Want to learn how to create even more professional elements for your games? 👉 Check out my newest course, Master Unity UI ➡ bit.ly/cc-unity-ui-133 It’s packed with everything you need to create awesome UI ✨🎨
Universal scene is good for levels that have the same things and only some little things change, like the background and game difficulty for example, it is good to have it because sometimes you want to change something or add a new idea, if you have multiple levels you will have to go across all levels and do it.
Interesting way to do this. In the script you could also find button as component on awake and add delegate to onclick event. Normally I use some kind of UI manager class that has all the public methods. Idk which one is less messy >< I might try your approach with putting monobehaviour on UI elements
In my opinion using OnClick event in the Unity inspector is way clearer approach - you don’t need to dig into the code to find what [this] button is doing, I strongly suggest such option. But fair enough, in this video for example you could automate assigning level values (1,2,3…) to the buttons - it would be a good idea to create a script that at the start cycles though all buttons and assigns correct Id automatically. But that would be just a little bit out of scope of this beginner tutorial
But if you select button in Unity, you can immediately know what happens after it’s click, otherwise (if not managed properly) you might not know which script changes it’s onClick event
You probably can create variables to save when the game is initialized for the first time such as level2locked = true. Then if the player finishes the first stage, the game can update that saved variable to: level2locked = false and when the load selection scene is loaded it will check for that variable and if it has changed, it will use the logic you have programmed to remove the lock image, etc.
@@aarondelgado3421thats a good idea i did something similar only onstead of making a bunch of bool IsLocked levels you can save one int for levelUnlocked and all levels lower to that are unlocked in a loop on awake
You can have an array of bools called canEnter for example and an array of levels called levels ,and then before loading a level ,check if canEnter[the level's index] is true
im frustrated that the thumbnail includes the highlighted level icon growing in size but you didn't talk about how to make that happen in the video (thats what im looking for specifically how to do)
So for the universal scene it works by changing background and sprites but if your levels have enemies switches etc. it means you would have to move it in by this script?
That is correct! If your game is based on designed levels (e.g. you need to place elements in a Unity editor), multiple scenes approach may be better. But if your game is highly script-logic based and everything is generated using script, it may be more convenient to have everything in one scene
Want to learn how to create even more professional elements for your games?
👉 Check out my newest course, Master Unity UI ➡ bit.ly/cc-unity-ui-133
It’s packed with everything you need to create awesome UI ✨🎨
I really love your presentation, editing and your explanation. You don't explain too fast or too slow. Just perfect. Thank you so much!
Man, so glad you're back! Didn't even watch the video yet, just wanted to let you know you are awesome and we missed you!
Hello, thanks for coming back and teaching us!
Welcome back we missed your videos :D
Yeahhh you're back !
Thank you for this work.
Hope you do a tutorial about PlayFab Azure Functions one day :]
Beyond perfect timing for that video, thank you.
bro your editing is amazing
we had missed you guys
Top quality editing!
Code legend is back!
Universal scene is good for levels that have the same things and only some little things change, like the background and game difficulty for example, it is good to have it because sometimes you want to change something or add a new idea, if you have multiple levels you will have to go across all levels and do it.
thanks for video It save a lot time , instead of dragging and aligning , grid is brilliant solution
lets go finaly new vid. THX i very like it of your prezentation
So awesome! Would love for you to make make new videos on how to unlock levels! Thank you!
Thanks 🎉
Actually I have a second part of this video already in the planning stage
@@CocoCode No worries! Cant wait for your next video! :)
Yaay.. He's back
Thank you for making the video and your content was easy to follow and understand! You have earned yourself a new subscriber!
Amazing explanation, amazing editing, amazing video, subbed
you are perfect don't give up
Interesting way to do this. In the script you could also find button as component on awake and add delegate to onclick event.
Normally I use some kind of UI manager class that has all the public methods. Idk which one is less messy >< I might try your approach with putting monobehaviour on UI elements
In my opinion using OnClick event in the Unity inspector is way clearer approach - you don’t need to dig into the code to find what [this] button is doing, I strongly suggest such option.
But fair enough, in this video for example you could automate assigning level values (1,2,3…) to the buttons - it would be a good idea to create a script that at the start cycles though all buttons and assigns correct Id automatically. But that would be just a little bit out of scope of this beginner tutorial
@@CocoCode Yeah you only need to dig through scene hierarchy now 🤣🤣🤣
But if you select button in Unity, you can immediately know what happens after it’s click, otherwise (if not managed properly) you might not know which script changes it’s onClick event
Nice and clear instructions, thanks 👍🏻
Thanks for watching!
hi, can I request a tutorial for the levels that could be only unlocked once the player finished the first stage
You probably can create variables to save when the game is initialized for the first time such as level2locked = true. Then if the player finishes the first stage, the game can update that saved variable to: level2locked = false and when the load selection scene is loaded it will check for that variable and if it has changed, it will use the logic you have programmed to remove the lock image, etc.
@@aarondelgado3421thats a good idea i did something similar only onstead of making a bunch of bool IsLocked levels you can save one int for levelUnlocked and all levels lower to that are unlocked in a loop on awake
You can have an array of bools called canEnter for example and an array of levels called levels ,and then before loading a level ,check if canEnter[the level's index] is true
excellent tutorial
thanks dude, ur video helped alotttt
really helpful tutorial.
im frustrated that the thumbnail includes the highlighted level icon growing in size but you didn't talk about how to make that happen in the video (thats what im looking for specifically how to do)
Hey! 👋
Please check out this older video of mine that covers button animations:
th-cam.com/video/cW-E4WEogzE/w-d-xo.html
thanks brother
ty
Hi , Thanks for amazing video
I have a question, is it possible to implement this feature through Playfab ?
Thanks for the nice explanation. What program do you use to edit video?
hi, thank you for video😊
but I have a question, so, will it work in 3d project?
How can I make all the buttons interactable
Thanks a lot. But how does a game like candy crush handels more than 10.000 levels?
Thank you so much
is it possible to be done on an overworld map, like Candy Crush or Super Mario World?
the button "back to level selection" doesnt appear to me
Do you use Premier pro for editing?
great vid
Hi everything one
Tried to use Animator as show in Coco vidéo but it bug with my last Unity version. Has anyone à solution ?
Thank’s
but it doesn't work if your using worlds
1 - 3 would only display 1-1
have you found a way to do it?
So for the universal scene it works by changing background and sprites but if your levels have enemies switches etc. it means you would have to move it in by this script?
That is correct! If your game is based on designed levels (e.g. you need to place elements in a Unity editor), multiple scenes approach may be better. But if your game is highly script-logic based and everything is generated using script, it may be more convenient to have everything in one scene
great videos! maybe could you make new tutorial about fisher yates shuffle on unity quiz? thank you..
best vidio ever
idk why but my scene just pauses when it loads
What if I have 100 levels?
🙌
500 like from me
😃
How to lock
i didn't understand why he used universal scene
Superficially
are you Great Scot??
Maciek, czemu nie robisz filmów po polsku?
Pls Bro Scripts
I'm the 69th liker.
Everything looked beautiful
Until the button was created
Why? 😅
@@CocoCode Obviously, The default unity button looked ugly before you edited it 0:46