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LlamAcademy
United States
Приєднався 20 гру 2020
LlamAcademy (Llama-Academy word chain 😉) is dedicated to helping you, yes YOU! Make your game development dream become a reality by creating helpful, beginner friendly and in-depth tutorials on a wide range of topics in Unity.
On this channel you can find Unity tutorials with a range in complexity from absolute beginner to quite advanced topics. I strive to make the advanced topics accessible to all.
👨💻 All tutorials are released with full source code on GitHub (when possible): github.com/llamacademy! No paywall here🚫!
I cover topics such as AI and Navigation, Performance Optimizations, Visual Effects (VFX), Bullet Physics & Projectiles, and many more!
❤ Believe in LlamAcademy's mission and have received value from the videos? Become a Supporter:
⚫ Patreon: www.patreon.com/llamacademy
⚫ UA-cam Member: ua-cam.com/channels/nWm6pMD38R1E2vCAByGb6w.htmljoin or click the Join button on any video
⚫ GitHub Sponsor: github.com/sponsors/llamacademy
On this channel you can find Unity tutorials with a range in complexity from absolute beginner to quite advanced topics. I strive to make the advanced topics accessible to all.
👨💻 All tutorials are released with full source code on GitHub (when possible): github.com/llamacademy! No paywall here🚫!
I cover topics such as AI and Navigation, Performance Optimizations, Visual Effects (VFX), Bullet Physics & Projectiles, and many more!
❤ Believe in LlamAcademy's mission and have received value from the videos? Become a Supporter:
⚫ Patreon: www.patreon.com/llamacademy
⚫ UA-cam Member: ua-cam.com/channels/nWm6pMD38R1E2vCAByGb6w.htmljoin or click the Join button on any video
⚫ GitHub Sponsor: github.com/sponsors/llamacademy
Top 3 Lessons (Re)Learned from Making My Chicken Defense Microgame
In this video you'll hear about my top 3 lessons learned and re-learned from making my free and open source microgame: Chicken Defense. You've probably heard some of these before, but somehow I'm still re-learning them even after writing code for over 20 years!
👨💻 As always, all code from this video is available on GitHub: github.com/llamacademy/chicken-defense
🏷️Save 25% on the ultimate C# IDE: JetBrains Rider with code LLAMACADEMY: www.jetbrains.com/store/?section=personal&billing=yearly
📚 Resources:
⚫ Play the game for free: llamacademy.itch.io/chicken-defense
⚫ Hofstadter's law (everything takes longer than you think): en.wikipedia.org/wiki/Hofstadter%27s_law
⚫ Generics in C#: learn.microsoft.com/en-us/dotnet/csharp/fundamentals/types/generics
⚫ KISS Principle: en.wikipedia.org/wiki/KISS_principle
⚫ YAGNI Principle: en.wikipedia.org/wiki/You_aren%27t_gonna_need_it
⚫ FizzBuzz EE: github.com/EnterpriseQualityCoding/FizzBuzzEnterpriseEdition
🧡 Believe in LlamAcademy's mission and have received value from the videos? Here's how you can show your support:
🌟 Patreon: www.patreon.com/llamacademy
🌟 UA-cam Member: ua-cam.com/channels/nWm6pMD38R1E2vCAByGb6w.htmljoin or click the Join button on any video
📚 ShaderGraph Course:
www.gamedev.tv/p/unity-shader-graph?affcode=45216_kuvg0bp7
👕 Merch Store: llamacademy.myspreadshop.com/
💸 Humble Bundles (affiliate link): www.humblebundle.com/software?partner=llamasoftware&charity=2280172
💸 Unity Asset Store Affiliate: Publisher Sale! 50% OFF an entire publisher's Assets! Publisher changes weekly! assetstore.unity.com/publisher-sale?aid=1101l9QvC
💸 Unity Asset Store Affiliate: Save up to 50% on NEW Assets: assetstore.unity.com/?new_sale=true&orderBy=1&aid=1101l9QvC
Some links may be affiliate links, which at no additional cost to you, gives me a small portion of the purchase.
