Unity Tip: Constant Movement VS Fast then Slow #shorts #unity #gamedev

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✅ Make sure you Normalize your Movement Vectors to keep it constant.
👍 Learn to make awesome games step-by-step from start to finish.

💬 When you want to move towards somewhere you make a movement vector with (targetPosition - currentPosition)
However if you just do that you end up with a Vector that has a Magnitude based on the Distance.
If you use it like that then the object will move fast then slow.

If you have any questions post them in the comments and I'll do my best to answer them.

See you next time!

#unitytutorial #unity3d #unity2d #unity​ #gamedev​ #indiegame​ #gamedevelopment #madewithunity​ #indiedev​

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Hello and Welcome!
I'm your Code Monkey and here you will learn everything about Game Development in Unity using C#.

I've been developing games for several years with 8 published games on Steam and now I'm sharing my knowledge to help you on your own game development journey.

I do Unity Tutorials on just about every topic, Unity Tutorials for Beginners and Unity Tutorials for Advanced users.

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💬 Always remember to normalize your vectors! It's one of the most common mistakes and it's very easy to avoid.

CodeMonkeyUnity
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If this becomes a series it's gonna be gold

void_star_void
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stuff like this is nice to know just in general and you learn something valuable in less then 1 min.
well done.

rocksfire
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The quick tip series is great, maybe everyone learns different but i remember more this way, like flash cards

pinchyh
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Thank you for everything, really. I have always wanted to get into Game Development and never knew where to start really. Your lessons on KitchenChaos has been very very helpful with getting me started and all your tips and everything has given me an EXTREMELY better understanding on how Video Games work as a whole. From Transforma to Vectors all the way to Animation and general knowledge of Unity. Thank you dearly and please keep up the fantastic work. Every single video you post is another bit of knowledge that is super appreciated!

EricOnline
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Short and clear, thank you much, very useful.

M. D.

miaoumixed
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I remember watching this when you released it and NOW I needed it the most. Thank god I remembered! Too bad it only got 11K views, I'm sure this would help SO many people.
Views aren't about bragging rights, they're reach and, with these educational videos, they *do* matter. Sadly, Unity games won't be blessed by this "hidden knowledge", blame the algorithm!

RealRogerFK
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I love when these little gems pop up in my YouTube feed! Great content!

FergJoe
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hey thanks for tips! it Would be so cool to see a video about fixing jitters when moving objects in fixedUpdate. What i saw is ppl applying interpolation (between fixedupdate frames ?) but its kinda hard to understand how they implement it (w/o using rigidbodys).
I guess its pretty important thing since a lot of ppl gets in the trouble when they try to make their moves frame independed but then all moves become super laggy

danyka
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Thank you for this. Still waiting for the complete Unity back-end course.

theplaymakerno
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rewatching the third time and i gotta say, i love this series. nice, quick and dirty!

kken
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Knowing the answer to that, killed my imposter syndrome

forbiddenbox
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Keep the content coming bro 😎!!!
Started writing my codes on paper 📑
Its tough but I can’t stop ✋🏿

olumide
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Quick and useful, thanks for the tip!

PandemoniumGameDev
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I basically, if not normalized, it is more than just a direction

alexanderdorenkamp
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What I actually needed was how to make what was happening at the beginning

ultleo
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It took me a while before I realized the nessecity for normalizing vectors.

leedavis
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Great video yes, I suddenly forgot about normalise and was thinking of manually convert the direction to a unit vector😅

sundarakrishnann
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I dont know why anyomore but I once had the issue that even with normalizing the vector wasnt 1, rather it was mapped to be between 0 and 1 what gave the same wrong results just slower. I have no clue how that happened back then but I know it did for some weird reason

dasmaffin
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Very useful ! (a bit like when you change a value through "Math.Lerp"...)

arcday