I need more experience in Unity!!!

Hello everyone.
I’m not a beginner in Unity, and have a lot stuff and script pages.
BUT I have no ide how to use it all, and how I should make me a game.:shock:
so I must still learn a lot about everything in unity.
and I’ve tried a tutorial, and I never do that again.:razz:
SO, I know many of you have much experience with unity, so maby one of you can learn me a lot about unity.
if you want to do, then let me know.:wink:

I hope someone wants to make me a pro!:sunglasses:

You’re not a beginner in Unity and have tons of stuff/scripts for it, but you have no idea how to use it at all? scratches head I would suggest the BurgZerg and TornadoTwins tutorials, but it seems you don’t want to ever do tutorials again.

Thanks for your comment!
okay, I can do a few tutorials, but I was hoping more for someone who just could make some games with me, and I can learn how everything works, so then I can make games myself.

Hi,

I don’t think that you are ready at all. Try starting with the manual (link at top of this site).

Best way to learn is to start making games yourself. You can go through tutorials but if you don’t actually apply the things you learn, you’ll end up forgetting them in a few days. Plus, it will be harder to link everything together.

that’s a clear answer.
a reason and an example.
that works best for me.
but I have the FPS Tutorial already done, but I do not know how that worked.
but I now have the FPS game that you finally gets in the tutorial as end-result.
but there are still many script’s and stuff on which I have no ide how they work.

I would suggest designing your own game and just scripting it. A simple platformer or FPS game.

Truth be told, there is no template for game making – the methods you use will be correct if they work as intended, and each developer will have his own tips and tricks he/she uses to make a game. It is fun and exciting to develop your own set of tools and shortcuts :slight_smile:

Okay, but is there anyone who can help me with that (or the fps tutorial to learn)?
because like I did it, I learned nothing about.
and that I need some help, is a fact.
but as I understand I must do this alone.
so I’ll have to learn how unity works by my self?

not necessarily by yourself. You’re free to ask questions. The key to learning anything is to take it slow. Go just outside your comfort zone. In other words, go harder little by little and break things into the smallest piece possible. However, this involves doing it every single day. Don’t cram information either and take breaks.

I can’t recommend to start with the more complex projects. Just start with something really something like adding a box to the scene, attach a character controler and make it move upon input. Easy things like this teach you the most. What helped me a lot was playing around with basic instructions like moving/rotating/scaling objects, whenever a certain key was pressed. And also playing around with different types of variables, to see how they work and what you can do with them, like disabling controls untill certain conditions are met.

But, if you’re hardheaded like me, open those complex projects and just start working your way through. I often look for more complex stuff (which I might not even understand) just to get a grasp of certain things. The reason for this, most of the time when you look for an easy solution, you find the answer in something more difficult. So I even go through tutorials that don’t speak to my interests, I learn something new everytime. If you can’t learn new things, unity is not an option for you (and I doubt you can’t learn).

It is best to work alone for a start, as someone more or less experienced than you can confuse you while coding together. Also, it is hard to convince people to join your cause without them providing some ideas that may or may not be out of scope, too difficult or causing you to become too frustrated to continue.

If you happen to find someone who is willing to answer your questions when you have them, keep them as a mentor, but always strive to find your own answers and develop your own views (experience)

okay, that’s clear.
but can I ask my questions here, or is there anyone of you that via msn or facebook can answer my questions?
One question is, for example:
I have a rifle from halo, which has a screen that shows how many bullets he has left, and an arrow that always points to the (made) north.
the number of bullets are displayed in textures, and it are 60 bullets, and every part of the number has his own texture (not fifty-nine, but five and nine).
do the bulleds need to be linked to a script, and then to put that in to two textures (two small flat screens) that are displayed on the rifle.
How can i do this?

and I can send the model if you want to.

