This video is so f*cking bad and useless lmao... TextMeshPro, Cinemachine, URP & HDRP are very known Defaults. Why useProBuilder ? Blender is way Better. | Actual C# Scripting is way better, faster and has no VM Overhead. At last, Unity Collab is actual garbage.
Tile Map is good for really basic things, but the lack of customizability and rigidness of the package really holds it back from being anything useful to larger/more advanced projects. Meaning you often just need to make your own. Luckily they aren't hard to make.
Great video Jason! I'd definitely recommend the Input System package too. It improved my development workflow, especially with mapping out controls and integrating them with game state changes.
This is a great list, completely agree. Another package I love is the Profile Analyser. Using the profiler to help fix FPS problems is cool but with the profile analyser, you can compare two separate session. For example, you want to refactor something slow, save a profile before and after and the use the analyser to compare to see if you really got savings.
I’d say it’s a challenge, but definitely worth getting to understand the New Input System! Especially when it comes to really easy implementation of keyboard & many types of controller support, and local multiplayer systems, it’ll make your life easier and your code cleaner & compartmentalised
@@vakqdev truthfully, for existing projects its not worth changing from something that's already working. Having said that, the new Input System is a 15 minute tutorial away from being made usable and setting up is basically instant once you know it. Not something that should be skipped for future projects.
Im a software engineer currently studying a game design program in which the unity classes are done with visual scripting, I absolutely love it. Makes it super amateur friendly for my classmates to code without having to know a programing language before hand. Its easy to explain logic with it as it is very graphic and displays the values of stuff while running. I absolutely love that I can simply just say to them "sooo, this is never true, and It will never reach that node you see?" without them having to read the code over and over again to understand what the f im talking about.
I like the idea of visual scripting for organizing a project from a high level. Certain concepts, (such as state machines) are easier to work with, understand, and debug if you can literally see it working. I'd love to see videos about using visual scripting to handle project architecture in a way that still lets programmers implement the fine details in code
I'm an artist and I have been using bolt visual scripting for quite some time now....many would say that why don't you write down lines of code, that's much faster..but I can clearly say that visual scripting is much easier to grasp...even if I get back to my project after a week or a month gap, I can easily go through the state machines and understand the code, It's much organized inside bolt and so I can surely say that it's not for programmes, but if your struggling with coding then its best for you...and I hope Jason make some more videos on bolt in the future..!!.
Visual scripting sidestep the limitation that you can't put scripts in asset bundles or addressables. Visual scripts are basically just scriptable objects that hook into your compiled code. Super a handy if you have a lot of dynamic content.
For the main stuff my current little 2d project uses from the package manager, cinemachine, textmesh pro, and URP. One thing to note about URP - the 2d shadows are beta which means you probably don't want to rely on them for a while. (No need for probuilder or UDRP for my current 2d project, but probuilder is great). Additional 2d things I'm using is the 2d tilemap and 2d tilemap editor, 2d PSD importer and 2d animation and finally a non-2d thing addressables. I'm also using the new input system as well, it's quite nice, though some packages assume you are using the old one, works for me on PC at least on both keyboard and xbox controller. Collaborate - I dislike collaborate, I didn't at first, I thought it was pretty neat, my problem struck when adding in more art and sound effects, collaborate decided for some reason to ignore my settings for the directory and include the files anyway pushing me over the 1GB limit, making it useless as I can't check it in, I decided to make a fresh new colloborate thinking it won't ignore it this time, it did. So I now just use Git. My advice is avoid collaborate or find out how to only put in exactly what you want before hand as configuration directory instructions are probably not gonna work. Visual scripting. For me visual scripting has it's place, I've testbedded entire large 3d generated levels using Blueprint and houdini for UE4 that generated and placed stuff at runtime, I've also written decent-frontend stuff for UE4 too with hardly any code required, I like c# so for Unity I tend to code first. Playmaker is popular and bolt/now inbuilt visual scripting is going to be useful to at the least prototype stuff. For me it's only useful as limited team size, I personally don't see anything wrong with menu systems done in visual scripting. When it gets to main game though, I think the visual scripting should be kept an eye on and profiled to see if it needs optimized, also scripting should not become annoying and get in the way. There's nothing wrong for example of calling a function in c#/c++ from a visual script for something you think is getting annoying to link-up. I don't think AI is best done in visual scripting as that tends to be a big hog of cycles but that would depend on the game and enemy count, but there's nothing stopping you from making something that tweaks those values using visual scripting then output and process using c#/c++ code. But if you are an Artist playmaker/visual scripting could be the difference between finishing or looking at c#/c++ and giving up. TLDR version : If it gets too complex, probably should write code, if it runs too slow write code. But the mantra of "Make it work, make it good, make it fast, IN THAT ORDER" always holds true. And when you are trying to make something faster, make sure it needs it, always approach speed side on via a nice profiler :)
Thanks for the video, I will try these! Something I still struggle with is when Unity updates and a 2 year old tutorial doesn’t work anymore. That’s the demotivating part of working on Unity. I had this with the ARkit pack and for lots of code. For a beginner, it’s really demotivating!