#unitytutorial #tutorialtuesday #gamedev #tutorial #unity #llamacademy #gamedevelopment
Chapters:
00:00 Topic Introduction
00:35 Lesson 1
02:45 Lesson 2
04:54 Lesson 3
06:54 Closing Thoughts & Support LlamAcademy
👨💻 As always, all code from this video is available on GitHub: github.com/llamacademy/chicken-defense
🏷️Save 25% on the ultimate C# IDE: JetBrains Rider with code LLAMACADEMY: www.jetbrains.com/store/?section=personal&billing=yearly
📚 Resources:
⚫ Play the game for free: llamacademy.itch.io/chicken-defense
⚫ Hofstadter's law (everything takes longer than you think): en.wikipedia.org/wiki/Hofstadter%27s_law
⚫ Generics in C#: learn.microsoft.com/en-us/dotnet/csharp/fundamentals/types/generics
⚫ KISS Principle: en.wikipedia.org/wiki/KISS_principle
⚫ YAGNI Principle: en.wikipedia.org/wiki/You_aren%27t_gonna_need_it
⚫ FizzBuzz EE: github.com/EnterpriseQualityCoding/FizzBuzzEnterpriseEdition
🧡 Believe in LlamAcademy's mission and have received value from the videos? Here's how you can show your support:
🌟 Patreon: www.patreon.com/llamacademy
🌟 UA-cam Member: ua-cam.com/channels/nWm6pMD38R1E2vCAByGb6w.htmljoin or click the Join button on any video
📚 ShaderGraph Course:
www.gamedev.tv/p/unity-shader-graph?affcode=45216_kuvg0bp7
👕 Merch Store: llamacademy.myspreadshop.com/
💸 Humble Bundles (affiliate link): www.humblebundle.com/software?partner=llamasoftware&charity=2280172
💸 Unity Asset Store Affiliate: Publisher Sale! 50% OFF an entire publisher's Assets! Publisher changes weekly! assetstore.unity.com/publisher-sale?aid=1101l9QvC
💸 Unity Asset Store Affiliate: Save up to 50% on NEW Assets: assetstore.unity.com/?new_sale=true&orderBy=1&aid=1101l9QvC
Some links may be affiliate links, which at no additional cost to you, gives me a small portion of the purchase.
#unitytutorial #tutorialtuesday #gamedev #tutorial #unity #llamacademy #gamedevelopment
Chapters:
00:00 Topic Introduction
00:35 Lesson 1
02:45 Lesson 2
04:54 Lesson 3
06:54 Closing Thoughts & Support LlamAcademy
Переглядів: 534
Відео
Event Bus & Scriptable Object Event Channels | Unity Game Architecture Tutorial
Переглядів 3,9 тис.21 день тому
Learn how to implement an Event Bus strictly in code, and in a more-designer friendly, ScriptableObject driven “event channel” implementation! 👨💻 You can find the full Chicken Defense Project on GitHub: github.com/llamacademy/chicken-defense 👨💻 Scriptable Objects as Event Channels Unity GitHub: github.com/UnityTechnologies/PaddleGameSO 🏷️Save 25% on the ultimate C# IDE: JetBrains Rider with c...
Easy Minimap using UI Toolkit | Unity Tutorial
Переглядів 1,1 тис.Місяць тому
Learn how to use a Render Texture and Render Layers to set up a minimap using UI Toolkit! 👨💻 The full project for the Chicken Defense Microgame is available on GitHub for FREE: github.com/llamacademy/chicken-defense 🏷️Save 25% on the ultimate C# IDE: JetBrains Rider with code LLAMACADEMY: www.jetbrains.com/store/?section=personal&billing=yearly 📚 Resources: ⚫ Chicken Defense on Itch.io: llamac...
