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jean-gobert de coster
Приєднався 19 тра 2006
Working on a hard part of Debussy’s Masques
Working on a hard part of Debussy’s Masques
Переглядів: 77
Відео
This chord progression is absolutely wonderful
Переглядів 1692 роки тому
This chord progression is absolutely wonderful
I just love playing this piece by Debussy
Переглядів 322 роки тому
I just love playing this piece by Debussy
How to do inverted UI masking in Unity
Переглядів 21 тис.2 роки тому
The UI "Mask" component in Unity doesn't allow to do reverse masking, but fear not, there's a simple solution. Check out our steam page: store.steampowered.com/app/1675040/Asfalia/ Credits to Glitchers where it's due: answers.unity.com/questions/1066291/invertreverse-ui-mask.html
Bonty of One - New World Record?
Переглядів 992 роки тому
Bounty of One is a Far-West Fantasy Roguelite Survival game that's currently under development and boy is it already enjoyable. Go check out their demo. k0b4l.itch.io/bounty-of-one-demo
Downstream - Supertramp (cover)
Переглядів 1702 роки тому
This is one of my favourite songs from Supertramp. And my humble take on covering it.
Transcribing a song by ear: Somewhere only we know
Переглядів 383 роки тому
Transcribing a song by ear: Somewhere only we know
Asfalia - Dynamic Music
Переглядів 873 роки тому
Today we have a look at how we use music to illustrate changes in Charlie's emotions. As Baya keeps refusing to play with her, Charlie gets angrier, and the music reflects this.
Asfalia - La forêt kipik
Переглядів 913 роки тому
Voici la forêt Kipik, une forêt de cactus dans le monde de la colère. Pour sauver Asfalia, Charlie devra s'y aventurer, et faire une rencontre pour le moins singulière.
How to use Spine Animations in Unity's Timeline editor
Переглядів 10 тис.3 роки тому
Today we see how we can drive spine animation from within Unity's timeline editor. Spine runtime for unity download link esotericsoftware.com/spine-unity-download
Managing Screenshake with Cinemachine Impulse in Unity
Переглядів 1,8 тис.3 роки тому
Today we see how we can easily configure event-driven screenshakes with cinemachine cameras.
Asfalia - Anger world overview with parallax
Переглядів 4753 роки тому
Asfalia - Anger world overview with parallax
Implementing a Drawing game (Bresenham's algorithm)
Переглядів 2193 роки тому
Implementing a Drawing game (Bresenham's algorithm)
Animation Variants with Unity and Spine
Переглядів 1903 роки тому
Animation Variants with Unity and Spine
How to make a Vertex Displacement sprite shader with shader graph in Unity
Переглядів 5 тис.3 роки тому
How to make a Vertex Displacement sprite shader with shader graph in Unity
Faire une corde avec Spine et Unity (Tutoriel)
Переглядів 1223 роки тому
Faire une corde avec Spine et Unity (Tutoriel)
Pyjama Sunday #1 Claude Debussy - Masques Working on measures 96-107
Переглядів 373 роки тому
Pyjama Sunday #1 Claude Debussy - Masques Working on measures 96-107
How to fake a spinning rocket in Unity
Переглядів 1443 роки тому
How to fake a spinning rocket in Unity
Simple improv, let’s call this one « Post-Morphem »
Переглядів 373 роки тому
Simple improv, let’s call this one « Post-Morphem »
This does not seem to function for me. Does it not work in URP projects?
Exactly what I needed. Thx!
Great solution! Thank you
Do not set the alpha channel to 0 in the UiMask material settings and everything will work for those who do not
This is not applying a texture on 1 side of the cube this is inserting a plane above one side of a cube.
Nice, short, to the point. Great!
Not Work ㅠㅠ
My man, just wanna let you know you are a LIFE SAVER. I've been like 4 hours or even more on this, because when I loaded new scenes through doors in my game, the other methods (with scripts to create new stencil materials) just broke and didn't create the black masked material for some unknown reason. I've been searching this whole time and, after a short break, picked up your video. Thanks!
quad thing first emntioned in 1000 video I watched
Thanks, this just magically worked. You are awesome :)
Glad I could be of assistance :-)
Honestly, this and dabu6550's fix in the comments are the best and most flexible solutions i've seen on this so far. Great tutorial and I hope your game does well!
Passionnant ce short, je l'ai regardé au moins 15 fois, on en apprend des choses !
Dude, fuck me I spent way too long trying to solve this without your mathematical knowledge. Thanks mate
update: when you do this in 3D and your discriminant is negative, it doesn't work and there has to be a better solution.
It actually freaking worked, thanks a lot <3
this doesn't work in Unity 2020.3.40f1
I honestly don't see why it wouldn't. Can you say exactly what doesn't work for you ?
brilliant~!
Thanks a ton for this video, spent a few hours looking for this solution and luckily I stubled upon this!
Thank you for this, exactly what I needed!
One question though, how do you make the edges smooth?
Answering my own question - on the image component of the mask, click Color and set alpha to 1.
thank! <3
This is great but my sprite loses its transparency when following your instructions. Not sure why!
now do acceleration. good luck with that. You're better off using a iterative method.