I love all of those packages, I’d also add the Recorder package to the list, it may not be a development package as such, but for an indie developer making videos and gifs for marketing built in is incredibly useful OBS is a great alternative and works for a release build while recorder is editor only but it can be quite fiddly to set up
Unity Recorder can record 60 fps even if your pc runs it in 5. It will be a bit slow to record but it will work. It allows you do things you can't do with normal 60 fps in the built player via OBS or any other external Recorder
@@nikolaynakorkeshko448 this is very true but if you’re trying to record a demo or advert without automating the player movement then it becomes tediously challenging to get a good shot.
UniTask is a must-have. Coroutines are great for some situations, but a C# built-in async/await flow is just better. UniTask add async/await support for unity with no additional memory allocation! (Btw, Unity Technology is planning on moving to async/await flow some time in the future too)
Cinemachine is also really good for keeping changes after you enter playmod, and that's the original reason I downloaded it. If you need to finesse/fine tune certain things, going back and forth between play mode and edit mode is really annoying, so you can have play mode on, tweak things in your scene while watching it in play mode to see how things react/change, and Cinemachine will keep those changes, which is especially handy for any reason you could think of.
I was really getting frustrated trying to build a forest terrain in unity. Thanks to you i will try the probuilder. I had no idea such an asset exist. Thankyou so much. Pardon my grammer
Even though I'm a half decent programmer, I still really like visual scripting. I been working professionally with node based applications for over 20 years, and once you get into the proper mindset, I generally find it faster and more intuitive than typing code. I really think it's a superior approach for certain applications.
lol, when you wrote 'node based applications' I read it as Node.js and was like 'JFC, has that been out for over 20 years already?!'. Thanks for making me feel old AF.
Good thing you mentioned source control, it should've been the seventh one, maybe its just my programmer mindset but even unity beginners should learn to use it.
As a new user to unity I love visual scripting and the starter assets 1st and 3rd person system lets me get strated quick into making micro games quick
The new input system is really great. At first it can be a bit confusing and hard to understand, but after working with it for a while it makes mapping game controls, changing control devices etc. really easy.
If you’re an educator/elearning designer, the SCORM converter package is a must. It allows Unity to become a tool for elearning designers because it allows you to track user activity.
Dotween is one of the best packages that can be used in any project you have. It might not be an official package but damn did that package help me a lot.
Idk where you get the anecdote that "almost every unity game" uses DOTween, because that is strictly untrue. I've been a unity dev for a few years and have only ran into this asset once, in a project using Doozy UI. Doozy is way too bloated too, adding it inflated my repo sooooo bad with gigs of garbage and slowed my project to a crawl. I'd recommend anyone stay away from Doozy and by extension DOTween.
@@Spherous DOTween is extremely good and extremely lightweight. I'd recommend it. The original poster is not far off with their claim, it's insanely popular and for a good reason, it's the best free tweening library available.
I'm using Bolt for making state machines along with c#. I make the behaviours with c# and then hook them visually with bolt. It's really handy for visualizing and debugging AI.
Very helpful video, giving newbies like me a few good directions to explore. More stuff like that, please! What about: "the options you never knew existed in Unity or those settings you don't know what they are for"...?
I used Collaborate even as a sole developer until the project got so big that opening the project would take 20+ mins while Collaborate checked for changes. Now, trying to switch to github seems buggy and less user-friendly. I would welcome suggestions on source code management for individual devs. I still need the flexibility of rolling back individual components.
ayuda !!!!Hola Jason, pregunto: puedo poner en el oculus 2 el sample HDRP que viene con Unity (el que tiene 3 ambientes y aparece una bolo dorada con el logo de Unity)Y EDITARLO Y CARGARLO EN EL Oculus??? gracias
I did find a reason not to use TextMeshPro. When I use font that isn't supported by all languages, default unity text uses falls back on using arial, while TextMeshPro doesn't display it. Also if a remember correctly it takes time and effort to make font compatible with TextMeshPro. While default Unity text just supports any font out of the box, with no additional hassle. Which is especially great, when you put hundreds of fonts into project to find best fonts for the game. Also most third party assets use default unity text, so it's easier to make project using default text instead of frankenstein monster, where you use default text in one place, TextMeshPro on other place and now you localization system needs to be more complex to support both.
You really shouldn't be including 100s of fonts in your project to begin with. It adds runtime overhead to remap all of those fonts to be available as raster graphics, and frankly, licensing all those fonts should be a concern as well. As for integrating other assets, I wrote a quick Editor script for the contextual menu that converts any Unity UI component to its TMP equivalent. Really not that hard to do, and for a project already in-progress, you could even run a script like that recursively through all scenes.
@@mandisaw The are available in build of the game, but it's super convenient to have it in project when you want to choose fonts for your project. Some websites sale and give away big packs of fonts, so licensing is not an issue. Not that hard is a very relative term. For some one it's not that hard to learn C++ for others it super hard to get a good grip even on visual scripting.
