card, on pickup, check if this card matches the last spawned, and if so, then play that event.
could you possibly make a tutorial on how to turn an object into a trampoline? like i jump on a bed and bounce on it, it's funny and i have no idea how to do so
Haha! XD nah, for April 1st, I wanted to do a video in a style that is polar opposite to my usual videos. One where my voice is as calm and as deep as possible, but (hopefully) not asmr. It actually came out way better than I expected, but it was really hard talking this low; hence the weak voice 😅
Happy April 1st! ^^
Finally, a simple door tutorial!!
Been waiting for this moment for so long!!
Nearly as long as the automatic door tutorial, which is funny
Lol XD
what door tutorial should I make next! ^^
How to make a door that automatically closes in your face >:)
"A door, just not a door *you* can use"
(just the auto door but closes instead of opening)
Thank you very much from japan!
I am now able to do things that I could not do before.
Love your tutorials!! keep it up!!
Thanks! Glad you like them ^^
Ooh an elevator. Very useful
Very helpful tutorial thank you. may i ask did you create that building in blender or just unity which would you recommend?
I made the pieces/ tiles in blender, and then arranged them in unity. Unity does have a package for basic polygon building, which is good for blocking out a map or quick prototyping. Anything more than that, and you're better off creating modules in a proper 3d modeling software, and then placing those in unity.
For my go kart zombie tag map, I actually made the whole map in blender; but that was more to get around a technical limitation of the karts themselves. In the end, it ended up taking ages to adjust different ramps and such, as each time I moved an object I would have to reimport the model. It would've been much easier if I could just move around the objects in unity, but alas I wasn't able to ^^'
Great Video!! Learned so much! Will re-do all my Projects using this method! Thanks!
Glad it was helpful!
If what you have works, then there is no need to change them; but if youve been having problems, then I'm glad I could show you a solution ^^
i mean ohh dear, thats a cool Style how to explain Stuff 😁
It's a style all right 😅
I'm surprised on how well it came out. It was a pain to record, but it didn't end up sounding half bad ^^
the gizmo in top left is set to pivot, but you dont explain why
ah, welp, here ya go:
'so that the object rotates around it's center, and not the average of all of it's child objects' ^^
i can't figure out how to udon the boolean for latejoiners >.
@akiraakiraakiraakira watch the second half of the video to see how I would network it. That version will update for latecomers ^^
The general idea is to use a synced bool instead of a networked events, as a networked event is a one and done call, instead of being stored
can the network part of the script be used in other scripts like for an automatic door?
Sure, but for that script I would recommend using the networking method shown in that video, as it wouldn't have the same delay to open
Hello, dont know if you'll see this or not, but my door, when opened, just rapidly opens nonstop until it is closed, any fixes? I followed every step.
Most likely cause is one of the frames on your 'door open' animation has the door closed, not open
can you make a tutorial on how to make lockable doors for "private rooms" in Worlds? seems no1 has yet and it would be super useful
Can you pleasseee make a video on how to make a animation where you click a button and it causes a animation to start then when the animation is over it resets so you click it again to cause the animation all over🙏🏼🙏🏼🙏🏼 all videos are bools that make a looping animation and play once when i turn off looping then i tried ur coin one and it only plays once and never again🥲
use a trigger instead of a bool; it doesn't have an on or off state, it only fires off once when activated and can be activated indefinitely. Have the trigger parameter lead into the animation, and the 2nd transition that returns to the idle state has no parameter condition; just leave exit time enabled and it will return to the initial state when the animation is done
What bad4 said.
Have a look at my video called 'how to play an animation in udon', where I show how you can make an animation for a coin being collected. The only difference, is that you want to make a 'reset' animation (one that has all of the animated things at their default state) to use that instead of an empty animation. Also, you will need to make a transition going back to that first animation, with an exit time of 1, and a duration of 0.
Hope that helps ^^
How can I do this with multiple animations on different objects with just one button?
Have a look at my more recent video on events.
The short answer is, if you want more than one things to happen on each event, just add it to the end. The arrow says what order stuff will be done, so just add a second/thrid/forth 'animation, play' node (with it's own animator variable) after the first
10:42 So then the lower code again because the same code again for each door, I want to operate several doors with a button that all make the animation at the same time where is open.
@@Teriko_HD (please tell me this is Google translated...)
Eh... Sure? The bottom node 'animator, set bool' sets a bool value whenever it is played. If you were to add another one, it would also change. The white arrow says when it is to play. If the white arrow going out of the first plugs into the second, then whenever either of the two event modes are played, it will play both 'animator, set bool' nodes.
For more information, please look at my video all about events
I followed it but it goes up then resets to the bottom why is this happening?
Hey there! I have a question im hoping you can help me with.. I have made a deck of cards, this including a spawner, all the cards as a pool, a reset botton and a discard tray.
The way it functions right now, is that you click the spawner, and a card spawns on top, using an empty as a spawn point..
what i want is to just "grab" the spawner, which gives you a card instantly in your hand holding it.. Can you help me out going around this problem?
Glad your liking the videos ^^
The basics for this, is that youll need to prespawn in the card when you reset the deck. Then, when you grab the card (event, on pickup), get it to tell the deck to spawn another.
However, you don't want it to spawn whenever someone picks up the card; just when someone picks up this kart form the deck. So, you'll need a bool on the card call 'isInDeck', and only if it is true, should you tell the deck to spawn another. Also make it false afterwards, as it has now spawned in its replacement.
You will also need to set this value true, when you spawn it in, and also make the bool networked, so it shows it has spawned in for all.
Alternatively (and probably way better) you could do the check on the deck itself. Get it to remember it's last spawned object/ card. Make sure it is a public variable. Then on the card, on pickup, check if this card matches the last spawned, and if so, then play that event.
could you possibly make a tutorial on how to turn an object into a trampoline? like i jump on a bed and bounce on it, it's funny and i have no idea how to do so
Are you sick? You don't sound very good. No offense I just feel your your health.
Haha! XD
nah, for April 1st, I wanted to do a video in a style that is polar opposite to my usual videos. One where my voice is as calm and as deep as possible, but (hopefully) not asmr. It actually came out way better than I expected, but it was really hard talking this low; hence the weak voice 😅
I'm glad you're doing well! Happy April!@@PlayerBush001