Awesome UNIQUE Crafting System! (Max Immersion, No Inventory, Hydroneer, Unity Tutorial)

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  • เผยแพร่เมื่อ 20 พ.ย. 2024

ความคิดเห็น • 136

  • @CodeMonkeyUnity
    @CodeMonkeyUnity  2 ปีที่แล้ว +3

    🌍 Get the Polygon Fantasy Pack cmonkey.co/synty_fantasykindgom_hydroneer
    🌍 Get my Complete Courses! ✅ unitycodemonkey.com/courses
    🔴 RELATED VIDEOS 🔴
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    Kickstart your game with First and Third Person Controllers! (FREE Unity Starter Assets) th-cam.com/video/jXz5b_9z0Bc/w-d-xo.html
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  • @FoulballHangover
    @FoulballHangover 2 ปีที่แล้ว +149

    Hydroneer dev here! Thanks for being inspired by our game to make a tutorial video on the crafting system :) Great video

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว +27

      Hey! Thanks for making a great game, I really enjoyed playing it!
      And congrats on the massive success!

    • @Sodomantis
      @Sodomantis 2 ปีที่แล้ว +4

      Cool. Now when do we all get togeather and have a beer?

    • @CryoCyanide
      @CryoCyanide 2 ปีที่แล้ว

      Lets game it out Agrees

    • @aaronjenkins2225
      @aaronjenkins2225 ปีที่แล้ว

      This crafting system is genius, I'm very tempted to use something similar in my game project too. ☺️

    • @MikeCroswell
      @MikeCroswell ปีที่แล้ว

      @@aaronjenkins2225 I agree, Aaron. One of the tenants of accessibility is to create simpler interactions. This is great for that! Thanks Code Monkey and Hydroneer!

  • @TheOfficialPolo
    @TheOfficialPolo 2 ปีที่แล้ว +6

    I love this series - to see how someone would implement something and how different ideas one has for the architecture of the mechanic. Really refreshing after days spend in your own code
    One thing I suggest is avoiding nested ifs; as much as it's logical to have one condition after another it's way readable to invert the logic,
    Even if it's something simple, there's a chance it might grow; nesting layers and layers of ifs makes it problematic after time to know where you are; inversing the logic will simplify it, by letting you "forget" about certain conditions;
    fe. instead:
    if (foo)
    {
    if (bar)
    {
    // do something
    }
    }
    you can do:
    if (!foo)
    return;
    if (!bar)
    return;
    //do something
    The code works the same, but instead going deeper bracket after bracket, you eliminate the possibilities on your way down the code; this works esspecially well when you keep your code clean and make seperate methods for functionalities

    • @Soundy777
      @Soundy777 2 ปีที่แล้ว +3

      Great suggestion, these are referred to as "Guard Clauses" for anyone wanting to search for more information on this paradigm.

  • @hidsgi-games5369
    @hidsgi-games5369 2 ปีที่แล้ว +2

    If you found Hydroneer UX interesting, I suggest having a look at Astroneer.
    There's no on-screen UI (except for main menu, settings). There are only a few UI elements but they are all displayed on in-game objects. The resources aren't just a slot in an inventory with a number on it, but physical objects that can be moved around by the player. Every interaction from the player is done in the game world.

  • @kuoyulu6714
    @kuoyulu6714 7 หลายเดือนก่อน +1

    I was going to do some morning study learning some web stuff, but then I ended up watching this whole video, great video lol 😀

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  7 หลายเดือนก่อน +1

      heh nice! This is a fun system!

  • @lime_68
    @lime_68 2 ปีที่แล้ว +1

    CodeMonkey, I think you are reaching your highest potential so far. These videos are high quality and go beyond basics. Do more explanation in the future like climbing(or jumping over stuff), advanced cover system(like in GTA), simple procedural 2D dungeons and etc.

  • @Nairistarcraft
    @Nairistarcraft 2 ปีที่แล้ว +1

    If you wanted to use the physics object, you can turn it off when its not needed and have the craft() turn it on.

  • @r1pfake521
    @r1pfake521 2 ปีที่แล้ว +6

    List Remove returns a bool and true if the item was removed, so you can use that instead of the additional Contains check ;)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว +5

      Oh I didn't actually know it returned a bool! I always used it as a statement, never in an if.
      Goes to show you learn something new every day!