@@000Gua000 You may want to check your licenses - most fonts are sold or available for use by you, maybe in web or print projects. But not necessarily for redistribution in a game or commercial project. As for "not that hard" - you're absolutely right about it being relative :)
I'd recommend checking out Plastic SCM and the relevant plugin in lieu of Collab. Nearly as easy to use, more stable, more flexible, more features for advanced use and it is likely more in line with future built-in VCS in Unity (it was recently acquired by Unity) :)
Unity Collaborate still brokes after all these years of development in different circumstances. Also, it is not that safe as Git or PlasticSCM in big projects with a big team. I highly recommend using external VCS such as Git or PlasticSCM
I found it easy to export from Substance Painter both URP and HDRP formats when creating my texture. Just in case I wanted to use either. But I think the HDRP is more for visualisations etc rather than for performant games.
Another good one is the Post Processing, throw some Ambient Occlusion into your scene to make it more interesting looking :) ProGrids is also a good one to check out!
If you use assets from the store, or anything that wasnt made by your team or specifically for you, be aware of the Universal Rendering pipeline default. Many assets will break because their shaders are compatible with it. I learned the hardway (again, when using non-tailored assets) to not default to Universal Rendering pipeline
Timeline! Everytime you need a sequence of whatever kind, Timeline is the way to go. A cut scene? Opening a chest or door? Timeline! I use it for player actions as well, because an attack is a sequence as well (animation, particles, sounds, colliders, script events, ...) and you want to time those interactively in the editor. I have seen so many people having coroutines and tons of configurable delays and whatnot. A pain! Use Timeline instead.
Yeah, I expected to hear Timeline right after Cinemachine. Those 2 and TextMeshPro are my go-to defaults, and for anything larger than a test project, Addressables & new Input System.
Im currently doing a project in Game Design and Game Dev. for my Multimedia Design degree, and visual scripting is a lot easier to understand for people with no real coding background. Im quite familiar with C# because I did a couple years of Computer Science so I might not struggle as much, however it has been much easier to get back into coding with visual scripting.
This video is 100% correct. I'm still waiting for Unity to buy out Final IK/Puppet Master, and add that to their roster. Those packages are must have for animation in games.
Do you plan prepare a video for how to store unity project in version control? I mean which project files are necessary? What experiences do you have? Which VCS do you use/prefer? Thank you in advance.
I don't use ProBuilder for level design, but I do use it a lot. ProBuilder can make any static model editable inside Unity. So it makes it possible to edit any static 3d model, with no knowledge of Maya, Bleder, 3ds Max and with no need to export it. Unfortunately it is also one of the buggiest assets I've ever used.
is it weird that cinemachine, pro builder and urp and hdrp isnt downloaded already in my project and had to be downloaded manually in the pakage Manager?
How do you manage source control for the larger files? Like I understand it makes sense to use Git or something for source code but what about art assets, wav files, etc.?
If I Could stop long enough to learn visual scripting I think I would like it, I don't particularly like the act of programming. Would rather feel like I'm just doing the abstract logic, but programming is giving me what I need, and will not have enough time to learn something new until after I get out my MVP.
I may be speaking prematurely, but I think UI Builder is going to be indispensable. It's amazing, and utilizes CSS-like behaviors to allow you to design a really comprehensive interface for your user/gamer! Disclaimer: It's currently being tested, but it is completely usable as far as I can tell! That being said, I wouldn't use it in any production software.
I had my eyes on the Animation Rigging and New Input System packages for quite a while when they were still in development. Oh, and you shouldn't overlook Timeline, either!
Hey I love your videos man! was wondering if you could do a video on the advantages and disadvantages of have recursion code within classes/and or scripts. an example of this if my question isn't very clear; having only one start function for an entire game project and stemming out blocks of code within itself... diving deeper and deeper into code. is this something that is intensive on the computational side of things, or is it actually much easier for computers to process events that behave in the nature. idk this is a kind of a geeky or a stupid question, not sure if many people would find this interesting... but i just can't seem to find a good answer. i'm a relatively new self taught programmer. your thoughts on this would be greatly appreciated. thanks for the great content man, keep up the good work.
Switching to URP/HDRP is not that easy if you have a lot of custom shaders. And unfortunately there is little information about writing shaders for SRP
Hi Jason, thanks for the awesome videos. It would be very helpful if you could add chapters to your video(s) and title them accordingly. In this case, I'm at work but wanted to quickly browe your video to see if there are any packages I don't use already, but whenever I manually skipped forward I didn't know which package you were talking about, had to go back and forth to hear you mention it and I don't even know if I managed to get the full list.
Just my two cents worth, but unless you are sending some sort of Morse code with the flashing lights in the background, I would recommend turning them off...they can be a little distracting. Other than that, nice video and I agree with your choices.
