Search Unity

  1. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice
  2. Unity is excited to announce that we will be collaborating with TheXPlace for a summer game jam from June 13 - June 19. Learn more.
    Dismiss Notice

Free Live Online Training from Unity Technologies

Discussion in 'Community Learning & Teaching' started by Adam-Buckner, Oct 11, 2013.

Thread Status:
Not open for further replies.
  1. sglory

    sglory

    Joined:
    Aug 2, 2015
    Posts:
    2
    hi Adam :)
    at video Making Angry Bird part 2 there is a case that the bird is invisible and you said you'll fix it at the moment.
    I couldn't find the way to solve it. Please tell me how. What should i do with the script?

    and where can i get the deathpuff package?
     
  2. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    As far as I remember, all of the questions should be answered in the video. Did you watch the entire session?
     
  3. sglory

    sglory

    Joined:
    Aug 2, 2015
    Posts:
    2
    omg, sorry, my bad.
    i dont see that the taget not use the damager tag.
     
  4. jathoo

    jathoo

    Joined:
    Feb 11, 2013
    Posts:
    29
    Hi, i am following the merry Fragmas multiplayer tutorial , everything works fine , however when i respawn , the player get spawned 2 times then 3 times and it keeps going. i foundout that the problem could be in this line

    player.GetComponent<CharMove> ().RespawnMe += startSpawnProcess;



    however i am
    having trouble fixing it , can please anyone help out?
     
  5. bened_w

    bened_w

    Joined:
    Sep 1, 2015
    Posts:
    2
    Hey Guys,
    I am doing the Creating a Basic Platformer Game - Tutorial and have ended the PlayerControllerScript, my problem is that i can't jump. I copied the script from the tutorial and it doesn't work too. If someone could please help me?

    featheroffalcon

    sry for my english.
     
  6. RajRajRaj

    RajRajRaj

    Joined:
    Aug 31, 2015
    Posts:
    42
    Hye Can Any Body there Who Can Help Me For LiveChat in IRC
     
  7. RajRajRaj

    RajRajRaj

    Joined:
    Aug 31, 2015
    Posts:
    42
    i have one question is there any place where i or beginers like me can talk about problems facing in unity

    i saw unity offical page about chat room in Imrc but i cant join it every time i join group it through me out n says first register ur Nickname n i tried many things but not found yet any solution to enter in chat room...


    N thanks alot for ur tutorials n other helps.

    :)

    i m daily spending around 6-8 hours in learning of unity and only u guys make it possible so one more time THANKS alot.....
     
  8. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    I am unfamiliar with this project, personally. It was done by @Mike Geig Perhaps he can answer here, or, if it's been a few days, you can ping him directly.
     
  9. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    Again, I am unfamiliar with this project, personally. It was done by @Matthew Schell Perhaps he can answer here, or, if it's been a few days, you can ping him directly.
     
  10. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    Yes, I think it's worth noting that the Community does support an IRC channel. This is NOT a service supported by Unity Technologies, but is supported by our community base. You can find more details about IRC on this page:
    http://unity3d.com/community

    Check out "Unity Chat" in the lower right of the screen.

    You will need to get an IRC client (I use HexChat), but try out the different options as everyone has different needs.

    You will need to register your account if you want to get into the room #unity3d

    To register your nickname, you'll have to follow the prompts and documentation on IRC.
     
  11. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    You can join #unity3d-chat without registering.

    Now, be aware that the IRC channel is not an official channel, tho' some Unity employees do hang-out or lurk there for their own interest and enjoyment - but the community is very good at helping people who are self-motivated and polite. Give it a spin. If you are having trouble registering your nick, try asking in -chat and see if anyone can help you there.
     
  12. RajRajRaj

    RajRajRaj

    Joined:
    Aug 31, 2015
    Posts:
    42
    Hye Hi

    I have One Silly Question....

    Can We Use Unity Simple Assets In Comercial Produsts?
     
  13. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    Yes.

    You can use any of the assets from Unity Technologies in your commercial products - including assets from the tutorial projects (unless otherwise specified - but I don't think there are any instances of this).
     
