No, I’m talking about files/assets/*c4d used in the Unity tutorial. I can only download the final game and that is all or it is the purpose not to provide the art content? Maybe I’m missing something.
The three [zip/archive] files are available via the “Files” download button [See images, right lower corner] They are attached to the three tutorials 01, 04 and 16.
now it is clear. I’m using playlist and that is why I didn’t find the buttons on 04 and 16, and on 01 there is final game and I expected resource files.
Thank you for clue.
Maybe it could be described where to find tutorial’s source files.
Regards,
Stan
I can’t seem to get the Aliens to start moving when the game starts (in Unity 5). They just wait in the spawning point, not moving. Everything else works fine ( I can kill them with the farmer) and I went over the Alien setup multiple times to make sure I had all the parameters set correctly. Do you have any ideas what could be causing this? Perhaps something in the scripts I’m overlooking? (Sorry, I know it’s not much to go off of)
I checked the Invasion.unity in v4 and it works fine. Perhaps download the final version of the game and compare, and compare all steps as well from part 13.
After I downloaded v5, I reloaded some parts, the Aliens showed up only as box. Their animation works in the preview. However, the Console tells me that there is no NavMesh.
I guess, this needs to be fixed. Please share a screen shot from the Console. I am not the instructor of this series. He might has a fix or perhaps an appendix clip for v5 problems.
I have also attached the two alert-windows, just in case it is of any help.
I have Unity version 5.1.0f3.
I tried fresh import of the project (copy from original and opened/double clicked “invasion” scene in “invasion_game/Assets”).
After opening the Unity complains about navmesh, it needs to be re-baked. Then I have made build&run; and tested, it seems to work as it worked for me in v5.0. No more study from my side if there is any problem in v5.1.0f3.
I dive into that only as far as C4D content goes. What is going on in v5.1… was new to me. The result about “navmesh” that you share is similar to the one I posted above. To me it feels like the “Aliens” have no idea where to go, so they do not show up, no navigation “blue-print”.
That it worked in v5.0 and now not any longer in v5.1… means to me, to wait for the next version, I assume 5.2… (not saying I have anything official.)
Sorry for your trouble with Unity. Not fun, however, it seems you have your ways to get going. Thanks again for your contribution here!
Maybe I’m not clear in my previous post.
Aliens are there correctly and moving to the targets and destroying them in Unity v 5.1.0f3.
The practice with Unity v X.X.X is that it is dynamically changed nearly in every version (some functionality/feature is obsolete), so with every new version of Unity you will meet some issue that needs to be solved. Sometimes it is hard to solve it without deep knowledge of Unity environment and help of the author of the example.
I thing it is hard to update tutorial project with every new version of Unity ... sure it would be nice but it is worth of the effort?
Above mentioned is also general problem of every tutorial or book. You never know if the examples provided will work in new version ... usually it doesn’t.
That’s life
Stan
Yes, the “... No more study from my side if there is any problem in v5.1.0f3.” lead me to get this impression.
The problem you describe is certainly complicated to solve, I agree. To keep old stuff in new version is often not even possible. Tutorials suffer already alone from changing the interface. I try to keep learning one new app or a major update per month, to keep that “first contact” feeling alive. It is so easy to forget that specific moment and take the “muscle memory” in ones main app for granted. I do this since over two decades and have seen a lot of change since. ( I just re-watched as a refresher a FXPHD course that I took five years ago about Houdini, well, things have changed, to state the obvious. ;o)
The only idea that I can see is, to discuss more about the “architecture” and “philosophy” (as that changes in a much slower rate) of a given application, than tips and tricks. But to be honest, this hasn’t been a request to my knowledge at all. So we stay with stuff that has a “half-time-value” rate, based on the single feature development/replacement.