Add Unity Recorder to this List , makes ANIM clip , gif , Video and screen shoot , great tool for creating promotinal materials , icons or flat out movies, still in preview but hardly any noticeable tradoffs
Helpful list! ..and Yes, more on visual scripting please. Love to see a bit of procedural building if possible.. maybe a “gun” that can place and morph library parts into scene landscape? I like node based programming a lot and curious to jump into unity. This is a game changer for me if it goes deep enough and I can work mostly this way. Can you save visually scripted diagrams as an object vocabulary for future use?
Please make more content about visual scripting... :D I came from this paradigm (Rhinoceros - Grasshopper) into Unity and might be a bit more confortable in there while learning proper workflows in C#. Is there a way to export a visual script into c# and back? That would be an ultimate learning tool. Thanks!
I've only enjoyed visual scripting for shaders, as they are all math. I find visual scripting isn't great for logic, getting really messy really quickly, but is good for visualizing sections of equations.
Since the moment I debuged my 1st cellphone game and found out how heavy and anoying was text in memory leak. I've switched to textmeshpro and cuted by 2/3 the memory used in my project. Any tutorials I follow now I always use Tmpro even if the tuto use text.
FYI, what's replacing Collab is Plastic SCM, HOWEVER I highly recommend just sticking to GIT. Plastic still has issues even with latest releases and we've dunked many weeks in troubleshooting, finally giving up on it and their support. It is not a mature product yet, especially for production.
Which issues? We've ran into some, but support is usually very responsive and has implemented fixes. Of course, we're paying. Not sure if you're on the free tier. It's also worth noting that you can use the PlasticSCM frontend to talk to a git repo. I should also note I use the separate app, not the plugin inside Unity. I found the latter to be less friendly.
@@mahna_mahna The issue that cause us to move away from Plastic was related to it corrupting files on sync. We were not on the free tier, but that shouldn't really matter. Their support was finally able to resolve the issue, but it really took about a month and it was right after we have decided to switch to a different product. It was just not worth the hassle. I'd gladly use it once it's more mature.
@@R4venshore I would say it's mature, but you hit a bug that doesn't affect many people. That's not to minimize it being an absolute showstopper of a bug, though! But I've run into that will all sorts of "mature" products over the decades.
@@mahna_mahna Trust me, this is not a typical issue you will see with GIT or others. This was purely an unacceptable bug for production. In any way, everyone is free to make their own decisions, so you can use what you want.
1:32 TextMeshPro
2:20 Cinemachine
3:49 ProBuilder
5:28 Visual Scripting (old name was "Bolt")
7:12 URP & HDRP
8:27 Unity Collaborator
Beat me to it!
+1 😄😄
Ok
This video is so f*cking bad and useless lmao...
TextMeshPro, Cinemachine, URP & HDRP are very known Defaults.
Why useProBuilder ? Blender is way Better.
| Actual C# Scripting is way better, faster and has no VM Overhead.
At last, Unity Collab is actual garbage.
@@elrymoe ProBuilder makes it easy creating prototype meshes while in the editor. As for the rest I agree.
Allah razı olsun.. xD
For 2D developers, the tilemap and tilemap extras packages are an absolute must. The Scriptable Tile is such a time saver
where i can find those?
also the psd importer
@@geeksinsuits should be in the package manager of recent versions of Unity
th-cam.com/video/omQ-G7dxq8s/w-d-xo.html
Tile Map is good for really basic things, but the lack of customizability and rigidness of the package really holds it back from being anything useful to larger/more advanced projects. Meaning you often just need to make your own. Luckily they aren't hard to make.
Great video Jason! I'd definitely recommend the Input System package too. It improved my development workflow, especially with mapping out controls and integrating them with game state changes.
Agreed. Been following the Input System since it was announced, but finally got to use it in a project, and it's really flexible.
This is a great list, completely agree. Another package I love is the Profile Analyser. Using the profiler to help fix FPS problems is cool but with the profile analyser, you can compare two separate session. For example, you want to refactor something slow, save a profile before and after and the use the analyser to compare to see if you really got savings.
I’d say it’s a challenge, but definitely worth getting to understand the New Input System!
Especially when it comes to really easy implementation of keyboard & many types of controller support, and local multiplayer systems, it’ll make your life easier and your code cleaner & compartmentalised
is it like a MUST GET or is the standard input system fine for someone like me who has less than 6 months of unity experience?
@@vakqdev standard is fine for now
@@АнатолийКошелев-э6ч ok thank you
@@vakqdev truthfully, for existing projects its not worth changing from something that's already working. Having said that, the new Input System is a 15 minute tutorial away from being made usable and setting up is basically instant once you know it. Not something that should be skipped for future projects.
Im a software engineer currently studying a game design program in which the unity classes are done with visual scripting, I absolutely love it. Makes it super amateur friendly for my classmates to code without having to know a programing language before hand. Its easy to explain logic with it as it is very graphic and displays the values of stuff while running. I absolutely love that I can simply just say to them "sooo, this is never true, and It will never reach that node you see?" without them having to read the code over and over again to understand what the f im talking about.
