This is the best channel that gives useful content, and it seems that you are a specialist in the field of games, and will you create content about Unity, bolt
Thanks for the amazing tutorials, it’s a big help for a personal project. Question, how would I go about making a gun essentially have more than one barrel for the ray casts to originate from? Trying to making a Gatling-esc gun for a sci-fi game that I’m working on.
Ooo tricky one. For my minigun I cheated on this by having it only ever fire from the same position and the spinning animation + bullet spread kind of hid that. I guess you could change the ParticleSystem ShootSystem to be ParticleSystem[] ShootSystems and use GetComponentsInChildren() instead of just GetComponentInChildren() to give you all of the particle systems that are positioned at the tip of each barrel of your sci fi gun. Then when you do GetRaycastOrigin() you could just choose a random one (or go in some order) to use as the Raycast origin. Just have to also make sure you play the right one as you shoot as well.
thanks for the shout out :) out of curiosity, do you mention your current goals with the series on like twitter or anything? it'd be really helpful to know what you plan to cover, but I can't seem to find much info about it
The only place I published the future goals of the series is on the GitHub repo in the readme, but that didn't have exactly all of them. I've covered most of the initial scope for the series now. I think only bullet penetration and animated guns are left from my initial list now.
@@LlamAcademy ty for the heads up! have you considered looking into saving / loading at all? with all the scriptable objects i can see it being a struggle to implement, which i guess is all the more reason to cover it. just an idea :)
@Tom-ll5qw I did cover a save/load system while ago th-cam.com/video/mntS45g8OK4/w-d-xo.html. Not directly in the series but that covered the basics. Though, it might be worthwhile to talk about it in the series with like a menu screen so it retains your load out and stuff and we can remove the Escape menu from this scene 🧐
@@LlamAcademy hey!! i ended up going with a homebrew approach for the attchment system - do you think i could email you to ask for some advice on the architecture side of things? it does kinda work as it is now, however i feel like a strong design pattern or the like would really elavate it; currently its a bit like not knowing about events, and instead making everything a singleton. some pointers would be really amazing :)
Please help I followed your exact steps but I keep getting this stupid error "Could not resolve 'PlayerArmature/Rig 1/Aim' because it is not a child Transform in the Animator hierarchy." And the hand doesn't move like in the video
if i have no keyframed animation in my human rig, how can i preview animation rigging? like my rig is 100% procedural. it seems weird they attach their preview onto the built in keyframe preview instead of making their own seperate button because wether or not you use any keyframed animation shouldnt effect the ability to preview procedural animation
Animation Rigging is built on top of the Animation system so it requires the animator: docs.unity3d.com/Packages/com.unity.animation.rigging@1.1/manual/RiggingWorkflow.html
Hello! Very nice tutorials and keep going on! Do you happen to have a tutorial on how to implement a refund system on In-app-purchases? And how should IAP purchases be handled? Should they be included in the encrypted save file on user's phone? Thank you!
I do not have one specifically for refunds, but I do have a pretty in-depth Unity IAP video: th-cam.com/video/V-7R4IhS7E8/w-d-xo.html Unity IAP handles the vast majority of IAP for you and makes it where you can focus on the important things: setting up the items and presenting them to the players
@@LlamAcademy Thanks for the reply! I followed your tutorial there but there seems to be a problem on the second load of the scene that has the IAP Store. For example: I load the scene that has the IAP Store, then i go to another scene, and then I go back to the scene that has the IAP Store and there's the "StoreIconProvider has already been initialized!" error. Do you happen to know how this can be solved?
@@helloyou191 @helloyou191 Yup! The StoreIconProvider can only be initialized once. So you'll want to put it on a scene that is only loaded one time. In that video we're only dealing with 1 scene there wasn't an issue. The way I handled it in my game was to put all "Providers" on a loading/splash screen that is the first scene loaded. All that scene does is load the main menu scene, but guarantees the setup of these "providers" happens before we land anywhere and that they are initialized only once.