    RajRajRaj likes this.
  14. RajRajRaj

    RajRajRaj

    Joined:
    Aug 31, 2015
    Posts:
    42
    Hye Hi Adam Sir :)

    i have another problem hope so i m not going too fast...

    problem is regarding touch

    i learned to make joy stick n how to use it n i m very smothly using that but i m working on Brick Ball Game

    i think u ever played that type of game

    so my problem is i dont to give joystick type of function to my paddle...
    i want to give it traditional brick ball Paddle movement like when we tap on touch screen the paddle transorm just above the screen n if we drag it moves with finger n when we release finger it not goes on its actual positon...

    i m confused i dont know i have to make changes in OnPointDown,OnDrag,OnPointerUp fucntion or i have to make changes on Paddle Scripts

    now i m using joystick type fucntion i m attaching with that msg hope so u got my Problem n i make it clear what i m trying to say :(((((((((

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using UnityEngine.UI;
    4. using UnityEngine.EventSystems;
    5.  
    6. public class SimpleTouchPad : MonoBehaviour,IPointerUpHandler,IDragHandler,IPointerDownHandler {
    7.     Vector2    smoothDirection;
    8.     public float smothValue;
    9.     Vector2 origin;
    10.     Vector2 difference;
    11.     Vector2 direction;
    12.     bool touched;
    13.     int pointerID1;
    14.    
    15.     void Awake(){
    16.         direction = Vector2.zero;
    17.         touched = false;
    18.     }
    19.    
    20.     public void OnPointerDown(PointerEventData data){
    21.         if (!touched) {
    22.             // set Our StartPoint
    23.             touched = true;
    24.             pointerID1= data.pointerId;
    25.             origin = data.position;
    26.         }
    27.     }
    28.    
    29.     public void OnDrag(PointerEventData data){
    30.        
    31.         if (data.pointerId == pointerID1) {
    32.             // Compare Between Our Start Point And Current Point locations
    33.             Vector2 currentPosition = data.position;
    34.             difference = currentPosition - origin;
    35.             direction = difference.normalized;
    36.         }
    37.     }
    38.    
    39.     public void OnPointerUp(PointerEventData data){
    40.         // Reset Everything
    41.         if (data.pointerId == pointerID1) {
    42.             direction = Vector2.zero;
    43.             touched = false;
    44.         }
    45.     }
    46.    
    47.     public Vector2 MoveDircetion(){      
    48.         smoothDirection = Vector2.MoveTowards (smoothDirection, direction, smothValue);
    49.         return smoothDirection;
    50.     }
    51.    
    52. }
    53.  
    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class Paddle : MonoBehaviour {
    5.  
    6.     public SimpleTouchPad obj;
    7.    
    8.     // Update is called once per frame
    9.     void Update () {
    10.         Vector2 move = obj.MoveDircetion;
    11.         Vector3 Movement = new Vector3 (move.x, -.4f, 0f);
    12.         transform.position = Movement * 5f;
    13.    
    14.     }
    15. }
    16.  
     
  15. RajRajRaj

    RajRajRaj

    Joined:
    Aug 31, 2015
    Posts:
    42
    n one more thing if there is any type of tutorial video is available then plz tell me i will learn from that n try to distrub u less...

    :)

    n i m thinking i m daily asking some questions is it approprate ?
    because i m hesitating now to ask.. :(
     
  16. OboShape

    OboShape

    Joined:
    Feb 17, 2014
    Posts:
    836
    Something that just popped into the grey matter.

    Another sort of MiniGame,
    2D crazy golf (as my kids want one) could incorporate the draggable aspects of the angry birds catapult, and a bit of hands on using the 2D effectors for hills etc that Matt touched on.
     
  17. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    Asking questions all of the time is fine if you're learning and trying to help yourself at the same time.

    However, these questions are quickly falling away from supporting the live training sessions and moving into normal support. You may want to start posting these in the support, scripting or 2d forums as necessary.

    For. Place to start answering your questions, you may want to watch the "hat trick" catch game lessons in the live training archive, as we move a hat around which is restricted to a line based on player input. This may give you inspiration for your paddle.
     
  18. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    Interesting idea, Obo. Good suggestion.
     
