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Unity 3 Video Training Course (FREE) - Walker Boys

Discussion in 'Community Learning & Teaching' started by profcwalker, Dec 8, 2010.

  1. Brainvibe

    Brainvibe

    Joined:
    Jun 3, 2012
    Posts:
    20
    I Just have to say that when i found your website it just gave me a boost of motivation to start doing my own games! Thank you!
     
  2. ChrisAllen

    ChrisAllen

    Joined:
    Feb 24, 2012
    Posts:
    16
    Last edited: Jun 10, 2012
  3. mythren

    mythren

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    Jun 5, 2012
    Posts:
    1
    Thanks very much for all the work put into these tutorials! Thoroughly enjoying them as a new hobbyist to Unity.

    For some reason, however, I'm unable to locate videos 19-30 of the first set - even when using the links listed at: http://walkerboystudio.com/html/unity_training___free__.html

    Does anyone know if there's another location where I could find these?

    Thanks in advance!
     
  4. Hippiecode

    Hippiecode

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    Feb 13, 2012
    Posts:
    110
    i want model projects of facial tracking and voice recognition.....
     
  5. mxMatheus

    mxMatheus

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    Jan 22, 2012
    Posts:
    3
    Thanks!
     
  6. frawsty

    frawsty

    Joined:
    Jun 8, 2012
    Posts:
    3
    Thanks for the great tutorials. I'm learning a lot.

    However, the tutorials are for an older version of Unity and I've hit a few road blocks. I recommend updating or adding text that corrects such things as how to work around the Legacy Particle Animator. I'm stuck trying to destroy the explosions and just gather many instances. This would cause a memory leak in a published game.
     
  7. ChrisAllen

    ChrisAllen

    Joined:
    Feb 24, 2012
    Posts:
    16
    I wrote a blog post on this which you can find here

    http://www.unity-projects.co.uk/shuriken-particle-system-lab-01/

    just add add that script to your explosion particle and it will destroy itself once it's finished it's animation

    Also there is information about using the old particle effects with Unity 3.5

    http://www.unity-projects.co.uk/using-the-legacy-particle-system-with-unity-3-5/

    hope this helps you out
     
    Last edited: Jun 10, 2012
  8. AndyHayward

    AndyHayward

    Joined:
    May 30, 2012
    Posts:
    7
  9. Kale

    Kale

    Joined:
    Aug 25, 2011
    Posts:
    103
    Heya AndyHayward. Nice Project 4. Just wanted to say, you're running animation is messed up. It's only playing half of the animations. If you look closely, he's always stepping forward with his... right? foot. And I don't know if you meant to do it that way or not, but the camera follows Mario without any restrictions and that leads to a weird animation when he dies from a pitfall death.
     
  10. [DJ]Creepz

    [DJ]Creepz

    Joined:
    Dec 23, 2011
    Posts:
    136
    WOW!! Thank you sir for the tutorials and I badly needed this...i'm a beginner about javascript but now i'm using C#, maybe I could convert them anyways..
    can i ask if or when you'll make tutorials for C#?
     
  11. AndyHayward

    AndyHayward

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    May 30, 2012
    Posts:
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    @Kale

    Thanks for the view and the feedback. I knew about the camera but didn't change it as I was running out of time. I'll probably do a rewrite of the camera code entirely when I do my modified version.

    I didn't notice problem with the animation though. Thanks!
     
  12. Samunwise

    Samunwise

    Joined:
    Jun 16, 2012
    Posts:
    1
    Hey all,

    Here is my attempt at Project 1:
    http://samunwise.comuf.com/?p=1

    It's looking a little rough without any backgrounds or a title and on a default Wordpress, but it's finished (for now, I'm sure I'll be going back to it)

    Criticisms welcome!
     
  13. Kale

    Kale

    Joined:
    Aug 25, 2011
    Posts:
    103
    I figured that was the case. Just thought I'd comment on the weird pitfall death jump.

    Looks good. Not much to say on the project 1s, but I didn't notice any errors after a quick run through. So that's always good.
     