Work out 💪 Spend time with my family 🥰 Work a full time job in enterprise software development 💰 Try to make some games 🎮 ...pretty much nothing else 😅
I think you are probably looking for a "reasonable" laptop for developing games. "Best" is subjective and extremely expensive. I think the key hardware specifications to look for are 16gb RAM, a solid state drive of 500gb+ (probably 1TB is better), and a modern Ryzen 5 or Intel i5 or better. I generally like a more powerful video card, but that also pushes up the price quite dramatically. You can reasonably do with a modern (30XX / 40XX) for most games and be good to go. Personally I would go with the 3060 or 4060 or better, but the X050s are fine for lower quality or 2D games. I'm not familiar enough with the AMD mobility GPU side of things to say what an equivalent is there. Oh, and definitely a 1080p or better resolution! I'm shocked to see some laptops still have lower than FHD screens. With computers you can always spend more and always upgrade something. It's all about your budget and what you're trying to make.
@@LlamAcademy Okay cool. I was looking for your email in order to share it and how it works. Where should i communicate with you in order to share the code?
This is exactly the type of tutorial I've been looking for on IK/animation rigging. Thank you for making this!
You're very welcome!
Finally some good IK material to learn from! :D
This is the best channel that gives useful content, and it seems that you are a specialist in the field of games, and will you create content about
Unity, bolt
Best channel in the world
Sorry, when rotating to the right my character goes limitless and ignores the clamp, what do I do?
Thanks for the amazing tutorials, it’s a big help for a personal project.
Question, how would I go about making a gun essentially have more than one barrel for the ray casts to originate from? Trying to making a Gatling-esc gun for a sci-fi game that I’m working on.
Ooo tricky one. For my minigun I cheated on this by having it only ever fire from the same position and the spinning animation + bullet spread kind of hid that.
I guess you could change the ParticleSystem ShootSystem to be ParticleSystem[] ShootSystems and use GetComponentsInChildren() instead of just GetComponentInChildren() to give you all of the particle systems that are positioned at the tip of each barrel of your sci fi gun. Then when you do GetRaycastOrigin() you could just choose a random one (or go in some order) to use as the Raycast origin. Just have to also make sure you play the right one as you shoot as well.
Brother..Como le hago para que detecte el hueso de otro avatar y no el de arnature?es que me da errores
thanks for the shout out :) out of curiosity, do you mention your current goals with the series on like twitter or anything? it'd be really helpful to know what you plan to cover, but I can't seem to find much info about it
The only place I published the future goals of the series is on the GitHub repo in the readme, but that didn't have exactly all of them.
I've covered most of the initial scope for the series now. I think only bullet penetration and animated guns are left from my initial list now.
@@LlamAcademy ty for the heads up! have you considered looking into saving / loading at all? with all the scriptable objects i can see it being a struggle to implement, which i guess is all the more reason to cover it. just an idea :)
@Tom-ll5qw I did cover a save/load system while ago th-cam.com/video/mntS45g8OK4/w-d-xo.html. Not directly in the series but that covered the basics. Though, it might be worthwhile to talk about it in the series with like a menu screen so it retains your load out and stuff and we can remove the Escape menu from this scene 🧐
@@LlamAcademy tyty ill go through that once im fully caught up with the series. the attachment video has me a bit stumped rn but im getting there!
@@LlamAcademy hey!! i ended up going with a homebrew approach for the attchment system - do you think i could email you to ask for some advice on the architecture side of things? it does kinda work as it is now, however i feel like a strong design pattern or the like would really elavate it; currently its a bit like not knowing about events, and instead making everything a singleton. some pointers would be really amazing :)
This is a great series. It’d be cool to see how you’d make an option for semi-automatic firing weapons.
What if the player aim the foot himself?Is the posture correct?
does someone now where can i get the kinematics and the doll with the animation that he is using?
Full project is on GitHub, link in description. Any animations I pulled I showed where I got them in the video.
