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Game Dev Guide
Великобритания
Добавлен 26 фев 2019
Learn how to make games in Unity!
Hosted by Matt Gambell an independent Game Developer (and former evangelist for Unity Technologies). Game Dev Guide videos offer easy to digest tips, tricks and tutorials using professional experience within a wide variety of game development topics.
With an entertaining presentation style and an engineering focused approach to problem solving, Game Dev Guide offers scalable solutions to your everyday development problems without wasting your time.
Hosted by Matt Gambell an independent Game Developer (and former evangelist for Unity Technologies). Game Dev Guide videos offer easy to digest tips, tricks and tutorials using professional experience within a wide variety of game development topics.
With an entertaining presentation style and an engineering focused approach to problem solving, Game Dev Guide offers scalable solutions to your everyday development problems without wasting your time.
Nels Anderson Talks About His Game Dev Career (Generation Exile, Firewatch, Mark Of The Ninja)
Discover the fascinating insights shared by Nels Anderson about "Generation Exile" and his career in game development. He has had a pretty storied career as a gameplay programmer and designer where having worked on numerous notable titles such as Deathspank, Mark of the Ninja and Firewatch.
For the past few years though, he's been the founder at @sonderlust and the game director on Generation Exile (recently just announced at the PC Gaming Show) -
After 3 years of work, we're finally able to talk about it. So I figured I'd sit down with him and share more info about his history, some of the game he's worked on and what led to the creation of the game.
Wishlist Generation Exile On Steam! - s...
For the past few years though, he's been the founder at @sonderlust and the game director on Generation Exile (recently just announced at the PC Gaming Show) -
After 3 years of work, we're finally able to talk about it. So I figured I'd sit down with him and share more info about his history, some of the game he's worked on and what led to the creation of the game.
Wishlist Generation Exile On Steam! - s...
Просмотров: 1 573
Видео
Building Runtime UI with UI Toolkit In Unity
Просмотров 30 тыс.2 месяца назад
In this video, we'll look at some of the new features added to the UI Toolkit package in Unity 2023.2 and how it's now at a point where it's much easier to work with when building UI for runtime. To demonstrate this, we'll look at how can build out a functional main menu, how to write and expose custom UI components in code and how we can bind data to our UI objects so that they update automati...
What's After The Prototype? - Cabs of Chaos Devlog - 01
Просмотров 9 тыс.4 месяца назад
This is the first episode in the series documenting the development of my ride-share racing game Cabs Of Chaos. In this first episode I catch you up on what you might've missed since I announced the project last year, document some of the progress I've been making since, and explore what I'm focusing on next and how I'm approaching taking the game from a proof of concept prototype into somethin...
Unite 2023 Changed My Mind About Unity...
Просмотров 13 тыс.6 месяцев назад
Unity brought myself and a number of other creators from the Insider Program out to Unite 2023 in Amsterdam. Here's what I thought of the event, and some of the most notable announcements they made. Checkout the other creators who were also alongside me at Unite! See if you can spot them in the video! @iHeartGameDev, @CodeMonkeyUnity,@gamesplusjames, @gamefromscratch, @LanaLuxGames, @ChristinaC...
Making Comic Book VFX In Unity
Просмотров 9 тыс.7 месяцев назад
In my experiments playing around with stylized rendering, I spent some time also playing around in Unity's VFX Graph and Shader Graph. One of the neat effects I've found myself working on is this comic book style impact effect, ideal for punches, explosions, or any other kind of cartoon impact to match a sound effect. Comic Book VFX Packs 👇🏻 assetstore.unity.com/packages/vfx/particles/cartoon-f...
Addressing The Unity "Runtime Fee" Pricing Debacle
Просмотров 10 тыс.9 месяцев назад
It's been a rough couple of weeks for everyone who uses Unity as the company recently announced a rather egregious new pricing strategy with a "Runtime Fee" proposal. Due to a tonne of rather aggressive feedback from the majority of the game development community, they have now walked back most of their policies into something much more "acceptable". I wanted to take a moment to give an update ...
I'm Working On Something New...
Просмотров 15 тыс.9 месяцев назад
This is why I've been so quiet lately... Somewhat nerve-wracking to publicly announce both a failed project, and a new one, but here we are... Stay tuned for more! ▶️ Help fund the project and new episodes by joining the Patreon - www.patreon.com/GameDevGuide Join the Discord - www.discord.gg/yYcww7U Want to support the channel? 🛒Get GameDevGuide Merch! - www.gamedevguide.store 💡 Get One-Month ...