  14. RyanSchurton

    RyanSchurton

    Joined:
    Mar 2, 2012
    Posts:
    141
    Hey Walker Boys I just want to say thanks a lot for these tutorials they are really awesome. I notice you are using an older version of unity IDE. A version that I believe is no longer avalible at the current moment I am using MonoDevelop. In your tutorials you show us how to keep our code organized and you do a Technique where you make a comment on both ends of the block of code and collapse it down. Inside of it's self.

    If no one understand what I am trying to say just tell me and I will give and example. Once again thanks a lot

    Chad and Eric you are awesome.
     
  15. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    142
    I also use MonoDevelop too and what I do if the code is very long and want a cetain section to collaspe just while I am in MonoDevelop I just wrap it in a temp function then delete the temp after I get done.

    Example

    Code (csharp):
    1.  
    2. function Update()
    3. {
    4.        very long code here
    5. }
    6.  

    Code (csharp):
    1.  
    2. function temp()  //delete this before saving
    3. {//delete this before saving
    4. //function Update() remove comment before saving
    5. {
    6.        very long code here
    7. }
    8. }//delete this before saving
    9.  
    Then this way I can collapse what I do not need to see at the moment
     
    Last edited: Jun 19, 2012
  16. ikriz

    ikriz

    Joined:
    Dec 3, 2009
    Posts:
    98
    Code (csharp):
    1. /* <-this is the start of a comment block type txt
    2. here is still a comment aswell
    3. after this line you can close it with this: */
    4.  
     
  17. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    142
    @ikriz that is how I used to do it but since my last upgrade the comment block isn't collapsible. Is there a setting for it? If not I will try re installing it. I just been getting around it by making a function and collapsing the function then clean it back up when I am done.
     
  18. RyanSchurton

    RyanSchurton

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    Mar 2, 2012
    Posts:
    141
    tra2002 i tried what you said it doesn't seem too work. Thanks for trying to help out. I did a search on google and found out that MonoDevelop doesn't support folding with Javascript. :( maybe in Unity4.
     
  19. ShareTheRainbow

    ShareTheRainbow

    Joined:
    Feb 20, 2011
    Posts:
    1
    Whaat? Is this some kind of hidden Cake Thread? I love Cake!

    Thats a really good collection. Thanks alot now I can fresh up my knowledge after 1 year break. ^^

    But I still have to say: I you are good at something, don't do it for free. ;D
     
  20. Android Matt

    Android Matt

    Joined:
    May 24, 2012
    Posts:
    61
    Where are videos 19-29? The tutorial skips from the GameObject menu to the Terrain menu and misses out the Component menu. Are the various sections of the component menu dealt with in later tutorials?
     
  21. RyanSchurton

    RyanSchurton

    Joined:
    Mar 2, 2012
    Posts:
    141

    Hey Android,

    Are you doing the first video section? I notice on the Vimeo site the numbering is kinda screwy. I just follow along on their main site all the videos are in orders just right click and make a new tab watch the video and go along with the next part.

    http://www.walkerboystudio.com/html/unity_training___free__.html

    good luck and happy developing
     
  22. Android Matt

    Android Matt

    Joined:
    May 24, 2012
    Posts:
    61
    Thanks, you were right, the numbering is just off!

    Cheers!
     
  23. mike274

    mike274

    Joined:
    May 24, 2012
    Posts:
    16
    I just wanted to drop you guys a quick note. You guys made an awesome set of tutorials. EXTREMELY informative.

    I'm on Lab 4 right now, and I've run into a slight issue. Not sure what the problem is but when I try to pickup items, they don't make a sound upon pickup. I've looked over my code and compared it to what's on that particular video. Not sure what the issue might be.