  19. Sonic_Neptune

    Sonic_Neptune

    Joined:
    Sep 11, 2015
    Posts:
    10
    Hey I have a problem, I was following your breakout tutorial, and my problem is that the water/deadzone script will not wotk for me.
    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using UnityEngine.UI;
    4.  
    5. public class GM : MonoBehaviour {
    6.    
    7.     public int lives = 3;
    8.     public int bricks = 20;
    9.     public float resetDelay = 1f;
    10.     public Text livesText;
    11.     public GameObject gameOver;
    12.     public GameObject youWon;
    13.     public GameObject bricksPrefab;
    14.     public GameObject paddle;
    15.     public GameObject deathParticles;
    16.     public static GM instance = null;
    17.    
    18.     private GameObject clonePaddle;
    19.    
    20.     // Use this for initialization
    21.     void Awake ()
    22.     {
    23.         if (instance == null)
    24.             instance = this;
    25.         else if (instance != this)
    26.             Destroy (gameObject);
    27.        
    28.         Setup();
    29.        
    30.     }
    31.    
    32.     public void Setup()
    33.     {
    34.         clonePaddle = Instantiate(paddle, transform.position, Quaternion.identity) as GameObject;
    35.         Instantiate(bricksPrefab, transform.position, Quaternion.identity);
    36.     }
    37.    
    38.     void CheckGameOver()
    39.     {
    40.         if (bricks < 1)
    41.         {
    42.             youWon.SetActive(true);
    43.             Time.timeScale = .25f;
    44.             Invoke ("Reset", resetDelay);
    45.         }
    46.        
    47.         if (lives < 1)
    48.         {
    49.             gameOver.SetActive(true);
    50.             Time.timeScale = .25f;
    51.             Invoke ("Reset", resetDelay);
    52.         }
    53.        
    54.     }
    55.    
    56.     void Reset()
    57.     {
    58.         Time.timeScale = 1f;
    59.         Application.LoadLevel(Application.loadedLevel);
    60.     }
    61.    
    62.     public void LoseLife()
    63.     {
    64.         lives--;
    65.         livesText.text = "Lives: " + lives;
    66.         Instantiate(deathParticles, clonePaddle.transform.position, Quaternion.identity);
    67.         Destroy(clonePaddle);
    68.         Invoke ("SetupPaddle", resetDelay);
    69.         CheckGameOver();
    70.     }
    71.    
    72.     void SetupPaddle()
    73.     {
    74.         clonePaddle = Instantiate(paddle, transform.position, Quaternion.identity) as GameObject;
    75.     }
    76.    
    77.     public void DestroyBrick()
    78.     {
    79.         bricks--;
    80.         CheckGameOver();
    81.     }
    82. }
    Then here is the deadzone

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class DeadZone : MonoBehaviour
    5. {
    6.    
    7.     void OnTriggerEnter (Collider col)
    8.     {
    9.         GM.instance.LoseLife();
    10.     }
    11. }
    idk if I have a problem with the actual "water" object or what
     
  20. Sonic_Neptune

    Sonic_Neptune

    Joined:
    Sep 11, 2015
    Posts:
    10
    It says "can't add script component because the script class cannot be found" message
     
  21. OboShape

    OboShape

    Joined:
    Feb 17, 2014
    Posts:
    836
    you have your two scripts. you have to ensure that the class name in the script is EXACTLY the same as the filename of that respective script.

    ie, you have
    Code (CSharp):
    1. public class DeadZone : MonoBehaviour
    this scripts file name must be exactly "DeadZone.cs".

    see if that works, but check the other scripts as well tho by comparing class name and actual file name.
     
  22. Sonic_Neptune

    Sonic_Neptune

    Joined:
    Sep 11, 2015
    Posts:
    10
    Thank you so much it works now
     
    OboShape likes this.
  23. cams01

    cams01

    Joined:
    Aug 17, 2015
    Posts:
    5
    Hi. I did the Jewel Miner tutorial and I think I found a bug. I was done with it and closed Unity (Version 5.2.0f3 Personal) then quickly relaunched it again to check something. I noticed my game was suddenly not working!
    After some panic, confusion and investigation I noticed that my Time Scale was set to 0. It seems that when I close Unity while it was You Won or Game Over (so time.timeScale = 0) and load it again, the Time Scale is just set to 0 instead of 1. This shouldn't happen right?
     
  24. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    @cams01 I am unfamiliar with this project. Perhaps @Matthew Schell can weigh in on this? If you feel you've found a real bug and can reproduce it, can you please report it. You can use the in-editor bug reporter. Make sure you have the project with the reproducible bug open in the editor, and select "report a bug" from the "help" menu. Report-a-bug.png

    You can post or pm me the bug report number and I'll see if we can get some attention to it.
     