Watching this video after spending time manually changing the color of my text every second makes me appreciate this channel
I like the idea of visual scripting for organizing a project from a high level. Certain concepts, (such as state machines) are easier to work with, understand, and debug if you can literally see it working.
I'd love to see videos about using visual scripting to handle project architecture in a way that still lets programmers implement the fine details in code
+1
Currently using these packages in my project. Really helpful. ☺️
It's quite trolling to have that eye sight test thing in the background blurred out.. E, Γ, P, T, O, Z, L? .. like, who even own such a thing?
I'm an artist and I have been using bolt visual scripting for quite some time now....many would say that why don't you write down lines of code, that's much faster..but I can clearly say that visual scripting is much easier to grasp...even if I get back to my project after a week or a month gap, I can easily go through the state machines and understand the code, It's much organized inside bolt and so I can surely say that it's not for programmes, but if your struggling with coding then its best for you...and I hope Jason make some more videos on bolt in the future..!!.
Visual scripting sidestep the limitation that you can't put scripts in asset bundles or addressables. Visual scripts are basically just scriptable objects that hook into your compiled code. Super a handy if you have a lot of dynamic content.
For the main stuff my current little 2d project uses from the package manager, cinemachine, textmesh pro, and URP. One thing to note about URP - the 2d shadows are beta which means you probably don't want to rely on them for a while. (No need for probuilder or UDRP for my current 2d project, but probuilder is great).
Additional 2d things I'm using is the 2d tilemap and 2d tilemap editor, 2d PSD importer and 2d animation and finally a non-2d thing addressables.
I'm also using the new input system as well, it's quite nice, though some packages assume you are using the old one, works for me on PC at least on both keyboard and xbox controller.
Collaborate - I dislike collaborate, I didn't at first, I thought it was pretty neat, my problem struck when adding in more art and sound effects, collaborate decided for some reason to ignore my settings for the directory and include the files anyway pushing me over the 1GB limit, making it useless as I can't check it in, I decided to make a fresh new colloborate thinking it won't ignore it this time, it did. So I now just use Git. My advice is avoid collaborate or find out how to only put in exactly what you want before hand as configuration directory instructions are probably not gonna work.
Visual scripting.
For me visual scripting has it's place, I've testbedded entire large 3d generated levels using Blueprint and houdini for UE4 that generated and placed stuff at runtime, I've also written decent-frontend stuff for UE4 too with hardly any code required, I like c# so for Unity I tend to code first. Playmaker is popular and bolt/now inbuilt visual scripting is going to be useful to at the least prototype stuff.
For me it's only useful as limited team size, I personally don't see anything wrong with menu systems done in visual scripting. When it gets to main game though, I think the visual scripting should be kept an eye on and profiled to see if it needs optimized, also scripting should not become annoying and get in the way. There's nothing wrong for example of calling a function in c#/c++ from a visual script for something you think is getting annoying to link-up. I don't think AI is best done in visual scripting as that tends to be a big hog of cycles but that would depend on the game and enemy count, but there's nothing stopping you from making something that tweaks those values using visual scripting then output and process using c#/c++ code. But if you are an Artist playmaker/visual scripting could be the difference between finishing or looking at c#/c++ and giving up.
TLDR version : If it gets too complex, probably should write code, if it runs too slow write code. But the mantra of "Make it work, make it good, make it fast, IN THAT ORDER" always holds true.
And when you are trying to make something faster, make sure it needs it, always approach speed side on via a nice profiler :)
I love visual scripting! I am completely adopting it into my game design methodology. Would love to see some content from you on this topic.
Thanks for the video, I will try these!
Something I still struggle with is when Unity updates and a 2 year old tutorial doesn’t work anymore. That’s the demotivating part of working on Unity.
I had this with the ARkit pack and for lots of code. For a beginner, it’s really demotivating!
Parallel Sync for Multiplayer project. Once you use it for making a Multiplayer project, you wouldn't imagine doing without it.
100%
I love all of those packages, I’d also add the Recorder package to the list, it may not be a development package as such, but for an indie developer making videos and gifs for marketing built in is incredibly useful
OBS is a great alternative and works for a release build while recorder is editor only but it can be quite fiddly to set up
Unity Recorder can record 60 fps even if your pc runs it in 5. It will be a bit slow to record but it will work. It allows you do things you can't do with normal 60 fps in the built player via OBS or any other external Recorder
@@nikolaynakorkeshko448 this is very true but if you’re trying to record a demo or advert without automating the player movement then it becomes tediously challenging to get a good shot.
UniTask is a must-have. Coroutines are great for some situations, but a C# built-in async/await flow is just better. UniTask add async/await support for unity with no additional memory allocation!
(Btw, Unity Technology is planning on moving to async/await flow some time in the future too)
Cinemachine is also really good for keeping changes after you enter playmod, and that's the original reason I downloaded it. If you need to finesse/fine tune certain things, going back and forth between play mode and edit mode is really annoying, so you can have play mode on, tweak things in your scene while watching it in play mode to see how things react/change, and Cinemachine will keep those changes, which is especially handy for any reason you could think of.