    Code (csharp):
    1. enum PickupType {
    2.     Grow = 0,
    3.     Key = 1,
    4.     Coin = 2,
    5.     Fireball = 3,
    6.     ExtraLife = 4,
    7.     GameTime = 5
    8. }
    9.  
    10. //Inspector Variables
    11. var pickupType = PickupType.Grow;
    12. var pickupValue : int = 1;
    13. var itemParticle : Transform;
    14. var soundItemPickup : AudioClip;
    15. var soundDelay : float = 0.0;
    16. var soundRate : float = 0.0;
    17.  
    18. //Private variables
    19. private var playerGameObject : GameObject;
    20. private var hudGameObject : GameObject;
    21. private var extraLifeEnabled : boolean = false;
    22.  
    23. function Start() {
    24.     playerGameObject = GameObject.FindWithTag("Player");
    25.     hudGameObject = GameObject.FindWithTag("hud");
    26. }
    27.  
    28. function OnTriggerEnter(other : Collider) {
    29.     if (other.tag == "collisionBoxBody") {
    30.         var pProp = playerGameObject.GetComponent(playerProperties);
    31.        
    32.         ApplyPickup(pProp);
    33.        
    34.         renderer.enabled = false;
    35.        
    36.         if (itemParticle) {
    37.             Instantiate(itemParticle, transform.position, transform.rotation);
    38.         }
    39.         if (soundItemPickup) {
    40.             PlaySound(soundItemPickup, 0);
    41.         }
    42.         if (extraLifeEnabled) {
    43.             pProp.lives += pickupValue;
    44.             extraLifeEnabled = false;
    45.         }
    46.         Destroy(gameObject);
    47.     }
    48. }
    49.  
    50. function ApplyPickup(playerStatus : playerProperties) {
    51.     var hudConnect = hudGameObject.GetComponent("hudController");
    52.    
    53.     switch (pickupType) {
    54.         case PickupType.Grow:
    55.             if (playerStatus.playerState != PlayerState.MarioFire) {
    56.                 playerStatus.playerState = PlayerState.MarioLarge;
    57.                 playerStatus.changeMario = true;
    58.             }
    59.             break;
    60.         case PickupType.Key:
    61.             playerStatus.AddKeys(pickupValue);
    62.             break;
    63.         case PickupType.Coin:
    64.             playerStatus.AddCoins(pickupValue);
    65.             hudConnect.coin += pickupValue;
    66.             break;
    67.         case PickupType.Fireball:
    68.             playerStatus.playerState = PlayerState.MarioFire;
    69.             playerStatus.hasFire = true;
    70.             playerStatus.changeMario = true;
    71.             break;
    72.         case PickupType.ExtraLife:
    73.             extraLifeEnabled = true;
    74.             break;
    75.         case PickupType.GameTime:
    76.             playerStatus.AddTime(pickupValue);
    77.             break;
    78.     }
    79. }
    80.  
    81. function PlaySound (soundName, soundDelay) {
    82.     if (!audio.isPlaying  Time.time > soundRate) {
    83.          soundRate = Time.time + soundDelay;
    84.          audio.clip = soundName;
    85.          audio.Play();
    86.          yield WaitForSeconds(audio.clip.length);
    87.     }
    88. }
    89.  
     
  24. extremevertigo

    extremevertigo

    Joined:
    Jun 28, 2012
    Posts:
    4
    I finished the First Lab1 I am so excited about learning Unity and you guys are great in teaching us how to do it. Thank You I don't know what I would have done with these classes. Here is the Link to my lab http://charlesunitylabs.hostei.com/.
     
  25. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    142
    @mike274 just scanning over your code and comparing it to my own when I did the tutorial I can not find anything wrong unless I am not seeing something. Check you log and make sure it is not throwing a error or warning. Also make sure you have a Audio Source attached.

    edited: on a second look I see now you need to look at your OnTriggerEnter()

    you have :
    Code (csharp):
    1. if (itemParticle) {
    2.  
    3.             Instantiate(itemParticle, transform.position, transform.rotation);
    4.  
    5.         }
    after this you need
    Code (csharp):
    1. if(soundItemPickup)
    2.         {
    3.             PlaySound(soundItemPickup, 0);
    4.         }
    5.         yield WaitForSeconds(audio.clip.length);
     
    Last edited: Jun 28, 2012
  26. genail

    genail

    Joined:
    Jul 2, 2012
    Posts:
    1,045
    Last edited: Jul 2, 2012
  27. aliroozbahany

    aliroozbahany

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    Feb 1, 2012
    Posts:
    1
    thank you pcfcwalker
    god help you at your life
    may teach in c# unity?
     