How To Build Roads Procedurally In Unity with the Splines Package
Просмотров 63 тыс.11 месяцев назад
Roads are more common in videogames than you might think so in this episode we'll look at how we can use Unity's new spline package to build out a tool that procedurally creates a road mesh along a spline, and ALSO handles intersections at the same time. While we're at it, we might even decorate it to look pretty using URP Decals too! Get the package for this video on Patreon - www.patreon.com/...
Unlocking The Power Of Unity's Scriptable Render Pipeline
Просмотров 191 тыс.Год назад
Inspired by the release of Hi-Fi Rush by Bethesda, I wanted to see if I could get a similar vibrant and stylized aesthetic in Unity. Little did I know, it would swiftly lead me down a rabbit hole of custom rendering in Unity and, in turn, completely overhaul my entire perception of Unity's Scriptable Render Pipelines. This video is a showcase of that journey... so let's take a look at how we ca...
Generating A Hex Map With Fog Of War in Unity
Просмотров 49 тыс.Год назад
Procedural Generation of a Hex Map, Hex Based Pathfinding, and revealing the map via Fog Of War are three key mechanics of any great strategy game. Let's take a look at how we can use Unity to procedurally generate a hex map and have a character explore it! 🎨 Check out Outstandly and consider working with them to get great-looking art on your next project - outstandly.agency/gamedevguide Hex Gr...
Why Your Game Should Be Using PlasticSCM For Version Control
Просмотров 43 тыс.Год назад
I've been a user of Plastic SCM for my personal and professional projects for a few years now. I really don't like Git, and Perforce will eat your wallet, so when Unity approached me with an opportunity to sponsor a video talking to you about Plastic SCM and consider it when choosing a version control platform to use, I was more than happy to work with them on this video and speak about my own ...
Creating an Outline Effect as a Post-Process in Unity
Просмотров 77 тыс.Год назад
Outlines can be tricky to do in a mesh shader. So, let's do it in post instead... Want to support the channel? ▶️ Help fund new episodes by joining the Patreon - www.patreon.com/GameDevGuide 💡 Get One-Month Free of Skillshare Premium - skl.sh/MKR826 Use these links to grab some cool assets from the asset store: Get the Must Have Assets! - assetstore.unity.com/top-assets/top-download?aid=1101la6...
A Motion Capture Suit For Game Dev? - Smart Suit Pro 2: First Impressions
Просмотров 14 тыс.2 года назад
A Motion Capture Suit For Game Dev? - Smart Suit Pro 2: First Impressions
11 Things You (Probably) Didn't Know You Could Do In Unity
Просмотров 149 тыс.2 года назад
11 Things You (Probably) Didn't Know You Could Do In Unity
Procedurally Generating A Hexagon Grid in Unity
Просмотров 114 тыс.2 года назад
Procedurally Generating A Hexagon Grid in Unity
Creating Search Windows in the Unity Editor
Просмотров 25 тыс.2 года назад
Creating Search Windows in the Unity Editor
Creating An Inventory System in Unity
Просмотров 176 тыс.2 года назад
Creating An Inventory System in Unity
Why Animation Curves In Unity Are So Useful
Просмотров 76 тыс.2 года назад
Why Animation Curves In Unity Are So Useful
The Camera Tool In Unity You Probably Didn’t Know About...
Просмотров 31 тыс.2 года назад
The Camera Tool In Unity You Probably Didn’t Know About...
5 Things You Can Do To Make Games Like A Pro In Unity
Просмотров 115 тыс.2 года назад
5 Things You Can Do To Make Games Like A Pro In Unity
Using IK to Improve Animations in Unity
Просмотров 65 тыс.2 года назад
Using IK to Improve Animations in Unity
Speed Up Compile Times in Unity with Assembly Definitions
Просмотров 88 тыс.3 года назад
Speed Up Compile Times in Unity with Assembly Definitions
Using Attributes to Manage Data in Unity
Просмотров 46 тыс.3 года назад
Using Attributes to Manage Data in Unity
Getting Started with Compute Shaders in Unity
Просмотров 193 тыс.3 года назад
Getting Started with Compute Shaders in Unity
Designing A Responsive Tooltip System in Unity
Просмотров 86 тыс.3 года назад
Designing A Responsive Tooltip System in Unity
dude just post the code. ive spent 2 hours trying too copy your code 1 for 1 and it dosent work and im tied of having to scrub your video for zero answers. idk how to code idk wtf im doing. i just want too make a game. i am only 7 mins in.,..
is subscription method redundant?
Unity is a complex program. I understand as a YT person you want to keep your videos at about 10 minutes. But you went wayy to fast without explanation of how things actually work.
how do you open the spline in the code editor?
5 min of ads before the video even starts! thumbs down and closed !!!
can u tell me what city assets yu use ?
georgian map?
fk that, I will use unity 5.6.7f1 instead.
