Tarodev
Create 2048 in Unity - Learn how to make a grid game [Part 2 of 2]
updated
See part 1: youtu.be/WY-mk-ZGAq8
Topics Covered:
1. Learn about the new Awaitable.WaitForSecondsAsync, NextFrameAsync, EndOfFrameAsync & FixedUpdateAsync.
2. Learn about cancellation tokens and simplified workflows with MonoBehaviour's new built-in destroy token.
3. Efficiently switch between main and background threads using Awaitable.MainThreadAsync and Awaitable.BackgroundThreadAsync methods.
4. Manage your long-running tasks with WhenAll
5. WebGL support
6. Backward compatibility for AsyncOperations.
Like the video if it's helpful, and feel free to subscribe for more straightforward Unity tutorials and tech demos.
For questions or comments, please leave them below.
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0:00 Intro
0:27 Introducing Awaitable
2:07 Cancellation tokens / destroyCancellationToken
5:20 BackgroundThreadAsync / MainThreadAsync
6:55 Returning Awaitable
7:55 WebGL compatibility
8:34 Legacy support
#Unity #Unity2023 #AsyncAwait #GameDevelopment #Programming #Awaitable #CancellationTokens #ThreadSwapping #webgl
Dive deep into topics including styling with USS, animations, transitions, decoupled UI, and much more.
Girl scene project files: patreon.com/tarodev
Source code: github.com/Matthew-J-Spencer/UI-Toolkit-Intro
1-minute video on responsiveness: youtu.be/xbEcynEnKLI
Assets used:
STYLIZED - Sci-Fi Corridor: bit.ly/3YRZHuj
Gamer Girl: bit.ly/3YRrA5D
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0:00 Showcasing UI Toolkit features
02:38 What we'll be building
03:00 Brief overview of the UI Builder
04:44 Brief overview of UXML
06:42 Building interfaces like a programmer
26:44 UI Toolkit animation
This reduces the complexity of placement, ensuring an efficient and streamlined grid creation process. Thanks GPT, lol :)
Source: gist.github.com/Matthew-J-Spencer/d2e36ddac81ed4f9f51977ec69875ffc
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Let's discover the true potential of Unity by pushing its limits. In this video, we'll explore a variety of techniques, from straightforward tweaks like data-oriented design, to more advanced methods such as direct GPU rendering and compute shaders. Join us as we uncover the power and flexibility that Unity has to offer!
Some techniques used:
Unity DOTS (burst, jobs, ecs)
RenderMeshInstanced
DrawMeshInstancedIndirect
Data-Oriented Design
Avoiding extern calls
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Project: github.com/Matthew-J-Spencer/Cloud-Save
Wrapper: http://bit.ly/3FsNXWz
Utilizing Cloud Save in your game enables effortless synchronization of player data to the cloud, eliminating the need for intricate backend configurations. This service is free of charge until your player base reaches a substantially large number.
Incorporating Cloud Save in your game offers numerous advantages and quality of life enhancements for your players, making it an essential addition:
1. Synchronize data across various devices and consoles: Enable players to access their game progress, regardless of the device or console used, providing a seamless gaming experience.
2. Preserve save data between installations: Ensure that players can retain their game progress even after uninstalling and reinstalling the game, enhancing player retention.
3. Monitor key player achievements: Maintain a record of significant player accomplishments, promoting a sense of progress and engagement.
4. Backup player settings: Safeguard player configurations, preventing data loss due to unforeseen circumstances such as device failure or accidental deletion.
And much more! Cloud Save provides a host of other benefits that contribute to an improved gaming experience for your players.
Don't miss out on this valuable addition to your game; implement Cloud Save today and elevate the player experience to new heights.
Checkout cloud save: on.unity.com/3yyb3He
Thank you, Unity, for sponsoring this video!