  25. herman111

    herman111

    Joined:
    May 11, 2014
    Posts:
    119
    Adam should I post this here?

    problems with the State Machine Live Training session

    I have 3 waypoints for enemy to patrol,it travels to the first waypoint and stops....if I get in front of his eye, he chases me...what is causing him to stop at the first waypoint?. Will the state machine scripts work with Unity 4.6
     
  26. Matthew-Schell

    Matthew-Schell

    Joined:
    Oct 1, 2014
    Posts:
    238
    I would just make sure your script initializes time.timescale to 1 in start. The fact that it's not resetting when you close the editor is a bit weird.
     
  27. Matthew-Schell

    Matthew-Schell

    Joined:
    Oct 1, 2014
    Posts:
    238
    I would add a debug.log to nextWayPoint in patrolstate and make sure it's changing. If it's stuck on 0 that may be the issue. The script should be compatible with 4.6.
     
  28. Matthew-Schell

    Matthew-Schell

    Joined:
    Oct 1, 2014
    Posts:
    238
    I would double check that the platforms are tagged correctly and in the right layer.
     
  29. dayat

    dayat

    Joined:
    Sep 15, 2015
    Posts:
    1
    Help me ... i can't import video in unity.. ;(
     
  30. bened_w

    bened_w

    Joined:
    Sep 1, 2015
    Posts:
    2
    Thanks Matthew, I just got the wrong layer, it works now.

    featheroffalcon
     
    Matthew-Schell likes this.
  31. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    This is not the correct place to ask this question.

    Please use this thread to ask questions about live training.

    For importing and using video, please check the documentation, or post in the appropriate support forum.
     
  32. herman111

    herman111

    Joined:
    May 11, 2014
    Posts:
    119
    I tried the same scripts in 5.2 and it worked...just not in 4.6
     
    Matthew-Schell likes this.
  33. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    Sadly, I don't know these scripts well enough to comment. @Matthew Schell is prepping for unite in Boston, so may be busy, but he's the best resource.
     
  34. dbordzo

    dbordzo

    Joined:
    Aug 14, 2015
    Posts:
    34
    I think that would be really cool if you will make a tutorial about Unity Multiplayer ; ))
     
  35. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    We will.. It's on the list. There are many other things to get done first. After Unite 15 in Boston we will have access to the Tanks! Demo and it will have a multiplayer option.
     
  36. Murashogg678

    Murashogg678

    Joined:
    Feb 3, 2014
    Posts:
    1
    @Adam Buckner First of all I would like to thank you for your tutorial on Hat Trick. It helped and taught me a LOT. The question I have is this:

    In this script (which may vary a bit from yours):

    Code (csharp):
    1.  
    2. Vector3 spawnPosition = new Vector3 (Random.Range (-maxWidth, maxWidth), 10.0f, 0.0f);
    3. Quaternion spawnRotation = Quaternion.identity;
    4. Instantiate (bomb, spawnPosition, spawnRotation);
    5. yield return new WaitForSeconds (Random.Range (1.0f, 5.0f));
    6.  
    It works great but all of the objects fall at the same speed. What I am trying to do is, instead of having a set time for the game, I would like to make the objects fall faster over time. The game will be over when the player runs out of health (or something to that effect).

    Any ideas?
     
  37. kiron46

    kiron46

    Joined:
    Mar 4, 2015
    Posts:
    7
    @Adam Buckner Hi Adam! I'm currently finishing up the local multiplayerCouch Wars tutorial(Which was a great help!), but instead of having the Fire1_P1 and Fire1_P2 correspond to buttons, I'm trying to get them to correspond to the right trigger axis for an Xbox 360 controller for Windows. How do I view the Input.GetAxis for Axes 9 or 10 values in the inspector while playtesting?

    Thanks
    - Jonah
     
  38. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    I can't remember what is the active force behind the objects being dropped. If it's gravity, the you could *try* to increase gravity as the game progresses (check docs for physics / gravity on how to access or change this). The simplest way may be to add a force or velocity to the object when it's instantiated. Look at the scripting reference docs on Instantiate to see how to get a reference when instantiating an object, and use the reference to add force, increase velocity, or change a speed modifier.
     
  39. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    This was done by @Matthew Schell who would be the best to comment on this. He's at unite in Boston this week, so it may take a a little while for him to find the time to comment this week.
     