I still wanna know how Hifi Rush filteres the shadows they look sharp but also splotshy but not pixelated.
For those who are having the problem of elements being disorganized until you modify something or "hover" them, the following code can help! protected override void OnRectTransformDimensionsChange() { base.OnRectTransformDimensionsChange(); CalculateLayoutInputHorizontal(); } This modification ensures that the layout adjustment (CalculateLayoutInputHorizontal()) is triggered automatically whenever there is a change in the size of the parent object, without needing an external action like hovering over elements.
Finally, I found it.
thanks , after some years of programming in unity, you have just taught me new things
Awessome video! Thank you for the time and effort put into this! +1 Sub!
Wanted to say thanks for this video series! Really helped me get started on my own node editor. I made some improvements (I assign GUIDs to Ports, split Executable nodes and non-executables nodes, support inheritance, and more) - couldn't have gotten started without your example here, and now I have a good understanding of how it works to be able to extend it as much as I want.
Thank you so much, so many incredible insights on how to work on such a thing. Didnt even know about the SerializeReference thing, to display Lists of mixed types, thats really handy :D Please keep it up, enjoyed the whole thing
8:00
heres a easier way just whack it on your spline and start the game using UnityEngine; using UnityEngine.Splines; using System.Collections.Generic; [RequireComponent(typeof(SplineContainer))] public class CreateRoad : MonoBehaviour { public float roadWidth = 1f; public int segmentsPerCurve = 10; public Material roadMaterial; private SplineContainer splineContainer; private void Start() { splineContainer = GetComponent<SplineContainer>(); GenerateRoad(); } private void GenerateRoad() { Spline spline = splineContainer.Spline; List<Vector3> vertices = new List<Vector3>(); List<int> triangles = new List<int>(); List<Vector2> uvs = new List<Vector2>(); List<Vector3> normals = new List<Vector3>(); int pointCount = spline.Count; if (pointCount < 2) { Debug.LogError("Spline must have at least 2 points."); return; } float totalLength = spline.GetLength(); int totalSegments = Mathf.CeilToInt(totalLength / segmentsPerCurve); for (int i = 0; i <= totalSegments; i++) { float t = i / (float)totalSegments; float nextT = (i + 1) / (float)totalSegments; Vector3 point = spline.EvaluatePosition(t); Vector3 nextPoint = spline.EvaluatePosition(nextT); Vector3 direction = (nextPoint - point).normalized; Vector3 perpendicular = Vector3.Cross(direction, Vector3.up).normalized * roadWidth; vertices.Add(point + perpendicular); vertices.Add(point - perpendicular); uvs.Add(new Vector2(t, 1)); uvs.Add(new Vector2(t, 0)); // Add upward normals normals.Add(Vector3.up); normals.Add(Vector3.up); if (i > 0) { int count = vertices.Count; // Ensure the winding order is correct for upward facing triangles triangles.Add(count - 4); // Bottom-left triangles.Add(count - 2); // Top-left triangles.Add(count - 3); // Bottom-right triangles.Add(count - 3); // Bottom-right triangles.Add(count - 2); // Top-left triangles.Add(count - 1); // Top-right } } Mesh mesh = new Mesh { vertices = vertices.ToArray(), triangles = triangles.ToArray(), uv = uvs.ToArray(), normals = normals.ToArray() }; mesh.RecalculateNormals(); GameObject road = new GameObject("Road", typeof(MeshFilter), typeof(MeshRenderer), typeof(MeshCollider)); road.GetComponent<MeshFilter>().mesh = mesh; road.GetComponent<MeshRenderer>().material = roadMaterial; // Add collision MeshCollider meshCollider = road.GetComponent<MeshCollider>(); meshCollider.sharedMesh = mesh; meshCollider.convex = false; // Set to false if you want more accurate collision detection // Optional: Make the collider non-trigger so it acts as a solid object meshCollider.isTrigger = false; } private void OnDrawGizmos() { if (splineContainer == null) return; Gizmos.color = Color.red; float stepSize = 0.01f; for (float t = 0; t < 1; t += stepSize) { Vector3 point = splineContainer.Spline.EvaluatePosition(t); Gizmos.DrawSphere(point, 0.1f); } } }
Thanks for sharing this interview! Awesome to hear about people's journeys and experiences and I love the artstyle of GE, looks beautiful!
Both the games industry experience and production process were very insightful! Would love to see more content like this directly from the devs. Also enjoyed the references to things like Crusader Kings and the Starcraft map editor haha (havn't heard that one in a looong time). I'm sure this game will find its playerbase!
