This guy is a hidden gem in the youtube database.
He is the best youtube unity tutorial teacher that i have seen so far and trust me i have watched many tutorial videos. No offensive to anyone else, there are many great unity tutorials out there. But in my opinion Sebastian is the best tutorial channel.
Why?
- His voice is clear and easy to understand
- The "speed" of the tutorials is good
- When you watch his videos you can "feel" that he knows what he is talking about and that is very important for a good teacher
- He has interesting topics some starter/basic topics for new people and also advanced cool topics for people who already know unity/c#
- When the video is about topic X he explains topic X and doesn't drag the video into a boring show by going back to explain what a variable or if-statment is (This is a very important part which fails by so many other tutorial channels, seriously some other youtube channels take 30min to explain something that could be explained in 5min just because they go back to explain how a if statment works). Sebastian has the perfect balance between explaining a topic so that you can understand it if you have basic c#/unity experience and he even has some starter tutorials to explain the basics of c#/unity for the people who are completly new
If i could only keep one unity tutorial channel it would be this one. Good job 10/10! (Btw english isn't my native language and you can keep any mistaks that you find :P)
Hi, in your tutorials you are using structs a lot(but never explained why or atleast i dont remember), many people are just using serialized class. Could you make a video about class vs struct, when to use struct over class, some simple examples etc. ?
My turn to comment. Seb, I recently found your tuts, and I am having a GREAT TIME with them. PEOPLE, STOP ASKING HIM TO DO STUFF! He's got lots to do already, and plenty of ideas. Use his tuts to make yourself better (type it out yourself, that's how you learn). Then you don't need him to show you how to place plants and vegetation on his endless landscape.
He's not a vending machine.
+Mike Church Actually I agree with you, if you actually type out the code (I did, spent like 10 hours today on endless terrain tutorial) you realize you already have all heights generated for you and basically all you have to do is move your tree in the same heightmap grid which you used to generate the map...
you just need vector3 whenever you place a tree like this: (x of map, value of [x,y] in map, y of map(in turn it's z))
I didn't try this yet but it would work with some adjustments to the height (like adding a value to the tree height in world to make it seamlessly blend with ground rather than just spawn in it and etc)
I mean, I still don't understand most of the tutorial that I typed out (threading and meshing especially) but I could pull off spawning in boulders and trees myself...
Man, you're awesome.. love your vids
Very happy to be a patreon for you
You have more than earned it many times over
..imo $460/month is sacrilegious for the awesomeness you accord the newbie devs
^ what he's saying is way above my head..
but would love to see some multiplayer anything from you
(currently working on turning an ace card game into an online multiplayer game
..and just for fun, animating the whole thing)
Hello, Sebastian. Can u make a tutorial multiplayer RTS with Photon Truesync? Or remake your pathfinding tutorial for TrueSync. Because floats and probably coroutines are not derterministic and cant be use for net rts.
Congratulations on coming 6th on Ludum Dare! :D i didnt participate but ive been watching to see how the game done on the voting, wish i coulda voted for it :)
plus congrats on winning 1st place in the "Fun" catagory
hey Sebastian what do software do you use for the explanation parts of your video? an example of where it is used is the beginning of episode one of kinematic equations! could you tell me what software that is? it would be a great help if you would
+Sebastian Lague, I have searched the internet for an insight into sprite-based games in unity, but nothing fits the image I am looking for. I want to make a large scale game using the basics of Ninjakiwi's classic SAS: Zombie Assault games, but I am almost new to programming (I can't even get the character to both move, and look where the mouse points without errors that I can't solve). Perhaps you could make a tutorial on sprite based games that are truly top down?
Absolutely love what you are doing here. Actually starting to work on developing a game myself and really inspired by what you have done. Great work! :-)
I'm really enjoying the tutorials. I really think that you should make a tutorial series on how to make a bigger game and put it into a CD. Sell it. That way you can go into much much more detail on what this does and what that does or why you did something. What was going through your head. etc. From Blender to Unity design/code. Think about it. You have the talent. Now retire off it.
Also include the game with the CD.
Hey there. I found your channel after getting frustrated with the quality of Unity tutorials that are out there, and I'm very glad I did! I was looking for something that spoke to somebody who was already an experienced programmer that was looking to pick up Unity, and your procedural cave generation videos were a great fit. Thanks!
+adammarquis I am also an experienced coder (hobbyist, I don't do it for a living, but coded for years and years) and I really like Seb's style. I type the code as he does and I learn lots of new things and get great comprehension from it. Fantastic, Seb!
hey sebastian,
ive been watching the top down shooter tutorial and i got to part 3 but then i started to get errors saying:
NullReferenceException: Object reference not set to an instance of an object
PlayerController.Update () (at Assets/Scripts/PlayerController.cs:33
please can you help?
Firstly thanks for all the wonderful content, I'm starting out in trying to make a Top Down Shooter and I was wondering if the 'Top Down Shooter: Unity tutorial series (01)' series is still valid or completely out dated and if I should rather follow the 'Unity Create a Game Series' (it looks as if they cover similar subjects). Kind Regards.
Anyway, I finished the ''Top Down Shooter: Unity tutorial series' well up to 18 min in episode 7(did not want to do the blender reload animation part). All I want to say is that I'm glad I did it (the more practise the better). So now on to the 'Create a game series'
I am having trouble with a kill script for my character using a Destroy(gameObject). Tried accessing my character through layerMask, and by simple gameobject. i'm using the raycast movement script in the 2d tutorial. should that have any affect.
I have been able the kill my player in other games I am creating. This one will not die. I am still learning, so any input can help.
Hi, your tutorials are really cool, I have done some successfully. I have searched in your tutorials commentary realize a flat lighting on cubes voxel with Unity 3d as in this photo https://lc.cx/5bWr not found. Do you know the trick to achieve this type of lighting?
I have seen the 2D Platform Controller (Unity 5) tutorial
But if the character sprite 2dBoxCollider is too short, the character sprite just keeps rising as I do not create a vertical line Raycast. Why?
Great work Sebastian!!!! i learned a lot.
One thing i stuck.
I follow this tutorial
https://www.youtube.com/watch?v=SrCUO46jcxk
for multitouch, it work. And trying to add drag functionality on each object simultaneously with multiple finger but not work.
This is my code for button i add some code to make it draggable each object simultaneously but it work on only single object, please help??
using System.Collections;
using UnityEngine;
public class Button : MonoBehaviour{
public Color defaultColour;
public Color selectedColour;
private Material mat;
private Vector3 screenPoint;
private Vector3 offset;
void Start(){
mat = GetComponent<Renderer> ().material;
}
void OnTouchDown(){
mat.color = selectedColour;
Debug.Log ("Touch Down");
screenPoint = Camera.main.WorldToScreenPoint (transform.position);
offset = transform.position - Camera.main.ScreenToWorldPoint (new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
}
void OnTouchUp(){
mat.color = defaultColour;
Debug.Log ("Touch Up");
}
void OnTouchStay(){
mat.color = selectedColour;
Debug.Log ("Touch Stay");
Vector3 curScreenPoint = new Vector3 (Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
Vector3 curPosition = Camera.main.ScreenToWorldPoint (curScreenPoint) + offset;
transform.position = curPosition;
}
void OnTouchExit(){
mat.color = defaultColour;
Debug.Log ("Touch Exit");
}
}
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