Ghost Placement / Hologram Shader | Unity ShaderGraph Tutorial
Переглядів 1,3 тис.Місяць тому
Learn how to make a Ghost Placement or Hologram Shader in Unity ShaderGraph. You'll learn how to create procedural scan lines as well as the edge glow (fresnel). 👨💻 The full project for the Chicken Defense Microgame is available on GitHub for FREE: github.com/llamacademy/chicken-defense 🏷️Save 25% on the ultimate C# IDE: JetBrains Rider with code LLAMACADEMY: www.jetbrains.com/store/?section=p...
Active NavMeshAgent Avoidance - Run Away From or Around a Target | Unity Tutorial
Переглядів 3,2 тис.2 місяці тому
AI pathfinding avoidance can be tricky. In this video you'll learn the basics of enhancing the built-in NavMeshAgent avoidance to have them walk around some targets or even run completely away from them! 👨💻 The full project for the Chicken Defense Microgame is available on GitHub for FREE: github.com/llamacademy/chicken-defense 🏷️Save 25% on the ultimate C# IDE: JetBrains Rider with code LLAMA...
Procedural Mesh & Animation with the Official Unity Spline Package | Unity Tutorial
Переглядів 2,1 тис.2 місяці тому
Learn how to use the Unity Spline Package to generate a smooth procedural mesh between a set of points. We'll dive into: ⚫ How to use the Official Unity Spline Package ⚫ How we can Animate a Spline at Runtime with MATH! ⚫ Challenges with Animating that Spline 👨💻 As always, all code from this video is available on GitHub: github.com/llamacademy/chicken-defense 🎮 Play Chicken Defense FREE on Itc...
Simple Animated Click Indicator Shader | Unity ShaderGraph Tutorial
Переглядів 1,8 тис.3 місяці тому
In this tutorial you'll learn how to create an animated "click indicator" shader using ShaderGraph and a very simple script. Once you understand the basics here, I challenge you to enhance it and create your own unique look! 👨💻 The full project for the Chicken Defense Microgame is available on GitHub for FREE: github.com/llamacademy/chicken-defense 🎮 Play Chicken Defense FREE on Itch.io: llama...
Unity Muse Animate: A First Look, Impressions, and Test Prompts
Переглядів 6 тис.3 місяці тому
In this video I'll take a first look at Muse Animate (release 0.2.5) which promises to generate humanoid animations from simple prompts like "walk forward". I'll give my first impression of this tool, what works well, what doesn't, and we'll walk through a bunch of prompts together to see how they work and even how you can modify the animations right there in the Muse Animate tool! 👨💻 Unusuall...
Sample NavMesh Positions PER AGENT TYPE Using NavMeshQueryFilter | Unity Tutorial
Переглядів 1,6 тис.3 місяці тому
In this tutorial you'll learn all about NavMeshQueryFilter and how to use it to distinguish between different baked NavMeshes that are baked per Agent Type using the NavMeshSurface component. 👨💻 The full project for the Chicken Defense Microgame is available on GitHub for FREE: github.com/llamacademy/chicken-defense 🎮 Play Chicken Defense FREE on Itch.io: llamacademy.itch.io/chicken-defense 🏷️...
Does Animation Rigging Work on "Generic" (non-Humanoid) Models? | Unity Tutorial
Переглядів 2,5 тис.4 місяці тому
In this video we'll explore using the Animation Rigging package on non-humanoid ("Generic") models in Unity. The use case we'll use is creating a Stomp animation for a Llama! 👨💻 As always, all code from this video is available on GitHub: github.com/llamacademy/chicken-defense 🎮 Play Chicken Defense FREE on Itch.io: llamacademy.itch.io/chicken-defense 🏷️Save 25% on the ultimate C# IDE: JetBrain...
Shrapnel Shotgun with Knockback | Guns Series 15 | Unity Tutorial
Переглядів 2,3 тис.4 місяці тому
Learn how to extend our ScriptableObject gun system to support shrapnel shooting shotguns (or any other type of multi-bullet-per-shot gun)! We'll also go into how to add knockback to arbitrary objects using our ICollisionHandler and some new interfaces! 👨💻 As always, all code from this video is available on GitHub: github.com/llamacademy/scriptable-object-based-guns 🏷️Save 25% on the ultimate ...