Write out a script that will alter the gameObject.renderer.material based on a variable. As the bullets are fired, decrease the value of said variable. For every instance of said variable or ‘ammo’ we’ll call it. Set the gameObject.renderer.material towards a new texture reference, as such;

Public Texture five;
Public Static Float ammo = 60;

void Update()
{
     if (ammo == 59)
     {
          gameObject.renderer.material = five;
     }
}

After that, write another script for your second integer parented to the gun.

Nice, realy nice.
tenk you.
now i can make the real rifle!
ore maby not :frowning:
can you send me a (prived) masage and tell me what i need to do?
as i understand need i to repeat that script and change the ammo thing in a lower number, and give the textures a name?
but were is the ammo liked on, and how do the script know were to find the textures, and were do i have toe put the textures/ materials to link them to the script?

I have now a script like this

#pragma strict

function Start () {

}

function Update () {

}
Public Texture five;
Public Static Float ammo = 60;
 
void Update()
{
     if (ammo == 59)
     {
          gameObject.renderer.material = five;
     }
     if (ammo == 58)
     {
          gameObject.renderer.material = five;
     }
     if (ammo == 57)
     {
          gameObject.renderer.material = five;
     }
     if (ammo == 56)
     {
          gameObject.renderer.material = five;
     }
     if (ammo == 55)
     {
          gameObject.renderer.material = five;
     }
     
}

i know this code won’t work like i made it, but how would the code look like?

And that, my friend, is the bread and butter of programming! How, based on all the components you have, get the result you want :slight_smile:

The code can look in many different ways, and there is no generic way to do it (any approach that works is the correct one, no?). Maybe you are aiming too high for now? If you need help on every step, it is unlikelly you will learn anything, and your work won’t feel complete simply because you won’t be able to modify it in a week or so, when the temporary knowledge boost you acquired gets GC’d.

Try with a simpler problem, like changing one texture to another. Then maybe you can move to changing the texture in reliance to other factors, such as bullet count. Finally, you can attach what you learned to the gun and follow up with the rest of the game.

Learn step by step, and really try to learn instead of using answers you don’t understand :slight_smile:

Okay, 1 day later (or two).
I have the script of the gun now ready, but now I still have to create a script for the digits (bullets).
and that looks like this (Machinegun - Pastebin.com)
and I’m also already working on the script for the digits (bullets)
(script):

#pragma strict

var Zero : Material;
var One : Material;
var Two : Material;
var Three : Material;
var Four : Material;
var Five : Material;
var Six : Material;

var bulletCount = gameObject.Find("DrawCall_41").GetComponent(machenegun).bulletCount () ;
function Start () {
}

function Update() {
     if (bulletCount == 09) {
          GameObject.Renderer.Material = Zero;
     }     
     if (bulletCount == 19) {
          GameObject.Renderer.Material = One;
     }     
     if (bulletCount == 29) {
          GameObject.Renderer.Material = Two;
     }     
     if (bulletCount == 39) {
          GameObject.Renderer.Material = Three;
     }     
     if (bulletCount == 49) {
          GameObject.Renderer.Material = Four;
     }
     if (bulletCount == 59) {
          GameObject.Renderer.Material = Five;
     }     
     if (bulletCount == 60) {
          GameObject.Renderer.Material = Six;
     }
}

He still only give an error code on line11:
It is not possible to invoke an expression of type ’ int '.
and I get it but not resolved.
So where is the error?
and how can I fix it?

You need to learn basic scripting first.

I agree, before I attempted to write scripts myself, I first studied under 3dbuzz.

I recommend this;

http://forum.unity3d.com/threads/37093-Over-7-hours-of-Unity-Training-Videos-Download-them-now!

I code in C# so I may be wrong, but if coding in JS is anything like C# you need to place

bulletCount = gameObject.Find(“DrawCall_41”).GetComponent(machenegun).bulletCount () ;

whithin the start function. You can’t call gameObject.find outside of functions. You still need to declare the variable outside the function though.

So something like this:

var bulletCount ;

function Start () {
bulletCount  = gameObject.Find("DrawCall_41").GetComponent(machenegun).bulletCount ()
}