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0:00 Intro
0:08 Serializing components
1:18 Drawing scene gizmos
1:35 Initialization order
2:31 Stop using public fields
4:30 Mod to loop collections
5:04 PlayClipAtPoint
5:55 Limit extern calls with SetPositionAndRotation
6:53 Operator overloading
8:17 Composition
8:56 Don't use lazy naming conventions
Discrete is the most performant option and should be used whenever possible. Calculations collisions each fixed step.
Continuous uses a sweeping algorithm to guarantee collisions from a linear motion, but is quite a bit more expensive than discrete and only hits static colliders (no RB).
Continuous dynamic is the same as continuous, but hits dynamic colliders (and is more expensive).
Continuous speculative creates a bounding box around itself and its next projected frame position according to its current linear and angular motion. Anything caught within will collide.
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0:00 Discrete
0:40 Continuous
1:05 Continuous Dynamic
1:25 Continuous Speculative
Lobby & Relay: on.unity.com/3HMloU8
Netcode git url: com.unity.netcode.gameobjects
Project files (this is a complete solution): github.com/Matthew-J-Spencer/Unity-Matchmaking
If you're after my simple example in the video: gist.github.com/Matthew-J-Spencer/a5ab1fb5a50465e300ea39d7cde85006
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0:00 Intro
0:20 Install packages
0:40 Setting up Unity Gaming Services
1:30 Setting up Relay
7:20 Setting up Lobby
Code: bit.ly/3P4DdA2
I'll be expanding this code on my ultimate 2D controller, which can be found here: patreon.com/tarodev
Animancer: assetstore.unity.com/packages/tools/animation/animancer-pro-116514?aid=1011lkRxs
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Checkout Netcode: on.unity.com/3blzOy3
In this video you'll learn:
How to get started with Netcode
The different between server & client authority and when to use each
How to write performant network code
How to use NetworkVariable & INetworkSerializable
Cheap multiplayer interpolation
What ServerRPC & ClientRPC are
Some tricks to make your multiplayer game feel great
Package links: gist.github.com/Matthew-J-Spencer/649930127d1d1d41b846c02954995ada
Project files: bit.ly/3xIXvrF
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0:00 Intro
0:20 Installation
1:00 ParrelSync
1:26 Network Manager
1:45 Unity Transport Layer
2:18 Player prefab/Network Object
4:09 What is a host, server & client?
6:15 Only control your local object
7:40 Syncing data using ClientNetworkTransform
8:30 Serializing manually using NetworkVariable
11:25 Custom network serialization using INetworkSerializable
14:10 Interpolating network movement (hillbilly style)
14:33 Reducing network traffic
15:30 Calling server code using ServerRPC
17:00 Server vs client authority
19:45 Adding simulated latency
20:45 Trick to make server authority feel good
21:35 Subscribing to network changes
Sine and Cosine are fundamental to game development. Once you understand how Mathf.Sin and Mathf.Cos work, you'll find yourself reaching for them all the time. You can create circles and waves, make things hover, create orbits, add enemy behavior, etc.
REUPLOADED: My original voiceover was horrible quality and quite cringe. I also wanted to fix the low bitrate.
I used 'Shapes' to make a few of these effects, you can check it out here: assetstore.unity.com/packages/tools/particles-effects/shapes-173167?aid=1011lkRxs
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0:00 - whatever, intro I guess
0:37 - value types / structs
2:00 - reference type / class
3:00 - stack & heap
3:27 - stack example
5:57 - heap example
8:47 - when to use one over the other
11:30 fix StackOverflowException
13:15 - Bonus: strings
Code: bit.ly/3kQzVmJ
Happy architecture, happy life.
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Local functions were released in C# 7.
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It involved a bit of fun problem solving using a few different Unity techniques, so hopefully you can learn something. If not, just have fun watching :)
Script: bit.ly/3uLM3eA
Game: tarodev.itch.io/gun-sprint
Games seen at the start of this video:
Tippy Toe 3D, People Wheel, Heroes Inc, Flex Run 3D, Bridge Race, Hand Head Runner and of course Gun Sprint.