Physic Materials, Explained. | Unity Tutorial
Переглядів 2,7 тис.5 місяців тому
Learn all about Physic Materials in Unity. What they are, how they work, and how to create them! 👨💻 As always, all code from this video is available on GitHub: github.com/llamacademy/physic-materials-explained 🏷️Save 25% on the ultimate C# IDE: JetBrains Rider with code LLAMACADEMY: www.jetbrains.com/store/?section=personal&billing=yearly 📚 Resources: ⚫ Physic Material Asset Reference: docs.un...
Knockback NavMeshAgents using Physics | AI Series 51 | Unity Tutorial
Переглядів 4,7 тис.5 місяців тому
Go to this video's Sponsor: snhu.edu/llamacademy to see what the current average annual salary for a game developer programmer is and learn how you can get started! In this tutorial you'll learn how to combine the Unity Physics system and the NavMeshAgent to apply realistic knockback forces to the NavMeshAgents! 👨💻 As always, all code from this video is available on GitHub: github.com/llamacad...
3 Twinkling Emissive Light Shaders | ShaderGraph Unity Tutorial
Переглядів 1,5 тис.6 місяців тому
In this tutorial you'll learn 3 different ways to have lights flicker or twinkle in a shader (no code required!). Since it's the end of year holiday season, Christmas lights were on my mind, but this can be applied in a Horror game, Halloween updates, Christmas, and all kinds of other use cases in your game. 📚 Resources: ⚫ ShaderGraph Course: www.gamedev.tv/p/unity-shader-graph?coupon_code=LLAM...
GOAP Enemy AI FULL IMPLEMENTATION | AI Series 50 | Unity Tutorial
Переглядів 9 тис.6 місяців тому
Go to this video's Sponsor: snhu.edu/llamacademy to see what the current average annual salary for a game developer programmer is and learn how you can get started! See a full implementation of an enemy AI with GOAP (Goal Oriented Action Planning). This enemy AI will have 3 goals: Wander, Kill Player, and Eat. You'll learn how to set up Actions, Goals, Behaviors and have them work together with...
Introduction to GOAP | AI Series 49 | Unity Tutorial
Переглядів 6 тис.7 місяців тому
Introduction to GOAP | AI Series 49 | Unity Tutorial
Embers Shader (No Sprite Sheets) | ShaderGraph Unity Tutorial
Переглядів 1,1 тис.7 місяців тому
Embers Shader (No Sprite Sheets) | ShaderGraph Unity Tutorial
Blend Between Textures in a Shader (Vertex Colors) | ShaderGraph Unity Tutorial
Переглядів 8 тис.8 місяців тому
Blend Between Textures in a Shader (Vertex Colors) | ShaderGraph Unity Tutorial
Save and Load a Player Loadout | Gun Series Part 14 | Unity Tutorial
Переглядів 2,4 тис.8 місяців тому
Save and Load a Player Loadout | Gun Series Part 14 | Unity Tutorial
Every Physics "Overlap" Visualized | Unity Tutorial
Переглядів 6 тис.9 місяців тому
Every Physics "Overlap" Visualized | Unity Tutorial
Bullet Penetration with Raycasts and Rigidbodies | Gun Series Part 13 | Unity Tutorial
Переглядів 3,6 тис.9 місяців тому
Bullet Penetration with Raycasts and Rigidbodies | Gun Series Part 13 | Unity Tutorial
Enemy Behavior Tree AI FULL IMPLEMENTATION (AI Tree) | AI Series 48 | Unity Tutorial
Переглядів 13 тис.10 місяців тому
Enemy Behavior Tree AI FULL IMPLEMENTATION (AI Tree) | AI Series 48 | Unity Tutorial