    • @Hietakissa
      @Hietakissa 2 ปีที่แล้ว

      I didn't know it returned a bool either, thanks for sharing :P

  • @redeamed19
    @redeamed19 2 ปีที่แล้ว

    using the collider for the positions but disabling it is a neat little trick.

  • @JayadevHaddadi
    @JayadevHaddadi 2 ปีที่แล้ว +1

    super neat system! one tip: you can just have List.Remove as the conditional as it returns a bool if the remove was successful, instead of checking if it contains and then remove.. :)
    thanks for great content!

    • @TUPGD
      @TUPGD 10 หลายเดือนก่อน

      How do i work this Remove function into the scripts?

  • @pabloalves
    @pabloalves 2 ปีที่แล้ว

    Didn't know this game you were inspired by and this mechanic made me interested in try it.. thanks for teaching us

  • @vo_sk
    @vo_sk 2 ปีที่แล้ว +2

    It's amazing, thanks! More about crafting, please! 😀

  • @petipois28
    @petipois28 2 ปีที่แล้ว +1

    Thank you for your tutorial. I had to figure out the recipes and item scriptable objects but other than that it worked perfectly. thank you

  • @harrogance3404
    @harrogance3404 ปีที่แล้ว

    Super useful tutorial, love the series! Keep it up ❤
    Would you consider making a similar tutorial for an Overwatch-like character controller?

  • @mikelezhnin8601
    @mikelezhnin8601 10 หลายเดือนก่อน

    at 9:05 there is a mistake - it should be
    `placeItemsAreaBoxCollider.transform.position + placeItemsAreaBoxCollider.center`
    instead of
    `transform.position + placeItemsAreaBoxCollider.center`
    it doesn't matter if the pivot points of the anvil and the crafting area are the same, but if you move it for the crafting area, you'd be spending a bunch of time debugging trying to figure out why it no longer detects collisions.

  • @TheAdventuresofShujaaandRafiki
    @TheAdventuresofShujaaandRafiki ปีที่แล้ว +2

    ItemSO script:
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    [CreateAssetMenu()]
    public class ItemSO : ScriptableObject
    {
    public Sprite sprite;
    public string name;
    public Transform prefab;
    }

  • @markd774
    @markd774 2 ปีที่แล้ว +9

    The more I advance in programming, the more I feel like a beginner

    • @janikcodes
      @janikcodes 2 ปีที่แล้ว

      You never stop learning

    • @Hietakissa
      @Hietakissa 2 ปีที่แล้ว

      It really do be like that. At first I was intimidated by making an inventory or crafting etc. now all that is trivial to me and I should learn shaders soon, I thought it wouldn't be that hard and I could just use shader graph but then I watched a couple videos on video game grass and realized shader graph isn't even a viable option.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว

      There's always more to learn!

  • @denisgoodman4492
    @denisgoodman4492 2 ปีที่แล้ว

    Good, but i think if you was made the special Physic Layer for collisions of Anvil and Items for making receipts, it can simplify the code?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว

      It wouldn't exactly simplify much since you still need to get the component. It would reduce the amount of colliders that it hits and improve performance slightly, however Layers are limited to only 32 so if you use the layer method you need to be careful to not have too many types of layers.

  • @RyanSmith-qb6dl
    @RyanSmith-qb6dl 2 ปีที่แล้ว

    First off Thanks for another awesome tutorial! I HAVE LEARNED SO MUCH FROM YOU! THANK YOU! But ive been trying to implement a functionality of zooming the item in and out. I could really use your help as IM stumped on how to get the item to UPDATE over the original position. I have been able to increment it and/or decrease it, but it always snaps back to the original position. AS well, depending on which direction one is looking, the X axis, Is now the wrong way.. If you could please do a video addon to this one? Showing how to zoom the item IN and OUT once grabbed? Or, any advice or help would be greatly appreciated! THANKS! :D

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว

      Zooming in or out would be a case of moving it closer or further from the camera.
      The item always goes to that position in front of the camera, so you just need to move that position closer/farther from the camera. You can move it using the mainCamera.transform.forward vector

  • @Ceelgie
    @Ceelgie ปีที่แล้ว

    Hi! where do u missed sth? Cuz while everything goin brilliant there's one issue.. even if in recipe it requires 2 stone to craft thing, it only takes one and still craft it

  • @canadianblitz3468
    @canadianblitz3468 ปีที่แล้ว

    Love your content and the way you teach!