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0:00 Flexible start method
0:19 RuntimeInitializeOnLoadMethod
0:50 Fix broken animations
1:20 Debug inspector
Go watch part one: youtu.be/jLy7A702GhA
In this video we learn about:
Database management using an ORM (Entity Framework)
Authentication & Authorization
Json Web Tokens (JWT)
A bunch of common attack vectors and security tricks
Password security (hashing & salting)
Environmental variables
A custom server you can provide your game with features such as:
Achievements, leaderboards, synced player data, guilds, friends lists, real time chatting, loot boxes, matchmaking, player progress, and much much more.
Full project on my Patreon: patreon.com/tarodev
This tutorial is information dense... there's a huge amount to get through, so buckle up and get ready to learn.
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0:00 - Overview
0:40 - Adding Newtonsoft
1:50 - Database (ORM) / Entity Framework
3:15 - User Model
7:45 - Pushing Models/Tables to DB (Navicat, Powershell)
10:23 - Adding Data to Tables
12:35 - Authentication
14:23 - Authentication Controller
16:39 - Authentication Service
17:38 - PW Salt & Hash
22:11 - JWT
32:10 - Hero Refactor
34:12 - Adding Authentication package
37:33 - Authorization
38:07 - Creating CreateHeroRequest
41:54 - Testing CreateHeroRequest
45:30 - Advanced Authorization / Changing Hero Name
50:05 - Closing
In this video we learn how to:
Setup a server and class library to share models and logic across our server and game.
I'll give you a rundown on what a server & API is
Communication between server and client
How to run tests using dependency injection
In part two we add authentication & authorization, and we hook it all up to a database.
A custom server you can provide your game with features such as:
Achievements, leaderboards, synced player data, guilds, friends lists, real time chatting, loot boxes, matchmaking, player progress, and much much more.
Full project on my Patreon: patreon.com/tarodev
This tutorial is information dense... there's a huge amount to get through, so buckle up and get ready to learn.
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0:00 - Overview
0:47 - Solution + Project Setup
2:43 - SharedLibrary
4:20 - PlayerController
5:43 - Get
6:45 - Post
7:49 - FromQuery
9:31 - Program.cs Cleanup and Overview
11:11 - Adding a Service + Dependency Injection
15:03 - Postman
16:14 - Unity Project Setup
17:17 - Sharing Models via DLLs
19:37 - Unity Web Request
21:00 - JSON workarounds / bugfixes
23:39 - Get from server endpoint
Delegates are the building blocks of events, so listen closely and you'll learn all about them!
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0:00 - Delegate keyword
3:48 - EventHandler
4:34 - Action
5:13 - Generic Action
6:02 - Func
6:40 - Practical Example
7:50 - Static
9:05 - Event keyword
10:20 - UnityEvent
12:30 - Unsubscribing
14:50 - Decoupling
16:20 - Delegates as parameters
Keep your code running fast with as little garbage allocation as possible by learning from these important concepts.
Benchmarks (let me know if you get weird results!): tarodev.itch.io/unity-benchmarks
Code: github.com/Matthew-J-Spencer/Unity-Benchmarks
Linq garbage allocations: jacksondunstan.com/articles/4840
Some topics covered:
SendMessage, Vector3.Distance, Find Objects, NonAlloc, Camera.main, Linq vs loop and Stringbuilder
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0:00 intro
0:12 SendMessage
1:22 Extern call caching
3:02 Vector3.Distance vs SqrMagnitude
4:20 Find Objects
6:44 NonAlloc
9:34 Camera.main
10:51 Linq vs loops
13:16 Stringbuilder
14:20 Order of operations
Check out LootLocker: bit.ly/34mWafG
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Source: github.com/Matthew-J-Spencer/Timetrial-Ghosts
Time-trial: tarodev.itch.io/extended-ultimate-2d-controller
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Prevent hours of lost work with auto save. I built this after losing 2 hours of level design work and so far it's been wonderful... So I thought I'd share it with the world. Hope it can help you too!
