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Official Roll-a-ball Tutorial Q&A

Discussion in 'Community Learning & Teaching' started by Adam-Buckner, Apr 17, 2015.

  1. daneyuleb

    daneyuleb

    Joined:
    Dec 19, 2017
    Posts:
    3
    Hi there.
    I was going a little beyond the tutorial to customize it so the ball moved with the mouse, but got stuck. Can someone give me a clue -the slightest hint, even-- as to why this code doesn't work to "lock" the ball to the mouse when I attach it to the player object?

    Instead, the ground shoots away when I move the cursor, disappearing into a point leaving the ball alone. The rest of the project is a vanilla creation of the roller ball tutorial and it works fine until I attach this script. It SEEMS to me the following should work when attached to the player object, but I'm obviously missing something! (Also Tried locking y to 0 and the ground just zips away on the X axis.) :(

    -Daniel

    Code (CSharp):
    1. public class FollowMouse : MonoBehaviour {
    2.     public float z;
    3.     void Update () {
    4.         Vector3 temp = Input.mousePosition;
    5.         temp.z = z;
    6.         this.transform.position = Camera.main.ScreenToWorldPoint(temp);
    7.     }
    8. }
     
  2. KeinZantezuken

    KeinZantezuken

    Joined:
    Mar 28, 2017
    Posts:
    53
  3. vidurnaktis

    vidurnaktis

    Joined:
    Mar 2, 2018
    Posts:
    1
    So, I can't get the countText.text function to work properly. I keep getting this error message: 'UnityEngine.Texture' does not contain a definition for 'text' and no extension method 'text' accepting a first argument of type 'UnityEngine.Texture' could be found.

    Here's the full code that I have so far:

    using UnityEngine;
    using UnityEngine.UI;
    using System.Collections;

    public class PlayerController : MonoBehaviour {

    public float speed;
    public Texture countText;

    private Rigidbody rb;
    private int count;

    void Start ()
    {
    rb = GetComponent<Rigidbody>();
    count = 0;
    SetCountText ();
    }

    void FixedUpdate ()
    {
    float moveHorizontal = Input.GetAxis ("Horizontal");
    float moveVertical = Input.GetAxis ("Vertical");

    Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);

    rb.AddForce (movement * speed);
    }

    void OnTriggerEnter(Collider other)
    {
    if (other.gameObject.CompareTag ("Pick Up"))
    {
    other.gameObject.SetActive (false);
    count = count + 1;
    SetCountText ();
    }
    }

    void SetCountText ()
    {
    countText.text = "Count: " + count.ToString ();
    }
    }
     
  4. Kevin12138

    Kevin12138

    Joined:
    Feb 28, 2018
    Posts:
    1
    HI, I wanna ask how to add a force which can push the player automatically without pressing any key. Thank you.
     
  5. BlueDelts

    BlueDelts

    Joined:
    Mar 3, 2018
    Posts:
    1
    Hello,

    I'm currently getting an issue where I can get a single cube to rotate but as soon as I duplicate the cube and place multiple cubes the rotation animation for all of them ceases. I am following the tutorial exactly. The weird thing about my issue is that when I go and select the individual pickup objects while running the game the coordinates show that they are rotating. I believe it could be an issue with the game engine or how things are being compiled. Please let me know if there is a common fix for this.

    Thank you so much for your time.
     
  6. CyberMick

    CyberMick

    Joined:
    Nov 10, 2013
    Posts:
    1
    Depends on the exact behaviour I guess.

    Say for instance you want the ball to drop into play and move mostly toward another wall. You could have the opposite wall applying force similar to how the code is arranged for when you push a key (or just figure out the value to use for the vector3 and add it straight onto the players rigidbody addForce within FixedUpdate).

    E.g. where speed was defined in the tutorial

    private void FixedUpdate()
    {
    Vector3 movement = new Vector3(0.0f, 0.0f, 1.0f);
    rb.AddForce(movement * speed);
    }


    Alternatively you want the player to push a key and force keeps applying until they adjust it, perhaps store some state variables for the class, then update those if input was detected from the player, keep updating using FixedUpdate and use the state variables to determine the direction of force (haven't tried it, just a thought though).