  • @darkflow5314
    @darkflow5314 2 ปีที่แล้ว

    Hey I want to know how it is made the disassembly and assembly in my summer car plz

  • @davidwusoftdev
    @davidwusoftdev 2 ปีที่แล้ว

    Really nice tutorial! Thank you for sharing!

  • @afushta
    @afushta 2 ปีที่แล้ว

    Thanks for amazing tutorial!
    Have you played the very old game Arx Fatalis? There's an interesting magic system. Could you make a tutorial on how to make a similar system for drawing and recognizing runes?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว +1

      Haven't played it but apparently it's similar to Black and White where you draw the shape of the spells, that could be an interesting project to research, thanks for the suggestion!

  • @keithcollier4860
    @keithcollier4860 2 ปีที่แล้ว +1

    Cool series!

  • @iknowcturne7362
    @iknowcturne7362 ปีที่แล้ว

    Can you please explain what to do in the class ItemSO ? And also do you attach a script to every object, and gather ItemSO variable from it ? Thanks you :)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      It's just a scriptable object holding data for that item, like the prefab and icon unitycodemonkey.com/video.php?v=7jxS8HIny3Q
      Yes usually the SO has a reference to the prefab and in the spawned object I usually have a reference to the SO where it came from

  • @yahgamer7369
    @yahgamer7369 2 ปีที่แล้ว +1

    i got a code monkey ad in a code monkey vid
    XD

  • @lee1davis1
    @lee1davis1 2 ปีที่แล้ว +1

    Just an observation but the world canvas is still a UI element.

  • @troyna77
    @troyna77 2 ปีที่แล้ว

    this is really good stuff.

  • @TSC1390
    @TSC1390 4 หลายเดือนก่อน

    what's code monkey great work , wanted to know if can do a How it's made on the reticle (crosshairs) / entire UI form armored core 6 , using cinemachine virtual cams and the new input system, the aiming target lock effects and so forth? Thanks keep up the great work!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  4 หลายเดือนก่อน +1

      I haven't played it yet so not sure but I have on my to-do list to make a video covering Cinemachine 3.0 which changed quite a lot of things

    • @TSC1390
      @TSC1390 4 หลายเดือนก่อน

      @@CodeMonkeyUnity ok, yeah I'm trying to use it with this robot characters pack and both hands are weapons sort of like mega man but both hands, and thinking about how to make it mobile compatible as well using ultimate joystick asset ,.. but yeah looking forward to what's next

  • @SingularProgrammer
    @SingularProgrammer 2 ปีที่แล้ว +1

    nice work

  • @あれくす
    @あれくす 2 ปีที่แล้ว

    You are awesome sir! Thank you!

  • @bendyzip9111
    @bendyzip9111 2 ปีที่แล้ว +1

    hey man i love your tutorials! but i have a question. i use the coding engine called scratch that uses block coding and puts it in a simple form. is there anything like that for unity. kinda like bolt on unity but simpler?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว +1

      Yes Unity has Visual Scripting unitycodemonkey.com/video.php?v=8y6akNTUt2Y
      I made a full course where I built 3 complete games all entirely with Visual Scripting without a single line of code unitycodemonkey.com/video.php?v=qAkeCDWgPVA

    • @bendyzip9111
      @bendyzip9111 2 ปีที่แล้ว

      @@CodeMonkeyUnity oh wow thank you so much man it helps alot :D

  • @_SJ7_
    @_SJ7_ 2 ปีที่แล้ว

    Would you be able to place 4 iron ingots and craft 2 daggers with just one craft input?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว

      Hmm technically you could make the Craft function sort of recursive, so it calls the function, then if something is crafted it continues calling itself until there's nothing else to craft

  • @radiance_37k
    @radiance_37k 2 ปีที่แล้ว

    Would it be a viable option to use raycast, detect the anvil, activate the collider, craft item and then disable the collider. In order to skip the possible collisionbox calculation error? Or is that a worse approach?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว

      Technically that could work, not entirely sure if OnTriggerEnter would be called if you just enable a game object with objects already inside it
      However that sounds like a needlessly convoluted approach, sounds much simpler to do just a OverlapBox();

  • @MrMagicznyMAG
    @MrMagicznyMAG 2 ปีที่แล้ว

    Hey Code Monkey! Awesome tutorial. I just think you should stop using old input system and start using the new input system. Don't spread the deprecated approaches 😉

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว +1

      The legacy input manager is not deprecated, it's still excellent for its simplicity. If I were making a full game I would still use the legacy input manager during development and only refactor to the new input system in the end, just like I did in my TBS course.