Honestly if there are a ton of game devs in Vancouver I think it'd be cool if you did more podcast style vids like this where you interview different devs from different positions, talents, and life experiences to see how that shaped how they make games and what wisdom they have to share with other indie devs.
Yeah, this was really fun to do. So I'd definitely love to sit down with other folks here (and elsewhere) and have a similar style of conversation for sure!
this interview was fantastic, also, I really want to know about the performance and scale of the game, and how it was managed, from what I'm looking at it feels like a massive game, or I'm just blind, but if you can interview with technical people on the team that would be NOICE
Glad you enjoyed it! I am the lead technical person on the team, so I'll be sure to cover this in a future video for sure!
@@GameDevGuide oh, I thought you were mainly on the tooling side, anyway, Waiting for it, Much luck and success on the game really wanna see you guys succeed even though I don't play this genre
Woah. I use your tutorials to learn about Unity. "Generation Exile" stole the Summer Game show in my eyes (I love Against the Storm and other rougelike city-builders). On it's own merits! I had no idea you guys were responsible for the game. This is such a pleasant surprise.
Why exactly didn't you include TextMeshPro in the External directory/asmdef?
Wow great trailer! Good luck with release!
This tutorial is what i need for my timeline dialgoue. Man its hard to use activation track with dialogue script in it. Thanks for the Tutorial sir
Bro you just predicted me in start 😂😂
The lack of a world space implementation is an absolute deal breaker for me (and it's been continually brought up in forum threads and the roadmap, there's no ETA yet on when that's coming) Be keen to see how tooltip improves over the next few years though
Damn , why this is underrated i scrolled alot to find this !
you could have used more a more generic example than bloom :p - or maybe i should get smarter as well. But i got lost when trying to apply the effect to a single pass shader :/
The video is not beginner friendly but I get that the concept applies generally.
GetMouseButtonDown(2) and GetMouseButton(2) got me confused. why are they different?
is a "Scene collection" just a fancy scriptable object?
Apparently this is not true since 2019.3, and the UpdateBatches are only called when actual animation occurs. So anyone watching this today, at least do a sanity check before throwing out your already set up animations.
Doesnt unity have Overlay camera option that automatically overlays what ever the camera randers on top of main camera?
I made a simple game in unity recently, and i definitely am guilty of just passing in a whole bunch of dependencies into the inspector and having to bounce information through several scripts and game objects just to get a simple thing to happen. I want to keep making games, but i now see how important it is to plan the code out so that new features are effortless to implement and existing ones to maintain.
do we need unity 2023.2 for the latest UI toolkit package, it's very confusing you keep saying it is 2023.2, or package can be separated from the actual unity version?
How can I do this with universal render pipeline. I cant see any Auto Exposure between effects
Its Very Extreme Level Inventory System Very Hard.But Very Helpfull thanks
Please tell me how to make transport follow its lane, but at the same time the road will not be drawn as in Cities: Skylines, but will be added as an object in the form of a 1x0.25x1 cube grid system. I've tried almost everything, I don't know what the method is and I won't stop.
There's no trust, but what trust is there in Unreal? It's more expensive than Unity right now. However, I agree that Godot is not an option at all.
Im sorry but you go way too fast and skip over some very important steps.
If the obscure is transparent , then it will directly ignore the transparent object.how to deal with this situation
Would like to see this revisited for the render graph. Render graph has rendered a lot of this video obsolete unfortunately
pun unintended
Can someone please tell me how can i make the elements not "stack" on top of each other in the builder? I would like th be independent and movable, even if i were to overlap them, just like in old UI
Set the position to Absolute instead of relative. 🙂
@@GameDevGuide Thank You!
When I need to see blurred image, I have just white screen (default texture from composite shader). Rechecked everything many times. Any ideas why it could be?
I recently had a lot of problems with git and their small file size limit and got fed up with it Thanks for reccomending this alternative
Hello Now i'm trying to set window title Icon, but EditorGUIUtility.ObjectContent returns default image.. I can't find any idea about this it's not critical but i'm really into this 🥲 + eventually i get icon from Instantiated ScriptableObject 😵💫
Instead of manually assigning an ID for every door, why not pass the DoorController component directly to the event system? This would mean it would always work, no chance of accidentally reusing the same ID causing multiple doors to open at once when you enter the trigger, and less work for the developer to maintain.
Why this instead of a script that manage each door locally? Like : (OnTriggerEnter > open the door // OnTriggerExit > close the door) et voilà ?
Many things are not properly shown, e.g. adding the Tooltip system to the Tooltip Canvas, or that the Tooltip has to be deactivated in the Hierarchy, and many more. I had to play it multiple times and pause the video in the right moment to catch it. Also for other parts. It would be better to explain all relevant steps without missing anything out.