Source: github.com/Matthew-J-Spencer/Tarodev
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This will even work if you flip your phone from landscape to portrait!
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Make sure you leave a like on the video if you enjoyed it :)
Source: github.com/Matthew-J-Spencer/Homing-Missile
Effects not included. They can be found here: assetstore.unity.com/packages/vfx/particles/epic-toon-fx-57772?aid=1011lkRxs
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I freaking get it, stop showing me!
Don’t put up with the standard Unity templates, make your own! Change the default content in created assets.
Go sub to Jason Storey: youtube.com/c/JasonStorey
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Extended source: patreon.com/tarodev
Learn how to build an amazing player controller.
This Unity character controller is built using custom physics and incorporates all the hidden tricks to make it feel amazing. 2D player controllers can be difficult to get right, so hopefully this helps you along your way and gives your game a boost in productivity.
Features:
Variable jump height
Apex modifiers
Jump buffering
Coyote time
Clamped fall speed
Ledge detection
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As a new dev, keeping references to game objects you need can be a little confusing. Learn how to store game objects for later use as well as allowing external scripts access to your goodies.
Instead of trying to find an object, shift your thought pattern a little and ask "should I already know where this object is?".
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0:50 - Find Methods
1:45 - GameObject from Instantiate
2:33 - Component from Instantiate
3:49 - Multiple Components
4:59 - Static Instance
5:42 - Public Access Modifier
8:08 - Constructors
9:20 - MonoBehaviour "Constructor" (Init)
11:00 - OnCollision
11:50 - TryGetComponent
12:41 - GetComponent
13:03 - SendMessage
13:35 - Closing
URP Shader link: bit.ly/34c0ttF
Original source: hananon.com/how-to-make-2d-sprite-cast-and-receive-shadow-in-3d-world-using-unity-shader-graph
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Package: bit.ly/3JthhfR
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0:00 - Intro
0:50 - Hierarchy (Scene structure)
2:17 - Project (Folder structure)
3:00 - Singleton Managers
3:58 - Game Manager
5:47 - Unit Manager
6:12 - Scriptable Objects
8:22 - Persistent Systems
9:18 - Audio System
9:38 - Resource System
10:44 - Unit hierarchy
14:33 - Utilities
15:00 - Rest of Folders
15:18 - That's it (+announcement)
I'll teach you what a cross product is, how to use vector3 cross, and a real-world use case for it (all in 90 seconds!)
I used 'Shapes' to make a few (most) of these effects, you can check it out here: assetstore.unity.com/packages/tools/particles-effects/shapes-173167?aid=1011lkRxs
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Vector3.Cross official description:
Cross Product of two vectors.
The cross product of two vectors results in a third vector which is perpendicular to the two input vectors. The result's magnitude is equal to the magnitudes of the two inputs multiplied together and then multiplied by the sine of the angle between the inputs.
I'll teach you what slerp is, how slerp works and how to use slerp... slerp
I used 'Shapes' to make a few of these effects, you can check it out here: assetstore.unity.com/packages/tools/particles-effects/shapes-173167?aid=1011lkRxs
Drop this in your scene to play around with slerp: bit.ly/3ptryAL
Script: gist.github.com/Matthew-J-Spencer/9044a711cddc4340c6d2aa0656a15d2a
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Slerp official description:
Spherically interpolates between two vectors.
Interpolates between a and b by amount t. The difference between this and linear interpolation (aka, "lerp") is that the vectors are treated as directions rather than points in space. The direction of the returned vector is interpolated by the angle and its magnitude is interpolated between the magnitudes of from and to.
Started making a procedural animation tutorial and ended up making a thing. Created in Unity/C# using inverse kinematics and procedural animation.
Final IK is the inverse kinematics library I used to make this video. Check it out here: assetstore.unity.com/packages/tools/animation/final-ik-14290?aid=1011lkRxs
If you enjoy my content and would like to support me, you can purchase assets from the Unity asset store using my affiliate link: bit.ly/3yratKw
It comes at no additional cost to you, I will just receive a commission :)
Perfect for extending base unity types, like Vector and SpriteRenderer.