I already use 3 of those 6, but didn't know how useful the other 3 were. Thanks for the info.
Many thanks. I'm learning to use PROBUILDER to create the scenario of my home.
thank you for the information, this packages are definitely great!
I was really getting frustrated trying to build a forest terrain in unity. Thanks to you i will try the probuilder. I had no idea such an asset exist. Thankyou so much. Pardon my grammer
Just broke my arm patting myself on the back😆 glad to see I'm heading in the right direction as a noob
Even though I'm a half decent programmer, I still really like visual scripting. I been working professionally with node based applications for over 20 years, and once you get into the proper mindset, I generally find it faster and more intuitive than typing code. I really think it's a superior approach for certain applications.
lol, when you wrote 'node based applications' I read it as Node.js and was like 'JFC, has that been out for over 20 years already?!'. Thanks for making me feel old AF.
@@dave7038 You weren't the only old fogey who read it that way. :D
Good thing you mentioned source control, it should've been the seventh one, maybe its just my programmer mindset but even unity beginners should learn to use it.
As a new user to unity I love visual scripting and the starter assets 1st and 3rd person system lets me get strated quick into making micro games quick
The new input system is really great. At first it can be a bit confusing and hard to understand, but after working with it for a while it makes mapping game controls, changing control devices etc. really easy.
1. Object Replacer
2. Hierarchy Folders.
3. Batch Renamer
4. Empty at Zero
If you’re an educator/elearning designer, the SCORM converter package is a must. It allows Unity to become a tool for elearning designers because it allows you to track user activity.
Dotween is one of the best packages that can be used in any project you have. It might not be an official package but damn did that package help me a lot.
I would add DOTween in the equation and give the respect it deserves, almost every game made with Unity is using it.
Idk where you get the anecdote that "almost every unity game" uses DOTween, because that is strictly untrue. I've been a unity dev for a few years and have only ran into this asset once, in a project using Doozy UI. Doozy is way too bloated too, adding it inflated my repo sooooo bad with gigs of garbage and slowed my project to a crawl.
I'd recommend anyone stay away from Doozy and by extension DOTween.
@@Spherous whatever...
@@Spherous DOTween is extremely good and extremely lightweight. I'd recommend it. The original poster is not far off with their claim, it's insanely popular and for a good reason, it's the best free tweening library available.
I also use DOTween for both personal and commercial projects.
I'm using Bolt for making state machines along with c#. I make the behaviours with c# and then hook them visually with bolt. It's really handy for visualizing and debugging AI.
This is what I immediately think of whenever I see it. Good to know it works well for it. :)
While not appropriate for everything I really do love Adventure Creator
Jason Weimann, what do you think about UniRX and Exenject (Zenject)?
This was really helpful ! Thanks :)
Very helpful video, giving newbies like me a few good directions to explore. More stuff like that, please! What about: "the options you never knew existed in Unity or those settings you don't know what they are for"...?
ProBuilder, but what about ProGrids?
I used Collaborate even as a sole developer until the project got so big that opening the project would take 20+ mins while Collaborate checked for changes. Now, trying to switch to github seems buggy and less user-friendly. I would welcome suggestions on source code management for individual devs. I still need the flexibility of rolling back individual components.
Turtoise SVN might be something that would work out for you.
@@QvsTheWorld Thank you! I have not see that before but looks promising. I'll check it out. Thanks again!
The memory profiler. It lays out what's in your memory in a visual way and helps debug it.
I'm really looking forward to the videos about visual scripting. I can actually program, but it still looks very interesting for me
ayuda !!!!Hola Jason, pregunto: puedo poner en el oculus 2 el sample HDRP que viene con Unity (el que tiene 3 ambientes y aparece una bolo dorada con el logo de Unity)Y EDITARLO Y CARGARLO EN EL Oculus??? gracias
I did find a reason not to use TextMeshPro. When I use font that isn't supported by all languages, default unity text uses falls back on using arial, while TextMeshPro doesn't display it. Also if a remember correctly it takes time and effort to make font compatible with TextMeshPro. While default Unity text just supports any font out of the box, with no additional hassle. Which is especially great, when you put hundreds of fonts into project to find best fonts for the game.
Also most third party assets use default unity text, so it's easier to make project using default text instead of frankenstein monster, where you use default text in one place, TextMeshPro on other place and now you localization system needs to be more complex to support both.
You really shouldn't be including 100s of fonts in your project to begin with. It adds runtime overhead to remap all of those fonts to be available as raster graphics, and frankly, licensing all those fonts should be a concern as well. As for integrating other assets, I wrote a quick Editor script for the contextual menu that converts any Unity UI component to its TMP equivalent. Really not that hard to do, and for a project already in-progress, you could even run a script like that recursively through all scenes.