    Best of luck :)
     
  7. Informatica123

    Informatica123

    Joined:
    Mar 12, 2018
    Posts:
    1
    Hi,
    Is it possible to put holes in the floor, so that the ball falls down and game stops?
    How do you do that?
    Thankyou
     
  8. scanan

    scanan

    Joined:
    Mar 13, 2018
    Posts:
    1
    Have you received a fix for this issue? I'm having the same issue but I don't even get the basic landscape.
     
  9. Robodragon

    Robodragon

    Joined:
    Mar 7, 2018
    Posts:
    2
    hi my name is Ryan and for some weird reason when I play the game in the editing mode it works. But when I play the build of it for some reason it doesn't work. I am really at a lost as to why this isn't working.
    Down below is the code i used and like i said when i am editing it works during the test part. but when i build it the ball goes through the pick ups

    using UnityEngine;
    using UnityEngine.UI;
    using System.Collections;

    public class PlayerController : MonoBehaviour {

    public float speed;
    public Text countText;
    public Text winText;

    private Rigidbody rb;
    private int count;

    void Start ()
    {
    rb = GetComponent<Rigidbody>();
    count = 0;
    SetCountText ();
    winText.text = "";
    }

    void FixedUpdate ()
    {
    float moveHorizontal = Input.GetAxis ("Horizontal");
    float moveVertical = Input.GetAxis ("Vertical");

    Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);

    rb.AddForce (movement * speed);
    }

    void OnTriggerEnter(Collider other)
    {
    if (other.gameObject.CompareTag ( "Pick Up"))
    {
    other.gameObject.SetActive (false);
    count = count + 1;
    SetCountText ();
    }
    }

    void SetCountText ()
    {
    countText.text = "Count: " + count.ToString ();
    if (count >= 12)
    {
    winText.text = "You Win!";
    }
    }
    }
     
  10. Blu3Razr1

    Blu3Razr1

    Joined:
    Jun 24, 2017
    Posts:
    1
    Hey, I was wondering if you could help me with my build version of the game. Everything is working perfectly how it should in the Unity Engine but once I build it and open the .exe file, the PickUps don't get triggered and they just stay there and the counter doesn't go up. I have tried the Completed Game version (the one you made that comes with the asset pack) and that doesn't work either. Can you help me because I want to be able to make games in the future and if my games don't work when I put them on the internet then how am I suppose to be successful :(.
     
  11. Robodragon

    Robodragon

    Joined:
    Mar 7, 2018
    Posts:
    2
    I am having the same problem, did you copy the code correctly. Or maybe its the tags. Because i accidentally named it wrong first and then tried to remove it and it wouldnt let me. Otherwise i dont know.
     
  12. Hydro364

    Hydro364

    Joined:
    Mar 21, 2018
    Posts:
    1
  13. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    @Hydro364 At 2:58 he is entering values into the Scale positions. You can either use the keyboard to type in the values, and also drag over the input fields to change.
     
  14. GreatswordSlayer

    GreatswordSlayer

    Joined:
    Apr 3, 2018
    Posts:
    2
    Help! I don't understand why but my code isn't working and I did everything the right way I believe. I use Visual Studio and here is my code:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    public class PlayerController : MonoBehaviour {
    private Rigidbody rb;
    void Start()
    {
    rb = GetComponent<Rigidbody>();
    }
    void FixedUpdate()
    {
    float moveHorizontal = Input.GetAxis (¨Horizontal¨);
    float moveVertical = Input.GetAxis (¨Vertical¨);
    Vector3 movement = new Vector3 (moveHorizontal, 0,0f, moveVertical)
    rb.AddForce (movement);

    If you can help me, please do so and thank you!
     
  15. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    Should be rb.AddForce(movement * speed). It seems you haven't finished the tutorial, or left out "public float speed"
     
    GreatswordSlayer likes this.
  16. GreatswordSlayer

    GreatswordSlayer

    Joined:
    Apr 3, 2018
    Posts:
    2
    WOOHOO! I did it! thank you kind sir!
     