Please make a system or ai like wwz aftermath . I am curious to know about how zombies are working in that game. Please please make a video on it
Please help
I followed your exact steps but I keep getting this stupid error "Could not resolve 'PlayerArmature/Rig 1/Aim' because it is not a child Transform in the Animator hierarchy." And the hand doesn't move like in the video
This sounds like your initial configuration of the RigBuilder is not correct, or your root object does not have an Animator attached
if i have no keyframed animation in my human rig, how can i preview animation rigging? like my rig is 100% procedural. it seems weird they attach their preview onto the built in keyframe preview instead of making their own seperate button because wether or not you use any keyframed animation shouldnt effect the ability to preview procedural animation
Animation Rigging is built on top of the Animation system so it requires the animator: docs.unity3d.com/Packages/com.unity.animation.rigging@1.1/manual/RiggingWorkflow.html
Why your machine gun has hands and shoulders? I don't understand
What kind of computer is yours, please? ❤
I built it back in 2017 so kind of an old one now 😅
cool, can you please make a video about texture cutter(ear clipping) the way that rainbow six use for wall destruction plssss
I can try to research how that was done, but I haven't played rainbow six and don't really know how that is achieved today
is there any way to change gun model on button click as i have to load different guns on button click event
Sure, perhaps the "Runtime Gun Swapping" video in this series will help you out: th-cam.com/video/Fpt9xA3Ftmo/w-d-xo.html
very very helpful thank u@@LlamAcademy
Hi. Thank you for this video.. Qustion: i want to make an FPS game with full body do you think you can help. It would be nice if you do
Hello! Very nice tutorials and keep going on!
Do you happen to have a tutorial on how to implement a refund system on In-app-purchases? And how should IAP purchases be handled? Should they be included in the encrypted save file on user's phone?
Thank you!
I do not have one specifically for refunds, but I do have a pretty in-depth Unity IAP video: th-cam.com/video/V-7R4IhS7E8/w-d-xo.html
Unity IAP handles the vast majority of IAP for you and makes it where you can focus on the important things: setting up the items and presenting them to the players
@@LlamAcademy Thanks for the reply! I followed your tutorial there but there seems to be a problem on the second load of the scene that has the IAP Store. For example: I load the scene that has the IAP Store, then i go to another scene, and then I go back to the scene that has the IAP Store and there's the "StoreIconProvider has already been initialized!" error. Do you happen to know how this can be solved?
@@helloyou191 @helloyou191 Yup! The StoreIconProvider can only be initialized once. So you'll want to put it on a scene that is only loaded one time. In that video we're only dealing with 1 scene there wasn't an issue. The way I handled it in my game was to put all "Providers" on a loading/splash screen that is the first scene loaded. All that scene does is load the main menu scene, but guarantees the setup of these "providers" happens before we land anywhere and that they are initialized only once.
@@LlamAcademy ah I see now, thank you for your feedback!
hey bro what do you do beside youtube channel?
Work out 💪
Spend time with my family 🥰
Work a full time job in enterprise software development 💰
Try to make some games 🎮
...pretty much nothing else 😅
Bro please tell which laptop best for developing games
Because I have a low end device
I think you are probably looking for a "reasonable" laptop for developing games. "Best" is subjective and extremely expensive.
I think the key hardware specifications to look for are 16gb RAM, a solid state drive of 500gb+ (probably 1TB is better), and a modern Ryzen 5 or Intel i5 or better. I generally like a more powerful video card, but that also pushes up the price quite dramatically. You can reasonably do with a modern (30XX / 40XX) for most games and be good to go. Personally I would go with the 3060 or 4060 or better, but the X050s are fine for lower quality or 2D games. I'm not familiar enough with the AMD mobility GPU side of things to say what an equivalent is there.
Oh, and definitely a 1080p or better resolution! I'm shocked to see some laptops still have lower than FHD screens.
With computers you can always spend more and always upgrade something. It's all about your budget and what you're trying to make.
id also recommend exploring non-unity game engines (godot is likely your best bet) if your hardware isnt the best
quick correction the character was holding the smg by the mag... thats a broken law of guns bro....
i made an inventory system using your gun system. if you are interested i can share it with you anytime.
Cool! I would definitely love to see it!
@@LlamAcademy Okay cool. I was looking for your email in order to share it and how it works. Where should i communicate with you in order to share the code?
you can send it to support@llama.software
Your model is too thin
Bro i have a question, you brother @Blackthornprod Lliam? This video very helpful ❤