@@mandisaw The are available in build of the game, but it's super convenient to have it in project when you want to choose fonts for your project. Some websites sale and give away big packs of fonts, so licensing is not an issue.
Not that hard is a very relative term. For some one it's not that hard to learn C++ for others it super hard to get a good grip even on visual scripting.
@@000Gua000 You may want to check your licenses - most fonts are sold or available for use by you, maybe in web or print projects. But not necessarily for redistribution in a game or commercial project.
As for "not that hard" - you're absolutely right about it being relative :)
I'd recommend checking out Plastic SCM and the relevant plugin in lieu of Collab. Nearly as easy to use, more stable, more flexible, more features for advanced use and it is likely more in line with future built-in VCS in Unity (it was recently acquired by Unity) :)
Unity Collaborate still brokes after all these years of development in different circumstances. Also, it is not that safe as Git or PlasticSCM in big projects with a big team. I highly recommend using external VCS such as Git or PlasticSCM
Yeah, there's a reason Unity bought Plastic and is halting new development on Collab and now says to use Plastic. It was a pile of junk.
I found it easy to export from Substance Painter both URP and HDRP formats when creating my texture. Just in case I wanted to use either. But I think the HDRP is more for visualisations etc rather than for performant games.
Another good one is the Post Processing, throw some Ambient Occlusion into your scene to make it more interesting looking :)
ProGrids is also a good one to check out!
Is Post Processing Stack needed for URP or HDRP? I thought that was all handled with volumes now.
If you use assets from the store, or anything that wasnt made by your team or specifically for you, be aware of the Universal Rendering pipeline default. Many assets will break because their shaders are compatible with it.
I learned the hardway (again, when using non-tailored assets) to not default to Universal Rendering pipeline
Pixel perfect camera and tilemap editor are both really nice
If you're using Unity without Odin Inspector, you absolutely need to go get it.
Timeline!
Everytime you need a sequence of whatever kind, Timeline is the way to go. A cut scene? Opening a chest or door? Timeline! I use it for player actions as well, because an attack is a sequence as well (animation, particles, sounds, colliders, script events, ...) and you want to time those interactively in the editor. I have seen so many people having coroutines and tons of configurable delays and whatnot. A pain! Use Timeline instead.
Yeah, I expected to hear Timeline right after Cinemachine. Those 2 and TextMeshPro are my go-to defaults, and for anything larger than a test project, Addressables & new Input System.
Im currently doing a project in Game Design and Game Dev. for my Multimedia Design degree, and visual scripting is a lot easier to understand for people with no real coding background. Im quite familiar with C# because I did a couple years of Computer Science so I might not struggle as much, however it has been much easier to get back into coding with visual scripting.
This video is 100% correct. I'm still waiting for Unity to buy out Final IK/Puppet Master, and add that to their roster. Those packages are must have for animation in games.
Do you plan prepare a video for how to store unity project in version control? I mean which project files are necessary? What experiences do you have? Which VCS do you use/prefer? Thank you in advance.
I don't use ProBuilder for level design, but I do use it a lot. ProBuilder can make any static model editable inside Unity. So it makes it possible to edit any static 3d model, with no knowledge of Maya, Bleder, 3ds Max and with no need to export it.
Unfortunately it is also one of the buggiest assets I've ever used.
Love bolt, would love more vid on it, and thanks for this useful vid.
Liked your list. Thank you!
Hey! That was pretty helpful! Thanks!!
I just subscribed. Looking forward to know more about rendering pipelines
What do you think of the input manager package?
Unity Preview package FBX Exporter ftw...😎
fancy seeing you here :D
@@doghous3 nahhh it didn't get fancy until you showed up. 😉
is it weird that cinemachine, pro builder and urp and hdrp isnt downloaded already in my project and had to be downloaded manually in the pakage Manager?
Great advice here!
Great Stuff Jason. How do you get the Packet Manager to load so quickly? Mine takes ages!
Yeah it's insanely slow, even with a fast PC and internet connection :(
@@glenneroo3193 I hear it's something to do with a firewall setting. I've added it to my list of things to check one day.
How do you manage source control for the larger files? Like I understand it makes sense to use Git or something for source code but what about art assets, wav files, etc.?
the day something like dreams comes to unity to "program" stuff, I will party for 24 hours straight.
This is great!!
Very helpful thanks for sharing👍
If I Could stop long enough to learn visual scripting I think I would like it, I don't particularly like the act of programming. Would rather feel like I'm just doing the abstract logic, but programming is giving me what I need, and will not have enough time to learn something new until after I get out my MVP.
Love Bolt!
Do you know if can upgrade a project made with bolt to the unity visual scripting ?
Great video. I would appreciate if you had the background leds in less crazy settings when filming
Lol they seem to be voice activated, but my eyes do get drawn to them
I may be speaking prematurely, but I think UI Builder is going to be indispensable. It's amazing, and utilizes CSS-like behaviors to allow you to design a really comprehensive interface for your user/gamer!
Disclaimer: It's currently being tested, but it is completely usable as far as I can tell! That being said, I wouldn't use it in any production software.
