Amazing video , your instruction help me improve my project greatly, thanks men! By the way, can you help me with this question? I do not use sprite sheets for animation of "Adventure" Object like yours, instead , my "Player Object" have many child objects represent parts of the body and use Rotation, Scale to do the animation. How can i generate an duplicate of images like yours? Thanks in advance
Sorry for necroing here but any idea what's wrong if the Animation window controls are greyed out? I read somewhere that the ghost needs to be a prefab but from what I can tell it's not in this clip. I made it into a prefab anyway but still can't do anything in Animation.
hello I have a question. When the platform jumps from the effector, ground control is grounded and double-jumping is enabled. How do I solve this problem?
Hey, I don't know if you still respond but I am having a problem which is the effect is different speed for different resolutions. For example, when I am in a larger screen, more ghost trails will appear(7 sprites). When I am in a smaller screen, only a few ghost trail appears(3 sprites). Do you know how to fix this problem?
I am trying to add this effect to a dashing character (almost like teleporting) where I set the character's velocity much higher. However, the effect does not play quickly enough. Any tips in making this dash play instantly upon "dashing" and stop after the dash ends? Great tutorial btw!
Hey there. First, are you using the animator for your dash? If so, do you have a timed transition? This might cause a delay between states which could cause what you're experiencing. Second, you can set the delay to be significantly lower to cause the shadows to appear faster. Set the delay pretty low (about 0.05 seconds) and it should work better.
hi, When ever I generate a ghost it dosent seem to use the sprite that is in my sprite renderer. rather using the sprite I put in the prefab. any ideas on why this is happening?
That depends on the effect. If you want a 3d sprite (like in paper mario) then yes, but if you want it to be a shadow model behind the player, then you're using a mesh instead of an image.
I tried this video effect out and in the end, I was able to be successful, but I had to change some things. I kept getting a NullReferenceExeption in my controller file when I tried to reference this new ghost class. I then merged the two scripts together, which still did not solve the problem. Then, I just looked up a quick video to get around the nullReferenceError here: th-cam.com/video/UYziBhvVIcs/w-d-xo.html and it worked. No more errors. The second issue I ran into was incorporating this into my dash button instead of every movement. I used Code Monkey's top down movement and dash controller: th-cam.com/video/Bf_5qIt9Gr8/w-d-xo.html and so on space, I would dash and I put the makeGhost variable to "true" on GetKeyDown. That got my dash to work, but only create one ghost. So, after some brute force (because I'm very terrible at coding) I found a solution. I had put makeGhost = false at the end of my dash function so of course, the program would run once and then be set to false. I put in a new input to be GetKeyUp on the space bar and then my trails would appear. I'm very happy with my results. This is just my experience with the code. Like I said, I've very happy with the end result. Thank you for such a lovely video.
Thank you so much, The pace of the video was perfect, not too slow and not too fast. You definitly deserve more subscribers!
Glad it helped!
Such a GOATED tutorial
Use this with pooling objects for a resource management
Brilliant tutorial, thanks very much.
Really useful video :) Great job! Thank you.
Thanks buddy. This has been an informative and useful video.
Amazing video , your instruction help me improve my project greatly, thanks men!
By the way, can you help me with this question? I do not use sprite sheets for animation of "Adventure" Object like yours, instead , my "Player Object" have many child objects represent parts of the body and use Rotation, Scale to do the animation. How can i generate an duplicate of images like yours? Thanks in advance
Sorry for necroing here but any idea what's wrong if the Animation window controls are greyed out? I read somewhere that the ghost needs to be a prefab but from what I can tell it's not in this clip. I made it into a prefab anyway but still can't do anything in Animation.
I love this
Thanks!
hello I have a question. When the platform jumps from the effector, ground control is grounded and double-jumping is enabled. How do I solve this problem?
This works great. Thx :)
You're doing great bro 😇😇
Que grandioso video, sin tanto código creas un gran arte muchas gracias por compartir me ha servido a la primera muchas gracias amigo.
Thank you sir!
Thanks, it was be usefull for me
Glad to hear it!
using Unity while in a MAC. when graphics card is so important. that's crazy.
Hey, I don't know if you still respond but I am having a problem which is the effect is different speed for different resolutions. For example, when I am in a larger screen, more ghost trails will appear(7 sprites). When I am in a smaller screen, only a few ghost trail appears(3 sprites). Do you know how to fix this problem?
Thank you so much!
thanks so much :D
ghost effect works but it's not moving along with my player the ghost stock on the one location
thanks bro
thx a lot
Thank you!!!!!
This is Sandevistan.
thanks a lot baby
My sprite uses rigging, is it possible?
I am trying to add this effect to a dashing character (almost like teleporting) where I set the character's velocity much higher. However, the effect does not play quickly enough. Any tips in making this dash play instantly upon "dashing" and stop after the dash ends? Great tutorial btw!
Hey there. First, are you using the animator for your dash? If so, do you have a timed transition? This might cause a delay between states which could cause what you're experiencing.
Second, you can set the delay to be significantly lower to cause the shadows to appear faster. Set the delay pretty low (about 0.05 seconds) and it should work better.
hi, When ever I generate a ghost it dosent seem to use the sprite that is in my sprite renderer. rather using the sprite I put in the prefab. any ideas on why this is happening?
I fount out it was due to the animation tba. but now that there is no animation. there will be no fade. any ideas on how to fix this?
Nice :-)
Hey there, thanks so much!
É similar a jogos 3d???
That depends on the effect. If you want a 3d sprite (like in paper mario) then yes, but if you want it to be a shadow model behind the player, then you're using a mesh instead of an image.
😂 😂 😂!
I tried this video effect out and in the end, I was able to be successful, but I had to change some things. I kept getting a NullReferenceExeption in my controller file when I tried to reference this new ghost class. I then merged the two scripts together, which still did not solve the problem. Then, I just looked up a quick video to get around the nullReferenceError here: th-cam.com/video/UYziBhvVIcs/w-d-xo.html and it worked. No more errors.
The second issue I ran into was incorporating this into my dash button instead of every movement. I used Code Monkey's top down movement and dash controller: th-cam.com/video/Bf_5qIt9Gr8/w-d-xo.html and so on space, I would dash and I put the makeGhost variable to "true" on GetKeyDown. That got my dash to work, but only create one ghost. So, after some brute force (because I'm very terrible at coding) I found a solution. I had put makeGhost = false at the end of my dash function so of course, the program would run once and then be set to false. I put in a new input to be GetKeyUp on the space bar and then my trails would appear. I'm very happy with my results.
This is just my experience with the code. Like I said, I've very happy with the end result. Thank you for such a lovely video.
....just use a coroutine bro
WOOOOW THANKSSSSS
thx you fixed my life 👊
Thanks you so much!