Enemy State Machine AI FULL IMPLEMENTATION | AI Series 47 | Unity Tutorial
Переглядів 19 тис.10 місяців тому
Enemy State Machine AI FULL IMPLEMENTATION | AI Series 47 | Unity Tutorial
Which AI Behavior Framework Should You Use? | AI Series 46
Переглядів 38 тис.11 місяців тому
Which AI Behavior Framework Should You Use? | AI Series 46
8 Inverse Kinematics Solutions in Unity Evaluated - Which should you use?
Переглядів 13 тис.11 місяців тому
8 Inverse Kinematics Solutions in Unity Evaluated - Which should you use?
Aiming with Inverse Kinematics (IK) and Animation Rigging | Gun Series 12 | Unity Tutorial
Переглядів 21 тис.Рік тому
Aiming with Inverse Kinematics (IK) and Animation Rigging | Gun Series 12 | Unity Tutorial
Runtime Gun Swapping | ScriptableObject-based Gun Series Part 11 | Unity Tutorial
Переглядів 3,7 тис.Рік тому
Runtime Gun Swapping | ScriptableObject-based Gun Series Part 11 | Unity Tutorial
Visualize a NavMesh, In Game! | AI Series 45 | Unity Tutorial
Переглядів 4,1 тис.Рік тому
Visualize a NavMesh, In Game! | AI Series 45 | Unity Tutorial
Static Batching, Explained. Free, Powerful Draw Call Optimization | Unity Tutorial
Переглядів 18 тис.Рік тому
Static Batching, Explained. Free, Powerful Draw Call Optimization | Unity Tutorial
Gun Attachment System | Gun Series 10 | Unity Tutorial
Переглядів 4,4 тис.Рік тому
Gun Attachment System | Gun Series 10 | Unity Tutorial
Searched the whole evening for this solution. Simple, good explanation, nice visuals, great video!
Good video thank you.
Hey, I don't know if you still reply to comments here or not, but if you do. I'm having that issue where my AI like, stutters or something when arriving to his destination and I assume it's something to do with the idle animation you mentioned, but I tried changing it with an IPC walk and it still looks really weird. I'm using the enemy movement script from the github. I took a little gyazo video to show it and will list below. One other thing I am having a problem with is, where we do this section in the synchronize bool shouldMove = Velocity.magnitude > 0.5f && Agent.remainingDistance > Agent.stoppingDistance; Animator.SetBool("move", shouldMove); Animator.SetFloat("locomotion", Velocity.Magnitude); My AI just starts sort of teleporting a bunch, I've fixed it for now by changing the last line to shouldMove ? 1 : 0 (In the animator, the locomotion number was rapidly changing and was showing 1.5 at times, which shouldn't happen because we are getting magnitude?) 1st video - gyazo.com/a71b835c6f4b86fc81c64c8457e1362d 2nd video - gyazo.com/56e9d231184dcc130ade2735f9acd9c7
This works great, until I add a ridgedbody component to my object. I need objects to fade, but also need collision detection. I cant seem to figure out what I'm overlooking here. UPDATE:: My children object had the Fade Object component added to them which worked great, Until I added a ridged body component to the Empty parent object for box collision. To fix the issue I added the Fade Object to the parent object, and it worked again. Problem Solved!
Thank you for sharing your update 🧡! I'm sure someone else will run into the same issue and appreciate that
Would totally subscribe and give this guy money if I could understand him. The regular explanations in unity are fine, but as soon as he starts typing up a script he talks and types a bajillion miles a minute... so fine i'll just go to the github and download the file and then go back and watch the video and try to understand....except the github has 100 files... json files? meta files? prefab files? I just want the script where he talked a million miles a min and i couldn't keep up typing with him... I would love to follow this course, but its quite overwhelming.... and I'm completely lost as soon as the bullet.cs script came up... is there an easy solution for beginners?
way you are talking with sliping mod in intro
I'm using this tutorial for a series of NPC cats. it works wonderful except during a cat's jump attacks. The Navmesh agent launches the cat further than it should, then the cat snaps back into the NavMesh spot. I don't know how to fix this.
thank you so much my navmesh was lagging when rebaking, i just had to include the specific layers so as to cause less lag!