Acceleration is an interesting challenge, however I see little practical interest for games. It’s just a rethorical problem
Thanks for the tutorial, I think inverted UI mask should be available in unity built-in components
So good. My logic stopped when you said (dB = sA * (dA / sB)) is the "Same" as (= dA * (sA / sB))... I think if I would have understood that part I would've gotten the rest. But I copied that code, and that worked amazingly. But I really wish I would've understood it better. Thanks for sharing! Edit: I get that these 2 equations result in the same outcome, but I don't understand why we chose the other one here. :D
Thanks for the feedback. The reason I did that was simply to put dA on the left to make it clearer that we can isolate it as a factor. I suppose that, in trying to explain how I to the refactoring, I might have made things more confusing :-)
@@jeangodecoster I see your point! 👍
This is excellently simple and useful! Such a great way of doing tricky things. Thanks a lot!
"reciprocal"
is there any open source code available over this? can i get any git link?
Hey, I really liked your channel. It is irrelevant but Can you tell me about where I can learn this depth map approach for 2d games, I was really intrigued
Hey thanks for the feedback. Regarding the depth map, it’s something I developed myself, not based on anything specific. I should probably make a video especially now that you can generate depth maps from an image with modern AI technology. The main principle is that you convert world coordinates to a point on the depth map, then read the depth map texture value at that point which will give you a greyscale value from 0 to 255, and then interpolate the character scale based on that value.
@@jeangodecoster Thanks, I will be waiting. I have no idea how ai can help here. What is the general ai that can be adapted to everything in game development I am curious now
@@botansahin I’m talking about a specialised imaging AI named “stable diffusion” which can take any image and generate a depth map based on it. It can do many more things, but it’s really good at that job.
@@jeangodecoster oh cool! I am aware of the stable diffusion, thanks, which stable diffusion system you use may I ask?
Wow this is so much simpler than I thought, you'd think Unity would just provide these materials by default. Thanks!
This is a HORRIBLE tutorial. You are essentially rendering a completely new quad just to get your texture there, while there is absolutely no reason for it. It's adding 4 additional vertices to each piece of geometry. You need to use UV mapping to apply a texture to one side of a cube without any of this overhead. You can create a dynamic mesh right in Unity if you want to do this; no need for Blender or "importing cubes".
Like I said, it’s not a proper way to do it, it’s a quick and dirty solution for beginners. Anyone who knows how to open blender and create a basic texture wouldn’t need to even watch a tutorial on how to texture one single side of a cube.
As for dynamic meshes, this video is nearly 3 years old. I don’t know if dynamic meshes were a thing already back then but it definitely wasn’t part of the standard stuff available to beginners.
All that other stuff seemed like more work then just making a cube in blender
You mean: -open blender -wait for blender to load -make model of the cube that you want spending time on each side -export -save into a convient folder or else youll have a hard time finding it (and sometimes Blender doesnt reopen the folder you want to export your model to) -open unity -wait for unity to load -oh wait you forgot to close blender so you can maximize pc performance -import asset -navigate to the folder you want -import model -create an empty gameobject for the imported asset -drag the asset to empty gameobject so your game has less problems vs directly using the asset Like man idk, your way seems way more tedious and troublesome. And if your asset isnt imported the way you want it to look imported, then you have to always remember to set the rotation of your model especially if it's moving like bruh...
Oh my goodness, thank you for this. This was very helpful!
Hello there! Can you share how you achieved this? Im trying to create an AI where it changes its destination depending on the situation. Thanks!
Hey there, this is using what's known as a FlowField or a FlowFill algorithm. Basically, you start from the destination cell, which has a distance of 0 and then for each neighbor you calculate the direction to the lowest distance adjacent cell and their distance becomes that +1. you repeat this until you have calculated the directional vector of each cell of the grid (In this example, I store each vector in 4 bits of data since there's 9 possible directions). Now each frame, all your agents look at the directional vector of the cell they are on, and they move in that direction. The thing that makes them take a different path in this video is other agents colliding into them, pushing them on another cell, with a different vector. Here's a blog page (not by me) on the subject leifnode.com/2013/12/flow-field-pathfinding/
🤦♂️
nice!
TYSM
Thank you!
For those who want the mask to move and the background not to move: Set different Materials to the mask and the bg Mask:8,1,2,255,255,0; BG:3,2,0,0,1,15; Then you can just put the Mask and BG the child of the canvas, and the mask needs to be upper Finally, you can move the mask now
wow thx :)
the tutorial didnt work for me put changing to this actualöly did it, so thanks!
thanks, very useful
Hi this is amazing, I had a question regarding position. When I move my object away from zero, the strength intensifies. Is there a way to avoid this? thanks! Edit: it doesnt seem like theres a difference between setting it from world to object.
Hey man thanks alot! Also for anyone that want's the reverse effect, I changed stencil id on masked material to 1 (so both materials have same id) and it worked
고맙 :)
Thanks you so much! I needed to do normal masking, but without parenting so that I could anchor to the correct element, and this finally did the trick!
There seem to be two cases not covered in this video. I had cases with 2 positive roots, where to solve you actually have to take the min, not the max. And two negative roots, for which I haven't solved yet.
Interesting. Yes I didn’t test those cases I suppose it happens when the enemy is moving in the opposite direction or behind the player. I’d have to think this through, but I’m considering re-making this video one day and make it a bit better
How can i make mask looks more smooth? On video it has sharp edges and pixels. Thanks for the video btw.
Use mask material tint color alpha 1
thank you guy, it is awesome
Thank you!
it does not work, i checked few times, i did as on the video, projectiles always missed
Works Thanks
Awesome!
Thanks king!
Thank you very much! I've been looking for this all day!
Awesome tutorial! This is really useful!