  • @rrahll
    @rrahll 2 ปีที่แล้ว

    Thanks mr Code Monkey!

  • @petarnedeljkovic6507
    @petarnedeljkovic6507 ปีที่แล้ว

    hi @Code Monkey! Amazing stuff here! Are there some project files for this tutorial? And if there are non, i would gladly pay for them on patreon or anywhere..

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      This one used tons of assets so I didn't make the project files for it, however the core of this system is just the picking up logic which I did make project files unitycodemonkey.com/video.php?v=2IhzPTS4av4
      You can see the code on screen in this video and add it onto that one

    • @petarnedeljkovic6507
      @petarnedeljkovic6507 11 หลายเดือนก่อน

      me again :) i was trying to recreate this system in the past monts but my lack of knowelege faild to do it. You explained stuff in the video but some of them are not explained and how to connect all of them. I reaaly like this tutorial, it will be really great to put another video about it with full tutorial or post a github repo without graphics. Tnx again for all of your work!@@CodeMonkeyUnity

  • @Norbingel
    @Norbingel 2 ปีที่แล้ว +2

    Still hoping for the Snake Pass snake movement that no TH-camr has dared do before...
    Perhaps a certain Monkey can show us how a snake can move..? :D

    • @snook5555
      @snook5555 2 ปีที่แล้ว +1

      th-cam.com/video/4NNPr2Ay4OM/w-d-xo.html is a good starting point for now.

    • @Norbingel
      @Norbingel 2 ปีที่แล้ว

      @@snook5555that IS where I started. Actually, I think that might have been where I even heard of snake pass :D

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว

      I've heard great things about it but haven't played it yet, need to find the time!

    • @Norbingel
      @Norbingel 2 ปีที่แล้ว

      @@CodeMonkeyUnity I'm sure you can figure it out by watching Mark Brown's video on it BUT you take your time. I truly don't want to impose. Just hoping it's something that you think might be worth creating content for

  • @TheAdventuresofShujaaandRafiki
    @TheAdventuresofShujaaandRafiki 10 หลายเดือนก่อน

    help, the crafted Item Instatiates when the Items are placed on the Anvil but the Crafting Items wont destroy....

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  10 หลายเดือนก่อน

      Add some Debug.Log to see what your code is doing, are you cycling through all the items?

  • @ozgenaliekber
    @ozgenaliekber ปีที่แล้ว

    You are amazing

  • @eecler
    @eecler 11 หลายเดือนก่อน

    Hi, I don't understand what RecipeSO objects consist of and what to put in the output.
    The script does not execute anything further than Debug.Log(Craft), and inputItemList is always 2

    • @eecler
      @eecler 11 หลายเดือนก่อน

      public void Craft() {
      Collider[] colliderArray = Physics.OverlapBox(
      transform.position + placeItemsAreaBoxCollider.center,
      placeItemsAreaBoxCollider.size,
      placeItemsAreaBoxCollider.transform.rotation);
      foreach (Collider collider in colliderArray) {
      Debug.Log(collider);
      }
      }
      }
      this dont work, but function correctly made

    • @eecler
      @eecler 11 หลายเดือนก่อน

      please, i need unity package for analiyze my code and CodeMonkey code and find the error

    • @eecler
      @eecler 11 หลายเดือนก่อน

      I FOUND THE ANSWER!! The collider of anvil nnot on a anvil

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 หลายเดือนก่อน

      That one is a scriptable object, it just holds data unitycodemonkey.com/video.php?v=7jxS8HIny3Q

  • @mateusz3707
    @mateusz3707 ปีที่แล้ว

    Hello, what is the package of the environment from 17:03?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      That's the game Hydroneer, not sure if they used assets or if they are original

    • @mateusz3707
      @mateusz3707 ปีที่แล้ว

      @@CodeMonkeyUnity thanks, its look like synty studio assets

  • @alec4388
    @alec4388 2 ปีที่แล้ว

    Hi I am currently making a mobile game and wanted to add levels using scriptable objects to change things like player position, how many coins they could collect etc… how would you go about this? Thanks

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว +1

      You can place the level environment in a prefab and instantiate that. Then maybe store a position for the player and list of positions for the coins, or include them as game objects in the level prefab

    • @alec4388
      @alec4388 2 ปีที่แล้ว

      Thanks will try

  • @iampaullo2489
    @iampaullo2489 2 ปีที่แล้ว

    Amazing!