  17. hxt5075

    hxt5075

    Joined:
    Apr 16, 2018
    Posts:
    3
    So I'm doing this tutorial and got to the part where you put the PlayerController code onto the ball. I have no idea what's wrong, but entering play mode and pushing the arrow keys is doing nothing. If I hit Play, the Play, Pause, and Step buttons at the top turn blue, but I can't move the ball at all. This happens even after I copy and paste the exact script from here: https://unity3d.com/learn/tutorials/projects/roll-ball-tutorial/moving-player?playlist=17141

    Can someone help me out? I don't know if it's something I'm doing or something with the tutorial...
     
  18. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    @hxt5075 Please post the code that you are using (not the tutorial link) to confirm
     
  19. hxt5075

    hxt5075

    Joined:
    Apr 16, 2018
    Posts:
    3
    @JeffDUnity3D

    using UnityEngine;
    using System.Collections;

    public class PlayerController : MonoBehaviour {

    public float speed;

    private Rigidbody rb;

    void Start ()
    {
    rb = GetComponent<Rigidbody>();
    }

    void FixedUpdate ()
    {
    float moveHorizontal = Input.GetAxis ("Horizontal");
    float moveVertical = Input.GetAxis ("Vertical");

    Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);

    rb.AddForce (movement * speed);
    }
    }
     
  20. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    @hxt5075 Please show a screenshot of your Unity Editor. Click on the Player object (the ball) and show the Inspector, and take the screenshot.
     
  21. francoguerraa98

    francoguerraa98

    Joined:
    Apr 19, 2018
    Posts:
    1
    hi, I'm having problems with the code, i copy the same as they put in the guide but I get this error: Ambiguity between PlayerController.rb and PlayerController.rb

    using UnityEngine;
    using System.Collections;

    public class PlayerController : MonoBehaviour
    {

    public float speed;

    private Rigidbody rb;

    void Start()
    {
    rb = GetComponent<Rigidbody>();
    }

    void FixedUpdate()
    {
    float moveHorizontal = Input.GetAxis("Horizontal");
    float moveVertical = Input.GetAxis("Vertical");

    Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);

    rb.AddForce(movement);
    }
    }


    if someone can help me I would be very grateful
     
  22. genevenyang

    genevenyang

    Joined:
    Apr 19, 2018
    Posts:
    1
    I am having the same exact problem. I have been teaching using this tutorial and the in game it works fine but once I build and play the player/ball just walks through the cubes and does not collect. I am guessing this might be a Windows 10 / Direct X (?) issue?
     
  23. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    I'm able to build and run on Windows 10 just fine. Can you attach your project as a zip file?
     
  24. hxt5075

    hxt5075

    Joined:
    Apr 16, 2018
    Posts:
    3
  25. mikie1002

    mikie1002

    Joined:
    Apr 22, 2018
    Posts:
    7
    Hello, everyone!
    I'm having trouble after creating PlayerController script. I did everything exactly as in tutorial, but when after creating script I return to Unity I'm getting error message:
    NullReferenceException: Object reference not set to an instance of an object
    PLayerController.FixedUpdate () (at Assets/Scripts/PLayerController.cs:21)

    Here's the code:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class PLayerController : MonoBehaviour {

    public float speed;

    private Rigidbody rb;

    void start ()
    {
    rb = GetComponent<Rigidbody> ();
    }

    void FixedUpdate()
    {
    float moveHorizontal = Input.GetAxis ("Horizontal");
    float moveVertical = Input.GetAxis ("Vertical");

    Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);

    rb.AddForce (movement * speed);
    }
    }

    Help, pls! Why do I get this NullReferenceException?
     
  26. mikie1002

    mikie1002

    Joined:
    Apr 22, 2018
    Posts:
    7
    Question dismissed. Issue might be due to old Unity version, after upgrade it works.
     
  27. mikie1002

    mikie1002

    Joined:
    Apr 22, 2018
    Posts:
    7
    Another issue appeared. After implementing texts the placeholder Win Text doesn't dissapear when I start the game. When pickups collected it changes to You Win!, but untill then it Win Text hangs there all the time. Anybody can tell me why?
     