  28. Brainvibe

    Brainvibe

    Joined:
    Jun 3, 2012
    Posts:
    20
    Hi guys, finally i finished my Lab 1!

    You can play it and visit my blog here :

    http://www.BrainvibeBlog.tk/

    And again thanks for the great tutorials you've created!

    Moving now to Lab 2 xD
     
    Last edited: Jul 8, 2012
  29. nosajtevol

    nosajtevol

    Joined:
    Jun 28, 2012
    Posts:
    219
    Wow, Brainvibe! What a well done interpretation of this project! You set the bar for people (like me) who just want to get onto the next lab.
     
  30. zircher

    zircher

    Joined:
    Apr 9, 2011
    Posts:
    65
    Heh, found a possibly out of date question on exam one. [Already sent an e-mail to the author.] I think Unity added a light type since the exam was created either that or its a glitch.
    --
    TAZ

    [Woot, got confirmation that there was a problem and that it has been fixed.] Helping! :)
     
    Last edited: Jul 10, 2012
  31. Brainvibe

    Brainvibe

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    Jun 3, 2012
    Posts:
    20
    Thank you nosajtevol! This tutorials really gave me hope to pursue my dream ;)
     
    Last edited: Jul 8, 2012
  32. Brainvibe

    Brainvibe

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    Jun 3, 2012
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    Nice job on your project :D
     
  33. extremevertigo

    extremevertigo

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    Jun 28, 2012
    Posts:
    4
  34. b00b00KO

    b00b00KO

    Joined:
    Jul 10, 2012
    Posts:
    6
    Hi chad/eric,*

    Im a bit puzzled. On the video part 8 on scripting series 2 the following codes where written like this.*

    function (Update)
    {
    var box;
    box = "small box";

    print (box);

    boxNumber = 23; ---> this line i am having an error unknown identifier.

    print (boxNumber);
    print (box + boxNumber); ---> this line says: operator + cannot be used on left hand side type 'object' and right hand side 'int'.

    What puzzles me is in the video this was no errors. Am i missing something? Im on a mac platform and using unitron as scripting editor. Enlighten me pls.*

    Ed,




    }
     
  35. Gnatty

    Gnatty

    Joined:
    May 17, 2012
    Posts:
    77
    I can't remember, but do their videos have #pragma strict at the top? If not and yours does it could be worth removing it.

    @Brainvide, the planet animations look fantastic, how did you go about do it?
     
  36. b00b00KO

    b00b00KO

    Joined:
    Jul 10, 2012
    Posts:
    6
    @Gnatty

    wow man! you're a life saver! thanks a lot! :) :D:D:D:D:D

    yes indeed i have the pragma strict on the top and i removed it, but not the function Start(). And nonetheless it worked! woohoo! this class rocks! that was fast response too. back to study now. :)

    thanks again man! :)
     
  37. b00b00KO

    b00b00KO

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    Jul 10, 2012
    Posts:
    6
    one more thing, on my first post, on the line "boxNumber = 23;", why was this not need to be "var boxNumber = 23;"? :) it puzzles me thinking i don't need to declare it formally. ??

    thanks in advance; :)
     
  38. Gnatty

    Gnatty

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    May 17, 2012
    Posts:
    77
    You're hitting the nail on the head with that question.
    Basically #pragma strict forces you to write "strict" code, that is, all variables have to have a declaration, (and loads of other stuff too), when you use the "var" keyword you're telling the compiler to declare a variable, which you can use later.
    Without the "#pragma strict" the compiler won't care and will let you define variables willy nilly, just like boxNumber = 23; is.