Not working in player.
Sometimes if you have shader stripping turned too aggressively and don’t have any other transparent objects it can prevent these shader variants from loading in your build
YOU THE GOAT!
Thanks 😊
How can I application quit in build I know the editorial application quit application.quit() in build not working
Everything is public 😱
In the ScriptableObject, yes. It's a data container that other classes need to read and potentially write to.
@@LlamAcademy In the Enemy as well)
@@alexeyprosin6343 gotme😱
I think this is what I need. I had an idea for an idle game or maybe just a simulation where you watch your tamagotchi, or like an aquarium or something. Maybe influence them in a positive or negative way. I had no idea how to even approach creating a system that can identify needs and act to fulfill them, but this gets very close. If only I could understand it.. if only I knew how to make it!
Check out the next video, Part 50 where I do a full enemy AI GOAP implementation 🙂 ua-cam.com/video/85kogmzcLXw/v-deo.html
Thanks so much
thank you
doing these kinds of "post-mortems" are SO helpful! it's kind of like Step -1 for whatever your next project is. The cycle continues! :)
oh yes... everything always takes longer than you think comes up constantly. the full spectrum from "oh this project will take 3 months (1 year)" to "fixing this bug will take me 15 minutes (4 hours)"
😆 that “fixing this bug” is me SO many times!
If working in a bigger team, you must even expect team members, who refuse to touch prefabs, scriptableobjects or such at all.
i like your video more on scriptable
do you have scriptable video for inventory system
I do not 😟
I really like your tutorials. They are of the best ones out there. I want to add a wishlist to your tutorials - that you will make a tutorial about google analytics (Firebase). That is how to to setup custom events with parameters, how to test its working, etc. I've been searching for ages and still haven't found good and up-to-date tutorials about it.
this video is a life saver. Thank you so much buddy. Very well explained
Those states, affect only that list? I usually don't use it, but it seems those NEED the list to work. Is that the case? Ty for the video btw. <3
Thank you so much is very straight to the point (y) I'ive been looking to how to map one key (E) to a screen button, its very simple but there is no documentation or something about it Thank you
red hair = 12% cooler
facts
Are you using the Unity Third person controller along side this?
Yes that is the base for the movement and the model
Sir, I want to know know how can we fix the joystick to bottom left side of the screen. I tried to get the position of reactransform and then used RectTransformUtility.ScreenPointToLocalPointInRectangle but it did not work.
If you want it to be fixed to bottom left you can just anchor it there on the Canvas and not move it around at all
@@LlamAcademy but how to see if the user touch at the joystick because now we are not comparing with screenwidth/2f
Can you help me? I follow your turtorial, I completed all the step, it works perfect on my laptop. When I move to my iphone, I manualy add all the product to app store. i get this error on my xcode logs : "Purchasing failed to initialize. Reason: NoProductsAvailable. More details: No product returned from the store.". Do i need to wait for my app aproved to test it on my iphone?
how am i only finding this now???? what
You should have shown how the code works and how to call those agent variables.
shadowmasking the lights should avoid the shadow popping, would that have a noticeable impact on performance?
Animation Rigging supports Generic IK now!.
This really got me started on making something that would select particular items in a spreadsheet-style grid on teh UI.... thanks so much!!!
Great tutorial! I really liked that you offered both a code-driven approach and an inspector driven approach. The 2017 Unite talk is geared toward studios that have dedicated designers with an emphasis on inspector use. Your guide is very balanced, showing how the inspector setup is an optional step beyond what can already be done in code! Thanks so much 😁
i've watched a lot of people discussing about scriptable object, i never understand what case it can be use for, but i watched this video, and it gives me an idea about how to use it, and i've been used scriptable object since then, thank you Liam academy, thanks, love you, wish all your dream can become true
Cool
Behavior trees are still state machines, however it organizes the states by hierarchy and goes into sub-states. You can massively increase the scalability of a state machine by creating sub-states. There is no reason anyone would have to define every single transition condition between every state.