  • @Zippy_Zolton
    @Zippy_Zolton 2 ปีที่แล้ว

    moves like dagger

  • @oloy7038
    @oloy7038 2 ปีที่แล้ว

    do you have any comment about the gigaya?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว +1

      I covered it in this video unitycodemonkey.com/video.php?v=HobK9kug-Lo

  • @manzell
    @manzell 2 ปีที่แล้ว +2

    7:45 Physics.OverlapBox ought to take a box collider as an argument. Why give the user the opportunity to get confused on world-vs-local positioning?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว +1

      That would be a nice addition! The function already has tons of versions so adding one more for a BoxCollider input would be a nice small improvement

  • @al9dama
    @al9dama 6 หลายเดือนก่อน

    From where I can get the ItemSO script

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  6 หลายเดือนก่อน

      All the code is shown in the video so you can just write it yourself, it's a simple scriptable object.

  • @Evelyn-dh4zp
    @Evelyn-dh4zp ปีที่แล้ว

    I was wondering if you could tell me what scripts I need to have in my game before I follow this video, I have already added a pickup and drop objects system from your How to Pick up and Drop Objects/Items! video, I am wondering what else I need to have before I can follow your video. You show the Crafting Anvil script, Crafting Recipe SO Script, and Player Crafting Script which I was able to write from the few glimpses you show of them within the first few minutes, but you don't show the Item SO script or Item SO Holder script which is needed to have them all work. I also don't know what objects and other stuff I would need to add to be able to use this tutorial. If you can, please copy the scripts and let me know what stuff I need to add to my game to add the crafting system from this tutorial. Thank you, and sorry about the long comment. I just really like you tutorials and really want to implement this crafting system into my survival game that I have been making.

    • @Evelyn-dh4zp
      @Evelyn-dh4zp ปีที่แล้ว

      Also I am getting the error "PlayerCrafting.cs(21,39): error CS0122:'CraftingAnvil.NextRecipe()' is inaccessible due to its protection level"
      My script is:
      using System.Collections;
      using System.Collections.Generic;
      using UnityEngine;
      public class PlayerCrafting : MonoBehaviour
      {
      [SerializeField] private Transform playerCameraTransform;
      [SerializeField] private LayerMask interactLayerMask;
      private void Update()
      {
      if (Input.GetKeyDown(KeyCode.E) || Input.GetMouseButtonDown(0))
      {
      float interactDistance = 3f;
      if (Physics.Raycast(playerCameraTransform.position, playerCameraTransform.forward, out RaycastHit raycastHit, interactDistance, interactLayerMask))
      {
      if (raycastHit.transform.TryGetComponent(out CraftingAnvil craftingAnvil))
      { //Interacting with Crafting Anvil
      if (Input.GetKeyDown(KeyCode.E))
      {
      craftingAnvil.NextRecipe(); // This is the line that is giving me the error
      }
      if (Input.GetMouseButtonDown(0))
      {
      craftingAnvil.Craft();
      }
      }
      }
      }
      }
      }
      Please help!!!! Once again the line is:
      craftingAnvil.NextRecipe();

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      The ItemSO is just a scriptable Object definition, I did something like that in this video unitycodemonkey.com/video.php?v=E91NYvDqsy8
      And the ItemSOHolder just has a field of ItemSO, that component is attached to the item prefab so the prefab knows what item type it is.
      This is mostly a standalone tutorial, it's not part of a course so there's no step by step video on how every system was made unitycodemonkey.com/video.php?v=PcArjIC1QnQ
      What you should take away from this tutorial is how the physics functions works, not necessarily the specifics for how the demo is setup, it is very likely that your own game is set up in a very different way from the demo so you can't just copy paste code, you need to adapt it to match whatever item system you have in your game.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      You probably made NextRecipe(); private instead of public

    • @Evelyn-dh4zp
      @Evelyn-dh4zp ปีที่แล้ว

      @@CodeMonkeyUnity Okay, Thank you

    • @Evelyn-dh4zp
      @Evelyn-dh4zp ปีที่แล้ว

      @@CodeMonkeyUnity Thank you, that was the problem. I fixed that and the error went away.