    I recommend keeping it in however, as the code you write is tighter and it will pick up errors for you. I believe you also need it if you're going to compile stuff for Mac/iOS.

    I'm not sure what they're trying to achieve with print (box + boxNumber), but I presume the output is just "small box 23" which can probably be achieved, in strict format with something like "print ( box + String(boxNumber) ) which will convert the Integer boxNumber to a string.
     
  39. b00b00KO

    b00b00KO

    Joined:
    Jul 10, 2012
    Posts:
    6
    @Gnatty

    man thanks! i'm really just a newbie and thanks for taking time. i'm pretty hyped inputting these knowledge for it has been long time coming for me. :) thanks again. hope to hear from you the next time i will get stuck. :)

    and yes i'm planning to compile and apply these studies for IOS.

    Cheers!
     
    Last edited: Jul 12, 2012
  40. Kaytlyn

    Kaytlyn

    Joined:
    Jul 11, 2012
    Posts:
    17
    Really Love the Tutorials. Just an idea. I would love to see a tutorial for a 2d RPG style game.
     
  41. genail

    genail

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    Jul 2, 2012
    Posts:
    1,045
  42. ATNEDev

    ATNEDev

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    Jul 13, 2012
    Posts:
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    Quite nice, will check it out tommorow :)
     
  43. southheat92

    southheat92

    Joined:
    Jul 16, 2012
    Posts:
    2
    redacted
     
    Last edited: Jul 17, 2012
  44. zircher

    zircher

    Joined:
    Apr 9, 2011
    Posts:
    65
    Actually, you're OK. The dark skin is just a 'pro' skin, the grid is just a setting that you'll learn about later, and the details on the cube appear when the cube is selected. Nothing is particularly broken from what you're describing.
    --
    TAZ
     
  45. Gnatty

    Gnatty

    Joined:
    May 17, 2012
    Posts:
    77
    Hey looks great, out of interest, how did you do the animated planets? Are you basically adjusting the tiling offset of a texture that's applied to the primitives?
     
  46. Brainvibe

    Brainvibe

    Joined:
    Jun 3, 2012
    Posts:
    20
    Hey Gnatty! Thanks.

    What i did was simple. I first created spheres(planets), added different textures to each of them, and then applied a different rotations to each planet using transform.rotate() and transform.rotatearound(). If you need more info just ask =)
     
  47. southheat92

    southheat92

    Joined:
    Jul 16, 2012
    Posts:
    2
    @zircher, thanks for the response!

    The videos have been great so far, but I have had trouble finding answers to several low level questions that have come up during my viewing. I like to make sure that whenever I see a difference between my screen and the video that I know why that difference is there. I'm currently working through the animation videos shortly before the first two exams and am having some trouble with the scripts. Specifically, my animation will not automatically play when I enter game mode like it does in Prof Walkers video. I have googled it but all the hits I have found have been dealing with problems way over my head at this point. I feel like this issue is a small difference in my settings, but I believe I'm too new with the software to be able to figure it out just yet.

    So in short: how does one get an animation to automatically play when entering game mode from the scene view?
     
  48. Brainvibe

    Brainvibe

    Joined:
    Jun 3, 2012
    Posts:
    20
    For those who have finished lab 2:

    I am almost finishing this lab, but there is something that i can' t make it work which is the pickup weapon feature and it's making me crazy!
    I know it's a lame question but.. how did you guys did this part of the project?

    I have 1 socketProjectile for normal shooting and then i want to activate socketProjectile 2 and 3 when the player picks up the weapon. But i can't figure out how i can make this happen.

    Everytime he picks the weapon he just shoots one time.

    Any ideas ?
     
  49. zircher

    zircher

    Joined:
    Apr 9, 2011
    Posts:
    65
    He's probably hitting the hot key for Play (ctrl+p).
     
  50. Gnatty

    Gnatty

    Joined:
    May 17, 2012
    Posts:
    77
    Oh yeah, of course.
    /slaps own forehead/