Simple Clickable Door - Udon / VRChat Scripting SDK3.0

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  • เผยแพร่เมื่อ 19 ธ.ค. 2024

ความคิดเห็น • 37

  • @PlayerBush001
    @PlayerBush001  8 หลายเดือนก่อน +8

    Happy April 1st! ^^

  • @IHaveAName2653
    @IHaveAName2653 8 หลายเดือนก่อน +2

    Finally, a simple door tutorial!!
    Been waiting for this moment for so long!!
    Nearly as long as the automatic door tutorial, which is funny

    • @PlayerBush001
      @PlayerBush001  8 หลายเดือนก่อน

      Lol XD
      what door tutorial should I make next! ^^

    • @IHaveAName2653
      @IHaveAName2653 8 หลายเดือนก่อน

      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)

  • @movies-mx7fe
    @movies-mx7fe 5 หลายเดือนก่อน +2

    Thank you very much from japan!
    I am now able to do things that I could not do before.

  • @PuddingWhispers
    @PuddingWhispers 8 หลายเดือนก่อน +1

    Love your tutorials!! keep it up!!

    • @PlayerBush001
      @PlayerBush001  8 หลายเดือนก่อน

      Thanks! Glad you like them ^^

  • @nonickname1104
    @nonickname1104 8 หลายเดือนก่อน +1

    Ooh an elevator. Very useful

  • @kenwolf16
    @kenwolf16 5 หลายเดือนก่อน +1

    Very helpful tutorial thank you. may i ask did you create that building in blender or just unity which would you recommend?

    • @PlayerBush001
      @PlayerBush001  5 หลายเดือนก่อน +1

      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 ^^'

  • @micflynn1
    @micflynn1 8 หลายเดือนก่อน +1

    Great Video!! Learned so much! Will re-do all my Projects using this method! Thanks!

    • @PlayerBush001
      @PlayerBush001  8 หลายเดือนก่อน

      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 ^^

  • @MaxTGames
    @MaxTGames 8 หลายเดือนก่อน +1

    i mean ohh dear, thats a cool Style how to explain Stuff 😁

    • @PlayerBush001
      @PlayerBush001  8 หลายเดือนก่อน

      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 ^^

  • @akiraakiraakiraakira
    @akiraakiraakiraakira 5 หลายเดือนก่อน +1

    the gizmo in top left is set to pivot, but you dont explain why

    • @PlayerBush001
      @PlayerBush001  5 หลายเดือนก่อน +1

      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' ^^

    • @akiraakiraakiraakira
      @akiraakiraakiraakira 5 หลายเดือนก่อน

      i can't figure out how to udon the boolean for latejoiners >.

    • @PlayerBush001
      @PlayerBush001  5 หลายเดือนก่อน +1

      @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

  • @cyberstar251
    @cyberstar251 5 หลายเดือนก่อน

    can the network part of the script be used in other scripts like for an automatic door?

    • @PlayerBush001
      @PlayerBush001  5 หลายเดือนก่อน

      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

  • @smiletalemr.tsuion9437
    @smiletalemr.tsuion9437 6 หลายเดือนก่อน

    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.

    • @PlayerBush001
      @PlayerBush001  6 หลายเดือนก่อน

      Most likely cause is one of the frames on your 'door open' animation has the door closed, not open

  • @alienmnm3361
    @alienmnm3361 7 หลายเดือนก่อน

    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

  • @ethanlopez7520
    @ethanlopez7520 8 หลายเดือนก่อน

    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🥲

    • @uglybad4
      @uglybad4 8 หลายเดือนก่อน

      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

    • @PlayerBush001
      @PlayerBush001  8 หลายเดือนก่อน

      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 ^^

  • @Teriko_HD
    @Teriko_HD 6 หลายเดือนก่อน

    How can I do this with multiple animations on different objects with just one button?

    • @PlayerBush001
      @PlayerBush001  6 หลายเดือนก่อน

      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

    • @Teriko_HD
      @Teriko_HD 6 หลายเดือนก่อน

      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.

    • @PlayerBush001
      @PlayerBush001  6 หลายเดือนก่อน

      @@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

  • @vhsdf4179
    @vhsdf4179 13 วันที่ผ่านมา

    I followed it but it goes up then resets to the bottom why is this happening?

  • @NickTriccc
    @NickTriccc 8 หลายเดือนก่อน

    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?

    • @PlayerBush001
      @PlayerBush001  8 หลายเดือนก่อน +1

      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.

  • @Suveramort
    @Suveramort 7 หลายเดือนก่อน

    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

  • @austindovel2139
    @austindovel2139 8 หลายเดือนก่อน +1

    Are you sick? You don't sound very good. No offense I just feel your your health.

    • @PlayerBush001
      @PlayerBush001  8 หลายเดือนก่อน

      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 😅

    • @austindovel2139
      @austindovel2139 8 หลายเดือนก่อน +1

      I'm glad you're doing well! Happy April!@@PlayerBush001