Adding Hit Stop to Your Game

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How to Implement hit-stop into your Unity project. Touching on Topics in Unity such as the Time class and Co-routines.
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Hit pause definition came from: The Critical-Glossary, Richard Terrell
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This is what I’ve needed for the past 2 hours, thanks!

Barbleder
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Pretty clear video! One of the hit stops that I really like is when you do a parry in Ultrakill, that little stop letting you see and sorta feel the punch is great

veltarden
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Simple, fast, Informative, well spoken and pretty helpful overall tutorial, thank you very much sir!

dio
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As someone who has never even heard of Coroutines, I was able to follow along and pretend like I understood what was happening. I'm sure as I do it more I'll get more familiar with the logic behind everything, but nevertheless, this was an amazing tutorial that was easy to follow and impliment into my own game. Tysm!

zacharyrenfro
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I really like the hit stop in smash bros. Just the right amount for that game.

pritheebecareful
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Just for anyone implementing this, it's better practice to create a singleton/static instance for your manager classes, rather than calling FindObjectOfType. Having static references will have less overhead than getting the Unity engine to scan through objects to check their types, and will significantly increase performance in areas where you try to access said objects frequently.

trashcaster
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I imagine there is a reason, but your code videoa are incredible, I would love to see you continue.

reversible
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Simple clean and fast. THank you for sharing the source code as well!

ULTRADARKSETH
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FYI: If you destroy the object that calls the pause (ie: a dying unit start a coroutine to pause the game) timescale won't return to normal after that object is destroyed. So only call this from objects which persist.

libiroli
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imagine finding an amazing channel and than finding out it's inactive

sinthebay
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Thank you for the vid. High quality content, I think your channel is gonna blow up soon.

paulyounger
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That is good, it might be applied to fighting game with this tip

fred
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hit stop is best used in some sort of melee combat. for example fighting games in general have it and without it, they would feel very awkward.

verinenpihvi
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You can make hit stop coroutine public and inside WaitForSpawn do yield return HitStopCoroutine(.1f). When you do this WaitSorSpawn coroutine will wait untile the HitStopCoroutine end it execution. In my opinion It's more readable that way.

ukidabek
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Love every your unity related video, but I see your latest video is 2 years ago. I hope you can active post tutorial again.

CleosetricVlyers
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@sixdot. How about a video on effects like the trail and smoke effect like in the start of this video. Would be awesome!!!

ULTRADARKSETH
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Using FindGameObjectWithType isn't a good idea - its probably best to use a singleton for the hitstop

BeardBarians
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Why didn't you use "Invoke" ?? Less code, safe effectiveness

unityalexdev
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As I am using timeScale also for pausing I have run into an issue where pausing right after hitting an enemy ends up in a really bad scenario (game is paused but player can move).
Any ideas how to go around it?

vonvetur
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Space Marine 2 a horde game is released, it has Hitstop and I hate it. So unfair why our attacks have Hitstop while enemies don't have.

SergeantGadriel