Posts by Sizilstank

    I would reach out to Jonathan or Al they can get you the survival guide. Its on Udemy.com. Jonathan sent out an email a while back on how to get it.

    I think I get what you're talking about. So first, drop in your prefab. Then Right click and unpack the wooden crate parent in heirarchy. Then you can edit solid and breakable crate objects. Unfold the breakable crate, select all of the cube fracture parts and in inspector, delete rigid bodies and mesh colliders. Then make sure solid and breakable crate share the same position. Then in his tutorial, he'll have you add in the rigid bodies and such. We leave it in because once you do get this figured out, its' just easier to give the asset ready to go game wise then to give folks elements. Hope this helps.

    The unpack was the key! Thanks Al for being patient with me.

    Hey team,


    I'm not sure if I'm the only one, but the crate asset is different in the video than the one in the file base. If you follow section 2 lecture 11 Johnathan deletes the fractured crate. If you do that in Unity 2018.3.4f1 it deletes it complete from the "Crate" prefab (even if you open the prefab to edit it). In the video he has in the hierarchy solid crate and fractured crate. I see Crate>Solid_Crate>Breakable_Crate. I always end up with two objects in two different places. Can someone confirm this or am I just going crazy? It sort of works but the Breakable_Crate will crack as soon as you hit play. It will blow if you hit space, but its not right. You do need the asset to work to learn properly and towards the end with the explosion it really needs to work. I'm just trying to be as diligent as I can be with learning all this. Even in Johnathan's project view it goes as follows . . . Crate>Crate1.fbm>Solid_Crate.fbm>Fractured_Crate>Solid_Crate. The one I have goes . . . Crate>fbx>Material>Prefabe>>Crate>tex. I just want to get how the code and the asset work as a whole. Thanks Ya'll!!!

    Hope this helps. I think the prefab is the difference. Again, supper noob here. I'm sure there is a way to use what you gave me. The part that seemed different was you have to double click the prefab you gave me and add the script there. which made it instantiate two wood crates, one solid and one fractured. Let me know if I'm doing something wrong please.

    First want to say again thank you! The asset that you gave is awesome, but just so you know if you do give this asset to the Udemy users there is big difference in the one you gave me and the one in the video. Not that its huge deal but me in my noobness was not able to follow along with the video and the asset. Again, thank you and I am totally not complaining and just wanted you to know. Keep up the good work!

    Hey team,


    I was wondering where I could find the assets for section 2 lecture 11. The exploding box. I am a pro member now and was wondering if I could get that. I know I don't need that asset to learn the lecture. Just want to play with it a wee bit. Thank!8o

    Hey team,


    I have this weird thing going on where the all the enemy clones wont "die" if you shoot one there seems to be a trail of them. When the enemy clones go pass -7 on the y they just keep going . . . Also, If you shoot the first enemy that spawns the explosion sounds gets triggered and that enemy does "die" and there are no trails, but the rest of them do what I explained above. Thanks for your help! I added this pic of the enemy issue.


    Here is my Spawn_Manager code


    /*

    using System.Collections;

    using System.Collections.Generic;

    using UnityEngine;


    public class Spawn_Manager : MonoBehaviour

    {

    [SerializeField]

    private GameObject _enemyShipPrefab;

    [SerializeField]

    private GameObject[] _powerups; //this is an arry you can see it in Unity UI

    private GameManager _gameManager;


    // Start is called before the first frame update

    void Start()

    {

    _gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();

    //StartCoroutine(EnemySpwanRoutine());

    //StartCoroutine(PowerupSpawnRoutine());

    }


    public void StartSpawnRoutines()

    {

    StartCoroutine(EnemySpwanRoutine());

    StartCoroutine(PowerupSpawnRoutine());

    }



    //create a coroutine to spawn the Enemy every 5 seconds


    IEnumerator EnemySpwanRoutine()

    {

    while (_gameManager.gameOver == false) //careful, this will f*** some s*** up!! Do Not call while(true) in void Start!!!

    {

    Instantiate(_enemyShipPrefab, new Vector3(Random.Range(-7f, 7f), 7, 0), Quaternion.identity);

    yield return new WaitForSeconds(5.0f);

    }

    }


    IEnumerator PowerupSpawnRoutine()

    {


    while (_gameManager.gameOver == false)

    {

    int randomPowerup = Random.Range(0, 3);

    Instantiate(_powerups[randomPowerup], new Vector3(Random.Range(-7, 7), 7, 0), Quaternion.identity);

    yield return new WaitForSeconds(5.0f);

    }


    }

    }

    */

    I'm taking The Ultimate Guide to Game Development with Unity 2019 right now. I have all of Jonathon's courses so I'll be going through all of those. I also got the Unity Pluralsight courses for $12 a month. I really have an affinity for programming, but really all the things! I'm a noob for sure with C#. This may sound odd but code just turns me lol! I really like 3D design as well and in between The Ultimate Guide to Game Development with Unity 2019 I'm going through the Complete Blender Creator Course. By the ens of the year I'm hoping to have good understanding of C# and the Unity interface.

    Thanks! Loving the site and tuts! Trying learn as much as possible. Im 36 been messing with unity blender and C# for years but now ready to take it seriously!