TOP 10 NEW Systems and Tools APRIL 2024! | Unity Asset Store

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💬 TOP 10 NEW Systems and Tools APRIL 2024! | Unity Asset Store
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Hey thanks for featuring our asset Screen Space God Rays ♥ Really cool asset list, might pick up some of these ourselves!

symmetrybreakstudio
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The Black box for prefabs looks really interesting, things can quickly become overwhelming in Unity!

ElianeGameDev
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Thank you! :) I really like the Black Box Prefab Idea and will try it out! Bones assistant also looks nice. It looks like a simpler version of UMotion Pro.

Vellar
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Thank you for covering my asset Polygon Cutter! I am amazed seeing my tool in one of your videos. I love your work!

smallbigsquare
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I got a suggestion, with DOTS becoming more viable but also a very different beast compared to basic unity, will you do a asset specific video on DOTS compatible or centric assets?

arkurianstormblade
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Wow, thanks Hugo for featuring BlackBox! 🤩 What an honour!

CiroContinisio
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thanks for your content! I was curious when is the best time to wait for unity sales? is there a certain month/ season? thanks

trevorquinn
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Please can you do a video on how to use the easy save asset to save things like game progress

ikennaayalogu
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I've already tested the god ray one. Its really amazing! Can highly recommend

yolokas
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very cool collection of assets as always! was just wondering: is there a way to get my asset featured when it releases next month? or do you just pick a few that you like “organically”?

javawaguk
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How do you choose the assets to cover?

Full disclaimer, I'm an assetstore developer and want to know what increases the chance of people getting included.

Thanks

NoOpArmy
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hi code monkey, I just wanted to know if you're going to continue the development of total world liberation, it's been quite a while since you released dinky guardians, and you said that you would work on TWL when you're done with that, and so I waited for a year, please continue it's development, TWL is such a cool idea

DigitalCanineGames_
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Cities Skylines 2 really could have used the traffic controller asset lol

suspecm
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Avoidance is really the one I want to learn. I am working on an Npc System.

Chieseled_Renegade
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Can you please add timecodes for lists of top assets?

oleksandrbrahynets
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Unrelated to the topic---->


I am making a game who's base game set up is taken from slither(io)(Android )(its basically a snake game where you eat food and try to kill other snake)


The thing is the snake set up is like this->
Their is a head(2d collider )
A prefab of body(2d collider)
And a script which on trigger creates a new snake body

A snake on average can have 40 body so 40 2d colliders and their are 50 to 60 enemy snake with same set up so total colliders reach 2000 collider2d and then i have nearly 200 to 300 food collider2d


So in total i have 2500 colliders . It would not be an issue but my game is supposed to be working on Android and i am getting less than 40 to 30 fps on Android (provided i get 300 to 400 fps on pc)


I have profiled the game and problem indeed lies in collider

I can not think of a way to batch the colliders of a snake together because each body has collider witch is a huge problem

Things i have tried ->
Use spline instead of manual creation of body (spline cashe error-> i believe too many knots elements are there in ) and then use mesh generation by extention but it reduces the fps to 30 to 40 on pc


I think in the game (slither) they are only creating around 10 snake apart from the player and are using shader to render the snake as whole but how are the collision detection working at such rate is beyond me


If you can provide any solution then it would be helpful


Btw love your content

Bloodlydevil
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What was the tutorial for 3D object UI??

paulr
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NOA debugger looks promising, but haven't tried yet, and there aren't many reviews to verify its usefulness.

raymk
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I got scamed by unity store.
Purchased plugin, not worked, same day uninstalled. Made refund request and after 4 !!! months, they reply:
If you download, we cant refund.

BS.

pastuh
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I don't think that the black box is as great as you present it. The idea of encapsulation works great when we talk about code maintenance, it shows you which variables you can modify and hide those who are used for internal work of the function (those you shouldn't touch) that's awesome. However, when we talk about prefabs, if you put this black box on a prefab it shows nothing but "This prefab is locked" or some "revealed properties" that you expose. We already have those, it's called "HideInInspector" attribute. You can't know what does the black box prefab do, and if you want to put it as a part of a greater object what are your limits, for example, imagine a sword prefab that you made black box, does it have a collider? should the player ignore the weapon layer? those things should be written in the documentation, however this black box doesn't give you a good way to document. And there's some saying that my CS teacher told me, he said the best documentation is good names, if you have good function names that explain the function, and variables that are self-explanatory, no one would have to read the documentation. So when we black box the prefab we remove the components names which is the best way to know what this prefab is doing.

Doronoss