  • @Floripundo
    @Floripundo ปีที่แล้ว

    Hi! Amazing video, but can you help me with this, please?
    I have a problem with the Place Items Area box collider, i setup everything exactly like you did, the code is the same and the empty object's box collider is the same. When i press the button to make the Craft code, the box collider of Place Items Area empy object detects EVERY object on the scene, everyone. By changing the ".size" to ".extents" or ".extents / 2", it detects everyobject directly touching my anvil, but it ignores every object inside the Place Items Area box collider. Its strange, it just seems to detect wherever he wants but not in the right area. I dont know what could be wrong, but if you can help me really thank you!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Do your objects have a collider?
      Only thing I can think of is maybe you're using a weird position, add a Debug.Log to see what values you're using

    • @Floripundo
      @Floripundo ปีที่แล้ว

      @@CodeMonkeyUnity All objects have colliders. I dont know if this may be the problem but your center of the Place Items Area box collider are values like “0.0018391” in x, y and z, while mine are 0 on every axis.

  • @imdublin4431
    @imdublin4431 ปีที่แล้ว

    May I ask what is the code inside ItemSO?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      It's just a scriptable object unitycodemonkey.com/video.php?v=7jxS8HIny3Q
      It holds a Transform prefab, a Sprite and a string name

    • @imdublin4431
      @imdublin4431 ปีที่แล้ว

      @@CodeMonkeyUnity Ahh okay, thank you so much

  • @imdublin4431
    @imdublin4431 ปีที่แล้ว

    Hello again, the game gave me an error from this line of code:
    List ingredientsList = new List(recipeSO.ingredientsSO);

    • @conorasf3418
      @conorasf3418 ปีที่แล้ว

      Same, did you ever find a fix to this?

    • @imdublin4431
      @imdublin4431 ปีที่แล้ว

      @@conorasf3418 Nope

    • @conorasf3418
      @conorasf3418 ปีที่แล้ว

      @@imdublin4431 I figured it out, it was because I did not implement the next recipe function . In that function is where he initializes the list

    • @conorasf3418
      @conorasf3418 ปีที่แล้ว

      public void NextRecipe()
      {
      Debug.Log("nextRecipe called");
      if (craftingRecipeSO == null)
      {
      craftingRecipeSO = craftingRecipeSOList[0];
      }
      else
      {
      int index = craftingRecipeSOList.IndexOf(craftingRecipeSO);
      index = (index + 1) % craftingRecipeSOList.Count;
      craftingRecipeSO = craftingRecipeSOList[index];
      }

  • @mrguwee9007
    @mrguwee9007 2 ปีที่แล้ว

    When will you do a multiplayer tutorial ? #1

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว

      The Netcode for Game Objects comes out of preview

  • @emberhydra
    @emberhydra 2 ปีที่แล้ว

    What happen to the gold? It turn into silver?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว +2

      Magic crafting!

    • @emberhydra
      @emberhydra 2 ปีที่แล้ว

      @@CodeMonkeyUnity Thanks Code Monkey

  • @AhmedShokry-xy6bh
    @AhmedShokry-xy6bh 2 ปีที่แล้ว

    please can you make a full 3rd person shooter controller

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว

      I did unitycodemonkey.com/video.php?v=FbM4CkqtOuA

  • @roblucci253
    @roblucci253 2 ปีที่แล้ว

    hey,code monkey,went to your website to enroll but its confusing for me,which course is the first one to take for beginners? I'm just stupid

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว +1

      If you're looking for Visual Scripting then the VS course unitycodemonkey.com/video.php?v=qAkeCDWgPVA
      If you're looking for C# the Builder Defender course unitycodemonkey.com/video.php?v=cIuxrFYKZXI
      But for the absolute basics you can also just watch regular videos
      unitycodemonkey.com/video.php?v=E6A4WvsDeLE
      unitycodemonkey.com/video.php?v=IFayQioG71A
      unitycodemonkey.com/video.php?v=PcArjIC1QnQ

    • @roblucci253
      @roblucci253 2 ปีที่แล้ว

      @@CodeMonkeyUnity thank you so much

  • @zORg_alex
    @zORg_alex 2 ปีที่แล้ว

    7:56 Wow! This is sooooooo WRONG! transform.TransformPoint(center) will include rotations and scale, also size should be scaled, but I'm not sure how at the moment.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว

      Uh? What is wrong? I'm not using TransformPoint(); anywhere

    • @zORg_alex
      @zORg_alex 2 ปีที่แล้ว +1

      @@CodeMonkeyUnity I mean you should. If that script parent gameobject gets rotated those position/scale/rotation will be wrong. It doesn't matter that it shouldn't happen. It's easy to use that objects transform.TransformPoint and so on, just to be sure that they always are correct. When I saw that line it was like a red flag to me that it is wrong. I've been doing a lot of such conversions lately and learned that you shouldn't just add those positions, they may not work if an object is rotated, and it will happen some when and that person will be debugging it after following your tutorial.

  • @gamer2264
    @gamer2264 ปีที่แล้ว

    The problem is... You say that for this we should have watched the crafting system videos and stuff... But most of those videos are working on those specific methods of crafting and not much of it is actually on what we need for this tutorial... This is way too hard to follow

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      You need to learn how to adapt what you see in a tutorial to fit your needs, you will never find a tutorial that perfectly does exactly the very specific game you have in your mind.
      Don't just blindly copy past, instead learn the concepts behind why the tutorial works and adapt it to your specific use case.

    • @gamer2264
      @gamer2264 ปีที่แล้ว

      ​@@CodeMonkeyUnitysure.. but two things apply to some people. First, not everyone learns like that. I pearn by seeing a finished product and then finding out how that works. Like in maths, Ill often use some kind of online calculator to give me the answer then I can find the method.,. And two. I get that I have to adapt some tutorials for others, but, I do this for fun in whatever little time I have after school and whatever I can do weekends. And there is not always the time to look through one or more hours of code tutorials to nitpick specific parts.
      I like the tutorials from you and have used a fair few (and learned quite a lot) but this one it pushing the realm of easy to follow.
      (Don't get me wrong though, it is still an amazing tutorial for those who can figure out the last few videos of content.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      What you just described is the perfectly normal learning process. No one starts off with knowledge, you gain knowledge over time. Remember that I've been making games for 10 years and programming for 25. If you're a relative beginner then it's perfectly natural that it takes a while to learn something new. Just keep at it and over time you will learn more and more.

  • @aayush_australia5527
    @aayush_australia5527 2 ปีที่แล้ว

    First

  • @MinexTheGameDev
    @MinexTheGameDev 8 หลายเดือนก่อน

    Hi there, I got 2 errors hope you could reply to me and tell me on how to fix these :)
    Assets\FPS_Movement_Rigidbody-master\CraftingRecipeSO.cs(9,17): error CS0246: The type or namespace name 'ItemSO' could not be found (are you missing a using directive or an assembly reference?)
    Assets\FPS_Movement_Rigidbody-master\CraftingRecipeSO.cs(10,12): error CS0246: The type or namespace name 'ItemSO' could not be found (are you missing a using directive or an assembly reference?)
    Script: using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    [CreateAssetMenu(fileName = "NewCraftingRecipe", menuName = "CraftingRecipe")]
    public class CraftingRecipeSO : ScriptableObject
    {
    public Sprite sprite;
    public List inputItemSOList;
    public ItemSO outputItemSO; // Corrected typo here
    }

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  8 หลายเดือนก่อน

      That means you don't have any class named ItemSO

    • @MinexTheGameDev
      @MinexTheGameDev 8 หลายเดือนก่อน

      @@CodeMonkeyUnity TYSM! I never thought you would reply tho, also forgot to comment about this tutorial, it waas awesome!

  • @cosminmahalu9594
    @cosminmahalu9594 2 ปีที่แล้ว

    Thanks for the great video CodeMonkey! I have an issue where I cannot access the prefab when instantiating the item that is to be crafted. Any ideea what I am missing or doing wrong? It is in this line: Transform spawnedItemTransform = Instantiate(
    craftingRecipeSO.outputItemSO.prefab,
    itemSpawnPoint.position,
    itemSpawnPoint.rotation); // prefab here is underlined with red and says it is missing a definition. I think something is missing in my ItemSO.cs script.

    • @cosminmahalu9594
      @cosminmahalu9594 2 ปีที่แล้ว +2

      Ok my bad, I was missing my prefab definition in the ItemSO script. public Transform prefab; Thanks again for all the hard work and I wish you great success going forward!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว

      I'm glad you found the solution, thanks for the kind words!