  28. HasturtheBastar

    HasturtheBastar

    Joined:
    Apr 24, 2018
    Posts:
    3
    So, I'm having an issue getting the ball to move. WASD nor the arrow keys work.Here's my code:

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class PlayerControl : MonoBehaviour {
    6.  
    7.     public float speed;
    8.  
    9.     private Rigidbody rb;
    10.  
    11.     void Start()
    12.     {
    13.         rb = GetComponent<Rigidbody> ();
    14.     }
    15.  
    16.     void FixedUpdate()
    17.     {
    18.         float moveHorizontal = Input.GetAxis("Horizontal");
    19.         float moveVertical = Input.GetAxis("Vertical");
    20.  
    21.         Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
    22.  
    23.         rb.AddForce(movement * speed);
    24.     }
    25. }
    What am I doing wrong? Keep in mind, this was copied from the tutorial video. I get no errors. Just no response from the ball whatsoever.
     
  29. HasturtheBastar

    HasturtheBastar

    Joined:
    Apr 24, 2018
    Posts:
    3
    Never mind. I fixed it. Apparently you gotta add Rigidbody as a component from the editor. A simple problem with a simple solution.
     
  30. HasturtheBastar

    HasturtheBastar

    Joined:
    Apr 24, 2018
    Posts:
    3
    Allrighty, now I've reached a snag in part 7 of the tutorial specifically concerning countText. Here's my code:
    Code (CSharp):
    1. sing System;
    2. using System.Collections;
    3. using System.Collections.Generic;
    4. using UnityEngine.UI;
    5. using UnityEngine;
    6.  
    7.  
    8. public class PlayerControl : MonoBehaviour
    9. {
    10.  
    11.     public float speed;
    12.     public Text countText;
    13.  
    14.     private Rigidbody rb;
    15.     private int count;
    16.     void Start()
    17.     {
    18.         rb = GetComponent<Rigidbody>();
    19.         count = 0;
    20.         SetCountText ()
    21.     }
    22.  
    23.  
    24.  
    25.     void FixedUpdate()
    26.     {
    27.         float moveHorizontal = Input.GetAxis("Horizontal");
    28.  
    29.         float moveVertical = Input.GetAxis("Vertical");
    30.  
    31.         Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
    32.  
    33.         rb.AddForce(movement * speed);
    34.     }
    35.  
    36.     void OnTriggerEnter(Collider other)
    37.     {
    38.         if (other.gameObject.CompareTag("Pick Up"))
    39.         {
    40.             other.gameObject.SetActive(false);
    41.             count = count + 1;
    42.             SetCountText();
    43.         }
    44.         void SetCountText()
    45.         {
    46.             countText.text = "Count: " + count.ToString();
    47.         }
    48.     }
    49. }
    In line 20 I get an error message saying: The name "SetCountText" does not exist in this current context. What can I do to fix it?
     
  31. dan_unity476

    dan_unity476

    Joined:
    May 6, 2018
    Posts:
    2
    I have written the movement code but i cant figure out how to move it or what the controls are.
    Thanks
     
  32. methos5k

    methos5k

    Joined:
    Aug 3, 2015
    Posts:
    8,712
    Your post is a few days old, so you may have already solved this.. but the issue with this snippet of code is that your method "OnTriggerEnter" wasn't closed properly with a brace '}' before the 'SetCountText' was called/used. Adding one '}' above "void SetCountText" would fix it.
     
  33. methos5k

    methos5k

    Joined:
    Aug 3, 2015
    Posts:
    8,712
    The default controls for the input manager should be w,a,s,d and maybe the arrow keys, too.
    They should map to the "Horizontal" and "Vertical" axes from the tutorials code.
     