The main issue I see with this approach is the number of scriptable objects you then have to create and fill your project with, one for every single event you could need. You mention when reaching for a static class it's because you want something fast, not scalable, but I look at 100s of potential scriptable object event channels and see that is not scalable. Really surprised you went from an event bus to this, but I get the rationale, just not the solution. Good video, and great way of explaining generics. Never seen it explained that hand-holdy before, and I'm sure it helped someone stuck on the concept
Man all this AI playlist is incredible. I followed and made projects with many of the examples you show. Truly appreciated! If i wanted to make a everyone vs everyone king of the hill type of game, where we had the player and 9 AI agents, all fighting and pushing each other to stay on top of the hill for the longest time, could i simply modify this GOAP system? Here's an example of the desired end result: ua-cam.com/video/oDGgwKKGIpg/v-deo.html
You can absolutely use GOAP for the AI Agents on a King of the Hill game. It's all about setting up the goals, potential actions, and knowledge the world! :)
why u take same animator controller in player n enemy?
For ease of use for the tutorial 🙂 they’re all doing the same thing so I just reused the animator.
I keep coming back to this video thinking how I would implement this but I cant figure it out. I'm thinking of doing a periodic check of all units in the scene to check the closest point around the player it can move to. However, it can be clunky and very costly in performance. I just want to have the my horde enemies to at least try to find an open spot around the player
For hoards I think you are better off with a “manager” of some kind that sets the destination for the AI. That way you don’t need dozens or hundreds of agents all checking periodically
1. Before uploading to the In-App Products tab you will need to set up your payment profile , you don't need to be registered as a legal company also 2. If you cannot get your csv file uploaded correctly (mine was saying there was no default language) , the only solution I found was to manually enter them into the In-app Products page
It is not entirely clear to me what the benefit of using a events bus is over using the standard system events.
What do you mean the “standard system events”?
The funny thing is, I've been trying to learn how to use the Jobs system via implementing it into the LOS system I had and failed miserably because I didn't know the caveats of needing unmanaged resources lmao ---- Then this video popped up!
I was really skeptical clicking on this video - I'm historically not a fan of SO let alone using them for events (as that has become popular lately to do)... but right off the bat, you talk about high coupling and you explain really well that it lowers dependencies on other scripts. Very compelling when put in those terms. I'll likely still use delegates for most of this stuff (from monolithic singletons), but honestly, you make a really strong point in this video and for that I enjoyed it greatly!
It's funny, your use case (monolithic singletons) is the exact reason we've gotten to the point where we need solutions like this.
this tutorial is awesome....having one problem is that bullet clone is creating but they all are inactive..ranged enemy come closer to our player but no bullet is generated...
is it ok to follow this tutorial without text mesh pro? ,since i don't know how to use it
You can, but the way we interact with the text is not the same with TextMeshPro versus the standard text component. I highly recommend to use TextMeshPro instead of the standard text because it looks much nicer and has more functionality.
@@LlamAcademy K thanks
Thanks! A very helpful example of using static classes. In my project individual units had to be registered with appropriate manager classes on enable and that caused a lot of headache to manage. I will try to move most of this logic into the event bus system you've explained and hopefully adding more particle and sound effects events in the future will be much easier. The TODO list keeps growing, no matter how many refactoring passes I do...
Make sure the refactoring passes are helping you deliver value to your game. Eventually "good enough" has to be good enough and move on 🙂.
In a real world scenario, would you use this buses only in events that connect different systems/unrelated parts of code? I do use a lot o Actions in my code, and many of those are to bind together closely related scripts, like the Player triggering some small events that are used in other scripts of the same hierarchy. In these it seems like it'd be and overkill to create all those classes.
It depends on the complexity of your game. If what you have is working well and scales to the level you need it, you're good! If you find out some of those events need to be listened to by other scripts, you may consider refactoring those to a global event bus with one of these 3 methods.
Who me?
YEESSSSS YOU! 😁