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0:00 What are extension methods?
1:00 Our first extension method
3:10 Extending the list class
5:43 Extending the string type
7:00 Extension method call priority
9:15 Useful extension methods
It's okay to be a noob. We were all noobs at one stage. In these mini installments I'll be going over some very basic concepts and code practices to help you on your way.
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0:00 - Implementing IDisposable
1:13 - Conditional Order
2:29 - Utilizing Setters
3:28 - Invert If Statements
4:40 - Null-Coalescing Operator
5:08 - String Builder
6:18 - Print()
6:37 - That's it.
In this video I'll show you what they do, how they work and how you can create your own enumerable classes.
This video is sponsored by Jet brains. Check out their amazing software suite here: jb.gg/vp1aem
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00:00 - Intro
00:20 - First example (Heroes of Olympus)
4:00 - Second example (Query behaviour / Random)
6:16 - ToList() tradeoffs - pros & cons
8:03 - ToList() example
9:24 - Example benchmark
11:33 - IDE love
13:30 - One at a time
16:45 - Linq benefits on IEnumerables
18:00 - Custom IEnumerator
21:41 - Generic IEnumerator for Linq queries
23:56 - Summary
Speed up your project and keep it lean.
Come join discord ;)
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Gizmos are a fantastic help to you in development. Setup indicators for raycasts, map confines, grid positions, etc. It's among the first thing I do when creating a new scene.
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Learn how A* pathfinding truly works by diving deep into the mechanics. We'll go step by step through each process as well as cover the edge cases not often talked about.
Repo: github.com/Matthew-J-Spencer/Pathfinding
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In this video, I'll teach you what generics are, how to use them and provide a few real-world use cases to get your head around them.
I use game-like examples so you can see how you would use generics in your Unity development 🎮
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0:00 What are generics
1:20 Writing a generic class
11:36 Generic Type creation
15:13 Generics and Interfaces
I'll help you fix it in 1:15 💋
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For the full documentation: http://dotween.demigiant.com/documentation.php
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00:00 Stupid Intro
00:20 What is DOTween / Installing
02:00 DOTween basics
08:35 Sequences and Tasks
14:37 Additional features
17:55 DOVirtual - Tweening values
18:55 SpeedBased for reliable speed over distance
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Here's the base class I mentioned in the video: bit.ly/3nI3ubh
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DISCLAIMER: I missed a few things in the video which are corrected in the script below.
Script: bit.ly/3BeDwB7
Isometric camera setup: youtube.com/watch?v=optfGhipg-w
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0:00 Intro
0:20 Gathering Player Input
1:05 Moving a Character
3:00 Rotating a Character
7:10 Fixing Isometric Navigation
Next in the series: Isometric movement
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This is the 2nd and final part of this series. Part 1 can be found here: youtu.be/vLDK0eHwsho
Example PSB: bit.ly/3v7xH6R
PSD to PSB: imageconvert.org/psd-to-psb
Please note: Check to ensure your layers all converted properly. You may need to flatten later styles.
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Example PSB: bit.ly/3v7xH6R
PSD to PSB: imageconvert.org/psd-to-psb
Please note: Check to ensure your layers all converted properly. You may need to flatten later styles.
Part 2: youtube.com/watch?v=wBGykdKd80w
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Learn how to convert your current coroutine workflow, what a task is, how to run sequential and synchronous code and how to return data from an asynchronous function.
UniTask: github.com/Cysharp/UniTask (Provides an efficient allocation free async/await integration for Unity)
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0:00 Super professional intro
0:30 Standard coroutine workflow
1:19 Converting to async / await
2:44 Use-cases of async / await
3:10 Running functions sequentially
6:00 Waiting for synchronous tasks to complete
10:20 Mixing sequential and synchronous tasks
11:00 Returning data from an async function
14:20 Calling an async function from a non-async function
15:10 WebGL caveat
15:45 Other advanced async techniques
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