  34. mudabbirali92

    mudabbirali92

    Joined:
    Jan 25, 2016
    Posts:
    4
    New
    I have some issue while building the game on PC that in my "Roll a ball assignment" the function "OnTriggerEnter" doesn't work but works fine while staying in game scene. here is the code:

    void OnTriggerEnter (Collider other)
    {
    if (other.gameObject.CompareTag ("Pick ups"))
    {
    other.gameObject.SetActive (false);
    count= count + 1;
    TextCounts ();
    }
    }
     
  35. MasterApplesauc

    MasterApplesauc

    Joined:
    May 8, 2018
    Posts:
    1
    [hide="QUOTE"]
    [/hide]

    The issue you're having is that you're defining "countText" as a Texture.

    If you look in your code above

    Code (CSharp):
    1. public class PlayerController : MonoBehaviour {
    2.  
    3.     public float speed;
    4.     public Texture countText;
    5.  
    6.     private Rigidbody rb;
    7.     private int count;
    You need to define countText as Text. Here it is corrected:

    Code (CSharp):
    1. public class PlayerController : MonoBehaviour {
    2.  
    3.     public float speed;
    4.     public Text countText;
    5.  
    6.     private Rigidbody rb;
    7.     private int count;
     
  36. joedadi1

    joedadi1

    Joined:
    May 9, 2018
    Posts:
    1
    upload_2018-5-9_12-3-38.png

    Help a new guy out please!

    Hi I'm trying to control the RollaBall Tutorial. I pasted my code above.
    1. As soon as I press the play button It switches from Scene to Game and I can't see a thing so I have to switch to Scene to see the ball fall off the plane.
    2. I can't contrl the Sphere at all neither WASD or the arrow. How do I fix this please!
     
  37. methos5k

    methos5k

    Joined:
    Aug 3, 2015
    Posts:
    8,712
    You haven't saved your script's changes in the screenshot. As for falling, I'm not sure. Make sure the scene's setup the same as the tutorial?
     
  38. dan_unity476

    dan_unity476

    Joined:
    May 6, 2018
    Posts:
    2
    my current script doesn't move the ball at all. Can anyone help me with this:


    using UnityEngine;
    using System.Collections;

    public class playerContol : MonoBehaviour {

    private Rigidbody rb;

    void Start ()
    {
    rb = GetComponent<Rigidbody>();
    }

    void FixedUpdate ()
    {
    float moveHorizontal = Input.GetAxis ("Horizontal");
    float moveVertical = Input.GetAxis ("Vertical");

    Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);

    rb.AddForce (movement);
    }
    }
     
  39. methos5k

    methos5k

    Joined:
    Aug 3, 2015
    Posts:
    8,712
    Is the script on the player? Do you have any compiler errors?
     
  40. Breakslash

    Breakslash

    Joined:
    Apr 30, 2017
    Posts:
    1
    you have forget to add speed

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class playerContol : MonoBehaviour {
    5.  
    6.    public float speed;
    7.  
    8.     private Rigidbody rb;
    9.  
    10.         void Start ()
    11.         {
    12.             rb = GetComponent<Rigidbody>();
    13.             speed = 5f;
    14.         }
    15.          
    16.         void FixedUpdate ()
    17.         {
    18.             float moveHorizontal = Input.GetAxis ("Horizontal");
    19.             float moveVertical = Input.GetAxis ("Vertical");
    20.  
    21.             Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
    22.  
    23.             rb.AddForce (movement * speed);
    24.         }
    25. }
     
  41. pdbarro67

    pdbarro67

    Joined:
    May 17, 2018
    Posts:
    2
    I have gone through this tutorial from start to finish, following the instructions exactly. Though the ball moves around, the camera will not follow it, and the camera coordinates in the inspector do not seem to respond to the CameraController script at all.

    I am using Unity version 2018.1.0f2



    This is the CameraController script I am using (edited in VS 2010):

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class CameraController : MonoBehaviour
    6. {
    7.  
    8.     public GameObject player;
    9.  
    10.     private Vector3 offset;
    11.  
    12.     // Use this for initialization
    13.     void Start()
    14.     {
    15.         //player = GameObject.Find("Player");
    16.         offset = transform.position - player.transform.position;
    17.     }
    18.  
    19.     // Update is called once per frame
    20.     void LateUpdate()
    21.     {
    22.         //player = GameObject.Find("Player");
    23.         transform.position = player.transform.position + offset;
    24.     }
    25. }
    I have tried some suggested fixes, including the inclusion of the
    player = GameObject.Find("Player");

    but nothing works. I would be very grateful if somebody explain how to make this work, as I have tried every suggestion or alternative code snippet I could find in these forums and elsewhere.