  40. Kiori

    Kiori

    Joined:
    Jun 25, 2014
    Posts:
    161
    Hi there, recently i started looking into 'UnityEngine.EventSystems' as a potential method of reducing code size.
    My suggestion is that you guys make a tutorial on how to use these events, and their interfaces, for many scenarios, well beyond just gui scripting. In most GUI tuts we see some of the interfaces being used, but not all.

    One scenario for instance would be the creation of virtual controllers(which is technically still gui). Another would be simply handling player input throughout the game. with the physicsRaycast module.
    I mean theses 'events' have the potential of making most Physics.Raycast scenarios defunct, among other things, making the whole 'scripting' process quicker and more visual.

    I'm sure there are other potential uses, I'm just throwing out ideas since the docs aren't very detailed on their explanation.
    I hope unity expands on these types of classes, they all seems very handy.

    Thanks regardless,

    Good luck
     
  41. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    Interesting ideas!

    We have discussed Unity Actions and Unity Events in the context of making a Modal Window in Live Training, and we have also done a session on creating an event driven messaging system; also in live training.

    If you'd like to expand on these suggestions, that would be fantastic!

    If you wanna talk to me in private that would also be cool…
     
  42. Matthew-Schell

    Matthew-Schell

    Joined:
    Oct 1, 2014
    Posts:
    238
    hey Jonah,

    The axes work more like joysticks then like buttons, check out this answer which covers it pretty well:

    http://answers.unity3d.com/questions/914032/xbox-controller-triggers-for-input-mangaer.html

    best,
    Matt
     
  43. bakkoto

    bakkoto

    Joined:
    Aug 5, 2012
    Posts:
    24
    @Adam Buckner Hi Adam. First of all I want to thank you for the amazing tutorials and live training sessions. Recently I tried to recreate the example that you have shown us the last year called : "Introduction to scriptable Objects (Live Training 17th june 2014) - "Example 2". I followed every step but without success. Unity keep throwing "NullReferenceException" caused by "EditorUtility.SetDirty(inventoryItemList) inside InventoryItemEditor.OnGUI (). Not sure if it´s related to unity5 or something else. Can you or anyone help me bringing this example to work properly?

    Note : the attached package "ScriptableObjectsTest" contains all scripts used on the session mentioned above.

    Thanks,
    Youness
     

    Attached Files:

  44. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    Ok, I'll try to get a look at it this week. If you've not heard from my by Thursday, ping me again...
     
  45. boylamn

    boylamn

    Joined:
    Jan 28, 2015
    Posts:
    19
    When will you upload " Extending Space Shooter: Enemies, More Hazards, Scrolling BG " recording?
     
  46. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    "Soon" (tm)!

    It's a big one, and I'm also working on an upgrade guide to the entire project alongside...
     
  47. herman111

    herman111

    Joined:
    May 11, 2014
    Posts:
    119
    what he said...sorry Adam...you posted when I was writing this
     
  48. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    Soon! (^_^)! I'm also writing that Space Shooter for Unity 5 upgrade guide alongside, so I have a plate-full of things on right now.

    End of the Week? Beginning of next?

    If you're desperate, you can always view the unedited footage at 720p on the Twitch TV site...
    http://www.twitch.tv/unitytech/v/17110205
     
  49. SuperSquawk

    SuperSquawk

    Joined:
    Jan 27, 2012
    Posts:
    5
    Hi Adam! Could you please do a training session about using 3d models inside the new UI? For example, you might have a shop where you can buy a boomerang (or whatever) and instead of an icon, you have an actual 3d model of the boomerang animating (with shuriken particles) inside of a list. The list would scroll like normal using the scroll rect and the 3d model (and its particles) should get masked as it scrolls off the bottom of the list just like any other ui element would. Another example might be a game's world map (made with a scroll rect) that has a 3d model of an important landmark sitting on it. As a bonus (if you could get to it) I'd also love to see how to make the 3d object obey the layout rules like panels/images with recttransforms do (anchoring, stretching, scaling etc automatically). I've managed to get something working using a camera to render to a texture, and then use that image like any other UI image, however, that gets expensive very fast and I never did get particle systems to display properly with that method. This is one topic I haven't been able to find tutorials for (official or from the community). I hope you can help! I'm sure this would make a lot of people happy!!

    Thanks!!
     
  50. bakkoto

    bakkoto

    Joined:
    Aug 5, 2012
    Posts:
    24
    @Adam Buckner Ping Ping :D
     
Thread Status:
Not open for further replies.