Unity 5 Tutorial Runtime Level Editor Part 1 Grid

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TimeCode.
08:05 — [STOP] Put the video on pause at this point to see how the Level Manager works.
08:15 — Node class
12:29 - GridBase.cs
14:35 — [STOP] Put the video on pause at this point to rewrite the script Level_Object.cs.
15:03 – CreateGrid()
16:25 - NodeObject.cs
18:42 – CreateMouseCollision()
20:57 – NodeFromWorldPosition()
14:35 — Level_Object.cs
27:54 – ResourcesManager.cs
38:35 – InterfaceManager.cs
40:20 – LevelCreator.cs
43:07 – PassGameObjectToPlace()
44:20 – CloseAll();
46:00 – PlaceObject();
50:58 – DeleteObj()

Thank you for this tutorial!

Gambarus
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just a suggestion for a performance thing (I have tested this) instead of a for loop you may want to look into using Linq. that entire ObjBase function becomes a single line if you use linq:


for example


return => lgo.obj_id == objId);


it uses the built in List functions which are way way faster than a for loop especially if that list starts getting rather large.


what SingleOrDefault does is grab the first thing that matches the criteria (here its the obj_id) and return that, if it does not find anything matching it simply returns null


just my 2 cents but great video

problemchild
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Loved the video! Also, you really sound like you have a second channel when you crush stuff with mechanical press, for fun and profit.

Mirmaker
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Have you noticed how often you start your videos with the word so? Nothing wrong with it, I just found it funny XD

sebskeptical
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Bought this asset, together with commando-esque (now advanced ai) project, plus top down unity project.
Within half an hour, I had combined the top down project with commando-esque ai.
Very nice for such little cost.

This could additionally use a blueprint option, that loads a simple picture temporarily as ground texture, for building planning, or simple plane for the blueprint. Also, we need terrain based grid, or the ability to disable non-terrain based grid, while leaving painted assets.

cosmos_fun
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I bought the asset. Do I need to have Unity 5.4 for it to work? (Because there's an error about "but it's type")

deleteduser_
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it will work if my grid is a procedural mesh created using triangles?

Great work!

papapo
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I followed you tutorial, but it's not working for me :/
1. grid isn't generated
2. i'm getting "NullReferenceException: Object reference not set to an instance of an object" at GridBase script in CreateGrid function in line "nodeObj.posX = x;"
is there any way to fix it?

vaclavcz
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would this work in a game that is already made ? how do you play the level that you save or load ? i dont see you playing any of the levels you saved or loaded in the videos

Ullukai
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when i press play only one of the quads instantiates even though I have 20x20 in the public variable of the grid base code, can't figure out why if anyone can suggest a solution

Elenaj
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Your Video is really Superb. Is there any Demo Project Available For your Video? if you forward that link it will be helpful for all.

KarthiKeyan-dxvf
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