    The instructions must either be incomplete, or incompatible with the latest version. It would be nice if Unity could look at this.

    Thanks.
     
    Last edited: May 20, 2018
  42. panpudelkopl

    panpudelkopl

    Joined:
    May 20, 2018
    Posts:
    1
    Hello,
    I finished lesson 2 and I have this error message:
    ArgumentException: Input Axis horizontal is not setup.
    To change the input settings use: Edit -> Project Settings -> Input
    PlayerController.FixedUpdate () (at Assets/Script/PlayerController.cs:17)
    What I should do?
     

    Attached Files:

  43. mrsheridan

    mrsheridan

    Joined:
    May 21, 2015
    Posts:
    2
    Hello! Long time follower here... One of my students is having trouble with the Pick Up object, after they have been set up and the game is put in Playtest mode, the Pick up flies straight up, right off of the board.

    I am going to double check the settings in the transform window, maybe something is set up wrong, or perhaps it's interacting with the Rotator script in some fashion.

    Does anyone know what could be causing that? It might just be better to restart that section of the tutorial than trouble shoot.

    Thanks in advance,
    Mr S
     
  44. NobleValerian

    NobleValerian

    Joined:
    Feb 6, 2017
    Posts:
    2
    Please update to be more relevant. Not relevant if you're using Visual Studio, and access shortcut and actual Scripting API references not consistent with tutorial. Most people aren't using Macs, let alone to make games. It's not ideally paced considering it's claim to be a beginner tutorial, and some time is spent discussing code concepts that aren't even relevant to completing the project. Naturally, bombarding beginners with irrelevant information is not ideal for beginners. Also, the way Windows builds the game project requires a folder to be made, and then builds everything in the folder. So, based on the example, you'd need to create a builds folder, and then make another folder with the name of the build, which is extremely clunky by the way.
     
    Last edited: Jun 3, 2018
  45. LegacyOfWax

    LegacyOfWax

    Joined:
    Jun 12, 2014
    Posts:
    13
    Need a little Help.
    I have complete the tutorial up till the last video where you create the build. when I Run the game I can't pick up and of the Pick Up objects.

    here is a link to a video show what I mean



    any help would be appreciated, thank you
     
  46. Linkha

    Linkha

    Joined:
    Jul 1, 2018
    Posts:
    1
    Does tutorial cost me anything??
    I am way too beginner of Unity....
    I don't even know what I have to pay for and I don't.
    Because I am just a student, I really save money even though I really want to learn programming too...(;-; )
     
  47. ChuckieGreen

    ChuckieGreen

    Joined:
    Sep 18, 2017
    Posts:
    357
    So the other day i was going over the roll a ball videos and everything was fine. But when i checked on it today its playing in some weird Chinese player. Is this on unitys side? All other tutorials use the normal player apart from this one. Just wanting to know in case its an issue on my side. This is one of the videos I am having an issue with just now

    https://unity3d.com/learn/tutorials...l/creating-collectable-objects?playlist=17141
     
  48. Liaht

    Liaht

    Joined:
    Jul 24, 2018
    Posts:
    1
    Hello! good day. I'm a total noob with unity, so far only watched and tried some of the tutorials, but not really done anything fancy. However my question is, Is there a restriction of using the tutorial as a base to create a published game?, of course crediting unity and its learning tools. I just want to know so I dont get into any legal issues, and in case there is a restriction then maybe start something totally from scratch, however i think the tutorials will still have impact on the way something on unity is created.
    Well that is all, please let me know. Like I said, a total noob but I want to start on the right track. Thanks in advance!
     
  49. awiz911

    awiz911

    Joined:
    Jul 28, 2018
    Posts:
    2
  50. awiz911

    awiz911

    Joined:
    Jul 28, 2018
    Posts:
    2
    On Youtube found the official video and it plays just fine.