Love the quality of you videos, thank you for all the helpful information you put out for free.
One thing I love bout unreal us the visual scripting/blueprints. You have any tutorial for VS in Unity?
Good video!
What's the disco that you got on the background?
I had my eyes on the Animation Rigging and New Input System packages for quite a while when they were still in development. Oh, and you shouldn't overlook Timeline, either!
If I’m currently using bolt, do I need to/should I update to the Visual Scripting version of it?
I think it's just been integrated in 2021 so if you're not using 2021 don't bother otherwise I would probably only add it to a new project
Is Cinemachine suitable for mobile games? I'd tested it in profiler, there is too much CPU impact.
Hey I love your videos man! was wondering if you could do a video on the advantages and disadvantages of have recursion code within classes/and or scripts. an example of this if my question isn't very clear; having only one start function for an entire game project and stemming out blocks of code within itself... diving deeper and deeper into code. is this something that is intensive on the computational side of things, or is it actually much easier for computers to process events that behave in the nature. idk this is a kind of a geeky or a stupid question, not sure if many people would find this interesting... but i just can't seem to find a good answer. i'm a relatively new self taught programmer. your thoughts on this would be greatly appreciated. thanks for the great content man, keep up the good work.
I love LeanTween!
Switching to URP/HDRP is not that easy if you have a lot of custom shaders. And unfortunately there is little information about writing shaders for SRP
Hi Jason, thanks for the awesome videos.
It would be very helpful if you could add chapters to your video(s) and title them accordingly.
In this case, I'm at work but wanted to quickly browe your video to see if there are any packages I don't use already, but whenever I manually skipped forward I didn't know which package you were talking about, had to go back and forth to hear you mention it and I don't even know if I managed to get the full list.
Use DoTween!
People should use Unity Atoms, is life saver and probably will regreat not knowing this before.
Just my two cents worth, but unless you are sending some sort of Morse code with the flashing lights in the background, I would recommend turning them off...they can be a little distracting. Other than that, nice video and I agree with your choices.
Haha, I literally had to go back to see what you were taking about.
Your changing lives Jason.
Add Unity Recorder to this List , makes ANIM clip , gif , Video and screen shoot , great tool for creating promotinal materials , icons or flat out movies, still in preview but hardly any noticeable tradoffs
Helpful list! ..and Yes, more on visual scripting please.
Love to see a bit of procedural building if possible.. maybe a “gun” that can place and morph library parts into scene landscape?
I like node based programming a lot and curious to jump into unity. This is a game changer for me if it goes deep enough and I can work mostly this way. Can you save visually scripted diagrams as an object vocabulary for future use?
Please make more content about visual scripting... :D I came from this paradigm (Rhinoceros - Grasshopper) into Unity and might be a bit more confortable in there while learning proper workflows in C#. Is there a way to export a visual script into c# and back? That would be an ultimate learning tool. Thanks!
thank you so much
I've only enjoyed visual scripting for shaders, as they are all math. I find visual scripting isn't great for logic, getting really messy really quickly, but is good for visualizing sections of equations.
Since the moment I debuged my 1st cellphone game and found out how heavy and anoying was text in memory leak. I've switched to textmeshpro and cuted by 2/3 the memory used in my project. Any tutorials I follow now I always use Tmpro even if the tuto use text.
FYI, what's replacing Collab is Plastic SCM, HOWEVER I highly recommend just sticking to GIT. Plastic still has issues even with latest releases and we've dunked many weeks in troubleshooting, finally giving up on it and their support. It is not a mature product yet, especially for production.
Which issues? We've ran into some, but support is usually very responsive and has implemented fixes. Of course, we're paying. Not sure if you're on the free tier. It's also worth noting that you can use the PlasticSCM frontend to talk to a git repo.
I should also note I use the separate app, not the plugin inside Unity. I found the latter to be less friendly.
@@mahna_mahna The issue that cause us to move away from Plastic was related to it corrupting files on sync. We were not on the free tier, but that shouldn't really matter. Their support was finally able to resolve the issue, but it really took about a month and it was right after we have decided to switch to a different product. It was just not worth the hassle. I'd gladly use it once it's more mature.
@@R4venshore I would say it's mature, but you hit a bug that doesn't affect many people. That's not to minimize it being an absolute showstopper of a bug, though! But I've run into that will all sorts of "mature" products over the decades.
@@mahna_mahna Trust me, this is not a typical issue you will see with GIT or others. This was purely an unacceptable bug for production. In any way, everyone is free to make their own decisions, so you can use what you want.
Thanks Jason!
I am interested in visual scripting also could you do same video for Unity 2D ?
No, gamedev is not stressful!
-Jason, 21
How to turn fbx from blender3d to prefab?
Use all of these except the visual scripting. Haven't really looked into that much
I find visual scripting takes longer for me to create than working in C#
Make a video with some of the technical stuff about that MMORPG you worked on that used Unity.
was helpful, thx