Over a year into it and the procedural animation series continues! I know it has been a long wait for this next entry, but I hope it was worth the wait! I should have a new video (unrelated to the procedural animation series) soon that I'm very excited about!
@endersuit8076
3 ай бұрын
i have a question : when i tried to check if the script can determinate if an object inside the trigger box is closer to Left/Right shoulder, unity report that in state manager script there is no reference for BaseState currentState { get;protected set; }. do we have to assign it or i missed something?
@slsno3333
4 ай бұрын
TBH have watched most videos 2x (some parts many times just to keep track between classes and scripts, where to put what. No idea where to begin, integrating a decent non rigbod character controller. Just that first moment once the left arm finaly did its own thing! Thank u so much for helping me learn.
@iHeartGameDev
4 ай бұрын
Hey I'm really happy to hear that you've been able to get through it! :) Thank you for following along and the support!
@mattg6550
15 күн бұрын
I'm curious about where you learned about this topic in the first place, like where you were able to read up on this, was the Unity documentation on IK enough? Or did you have to research generic IK implementations when it came time to make videos on this topic?
@ChristinaCreatesGames
4 ай бұрын
Very cool system 💛 Will have to take some time on the weekend to go through this, looking forward to it :D!
@iHeartGameDev
4 ай бұрын
Thank you Christina! :) Can't wait to get through these last few episodes
@rbjimmy7096
4 ай бұрын
Great video! I really like your presentation style, it helps me understand hard concepts in a way no other creator could. Do you ever plan on doing videos about saving/loading data?
@GameDev-re6rr
4 ай бұрын
Great explanation buddy. keep doing this good work and education new game devs
@iHeartGameDev
4 ай бұрын
Thank you for the kindness! More to come!!
@kremuwczan
4 ай бұрын
In order to isTrigger in box collider to work, either the player or the object that is triggering has to have rigid body attached to it right? from my testing it seems to be the case, so if someone is having issue that his box collider is not working make sure that either the player (if not using character controller) or the object has rigid body
@Hoptronics
4 ай бұрын
Can't wait.. :)
@iHeartGameDev
4 ай бұрын
Thank you for your excitement!
@AlexBlackfrost
4 ай бұрын
it's all coming together 👌
@iHeartGameDev
4 ай бұрын
"It's been 84 years" lol
@ACatWithACrown
4 ай бұрын
Damn good series fr
@sohjingkaisean3934
4 ай бұрын
Bro cook. This is crazy good
@iHeartGameDev
4 ай бұрын
Thank you for the kind words!
@theophile4043
2 ай бұрын
You are so interesting man !
@iHeartGameDev
2 ай бұрын
@@theophile4043 thank you for the kind compliment
@dormitando
3 ай бұрын
Hey! You explain things really good and the editing is fantastic, but after finishing the playlist, there is some stuff, mostly components attached to the GameObjects, that must have been done outside the video and are never shown, for example: -Rigidbody -Capsule collider -Animator -PlayerStateMachine script Due to this my proyect is filled with compilation errors, could u give any hint on this, please?
@endersuit8076
3 ай бұрын
did you resolve ?, do you know what is th epurpose for playerStateMachine?
@dormitando
3 ай бұрын
@@endersuit8076 I didnt
@gokayiseri446
Ай бұрын
I created my own animator from another videos and also other things that he didn't show.
@framespaceproductions
4 ай бұрын
wow that's awesome , thanks buddy . can we do the same thin with doors , like how characters in rdr2 or gtav do ?
@JohnKD-o8i
7 күн бұрын
Yes just change the trajectory to front rather than sideways
@AlexPurification
3 ай бұрын
After this i want to learn motion matching.
@SantaGamerYoutube
4 ай бұрын
How about using non-allocating collision detection? I've pretty much replace all collision detection with those.
@iHeartGameDev
4 ай бұрын
Hi! What do you mean by that?
@SantaGamerYoutube
4 ай бұрын
Using Physics.OverlapBoxNonAlloc, .OverlapSphereNonAlloc or .RaycastNonAlloc. It doesn't generate new arrays so it doesn't create new garbage. You'll then just need to create OnEnter and OnExit methods yourself if needed.
@hldfgjsjbd
4 ай бұрын
Thought about same thing
@weckar
2 ай бұрын
The overhead with the built-in colliders is minimal if you're not constantly creating and destroying them. Unless you're applying this to a crowd of characters, non-alloc collision smells of premature optimization at the cost of clarity.
@NOTAHEK
4 ай бұрын
I love your videos ❤ can you make a video on what DLL files does in unity 🥺.
@iHeartGameDev
4 ай бұрын
Hi! Thank you 🙏 What is DLL?
@NOTAHEK
4 ай бұрын
@@iHeartGameDev I am asking to you 😀
@NOTAHEK
4 ай бұрын
@@iHeartGameDev also you should have used physics.overlapping collider this will give you all the list of objects not just one 😊
@lawrence9713
4 ай бұрын
It is kind of off topic, but maybe someone knows a solution to it or can help me out. I want to create just the raw animation data in order to be able that every character in the scene could enter into this animation. For example, I have a spot on the map where a crime is happening, one npc is stabbing another npc. The two first npcs of many random npcs entering this area should take the spot of the criminal and the victim. So that every time you start the level these two npcs interacting with each other can always be different npcs. I was thinking of creating the animation in Blender, but not attaching fixed characters to it but Unity assigning them by whoever enters the trigger area first. Is that even possible? Isn't it like some kind of realtime cutscene, where your custom created character can show up in a pre made cutscene?
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