Error 707: Unity in general has caused your brain to crash and enter into meltdown mode
Unity Lab week 7
Well hello again to all of you chaps, lads, ladies and all in between that have tuned in and have read all of my blogs (if there are people that do then my hat goes off to you and thank you personally) and have continued as I continue my blogging escapades so let's get to some more chin waggling from yours truly. So we are back again to do the same thing that we are doing over the past few weeks and today if you could' tell from this blog's title that I am gonna get pretty honest with all of you today (which seems to be something that I am doing a lot this week in general, nut more in the ol secret personal stuff) and explain all of my actual experiences with Unity and what I hope I will be able to do in the future to make things better and work it all out. So without further ado let's dive right into the source of this honest truth blog as we continue into the world of Unity game making and the what not.
(it is time that I deploy the ol' truth bomb onto you all)
So before I delve into the realm of the next tutorial videos that the ol’ chap of Jimmy Vegas has to give to us I want to basically address the old elephant in the room and that is when it comes to Unity itself and that is no matter whatI just can’t seem to get the full control over it. When I started this Unity module so to say I was very intrigued to see how much of an interesting thing and how exciting it would be to make some game worlds that control and how in the back of this old sports mind that I see myself as a God and being a creator of a world of my own. It is the best intentions that is where my problems arise on my account that it may be my fault or else it is with the software. So I felt that at least I had made somewhat of an attempt and somewhat seemingly successful attempt of from the first tutorial and from the one week that was through the cat like coding one was easy to make (I think I can get it more of an advantage through a descriptive word doc where I would see more of the video tutorials only work in short intervals before they get a little too complicated to fully get a grasp on it that they get a bit too complicated when I may be stuck on a particular area and that they may not have elaborated on the part that I am trying to make in the tutorial. Just having it described to me properly on the Document with very descriptive detail I find I get my head around more easily and I can know that I can actually get it done. Let me describe my current predicament with my Unity design or working in the engine is that a lot of problems. So as I said I have found the instructional document for the clock and the very first tutorial video was easy to get through and understand but once I made it to the second tutorial video is where I hit the brick wall. I feel because that it is done through an older version of Unity (I have been using the 2019 version while the tutorials have been done in the 2017 version (even his short 2019 version is too confusing to help out which may also be due that he does these tutorials on a computer with a normal left and right mouse click buttons and scroll wheel where the Apple Mac Magic Mouse just doesn’t seem to be the best option to working in Unity). I want to try and move on to the other tutorials that I have gone through countless times in the last few weeks and yet I still feel that nagging sense in the back of my mind that I need to make sure that I try and get that asset done to the point of where I would be by myself up until about nine o’clock at night in my college Mac lab just sobbing that I just can’t seem to do it at all and that I feel bad that I just can’t do it. I feel that I should try and remember from what I have heard and watched from the other tutorial videos and try from memory to do the other assets and add in those at least so that it will help when I am making my own game concept into a reality through a game engine like unity and then when I have the hang of them then I go back to the ones I couldn’t figure out and give them another go. The only thing I would need to do is to find enough time in my busy schedule when I am dividing up equal time for other college modules and with my weekly changing schedule in my job that I need to factor into it, but I will try. The other problem is that no matter how many times I have tried at home on my Mac computer over the period since starting to use Unity itself that Unity just won’t download at all for me and I have tried the latest update versions in 2019 the ones from the tutorial videos and even lower then that it just doesn’t work at all which is the reason why I have to resort to the Mac Labs to try and get them done. I know that I may have been a lot discussed on the matter here but I know that if I try and move on the problem at hand and work on the other tutorial ones and then go back to the ones I have had the problems with then I am sure that it will work (and I will also try and find other tutorials in videos to help with prototype city or character design models for the world of my game design, but it’s up to me to see that happen.
Anywho with that out of the way let me give a brief summary of what I have learned from this weeks tutorials by the old sport Jimmy himself. So from the first of the three tutorials we have been brought back to the realm of the elements where we will be one step closer to becoming the ancient prophesied legend known as the Avatar (not the blue Na’vi ones) as we have looked at assets for earth materials (which is my main cause for hitting a brick wall and starting this descent into just mix emotions and headaches and possibly other scary things) and we have worked with Water elements , but now we are taking our journey to the skies above us to better emphasize the workings of making the sky box look better or change the time of day itself, we can control the lighting in our little world to make it interact better with the environment and characters and now we can be like the Disney Version of Pocahontas and we can control the power of the wind in the world to our choosing using the use of Assets and C script commands too to make the world more lively (like seeing the leaves on the trees move to and fro). In the second tutorial of the week we are looking into making it look more like we are properly picking up the weapon so that it doesn't just magically just appear out of no where in our hands like a golden lock god of thunder (though it would be cool to have a weapon like that) and to also implement a concept known as a fade screen, which I believe is like a transition from one location event to another and kind works in tangent with the story. it can also be like one of those moving splash screen that pop up at random when you leave your computer idle for too long but I could be mistaken and this can be done using already established objects in the game and a bit more coding using the ol' C Script. The last part of our tutorial of the week is all about emphasising cleaning up while adding some new things to our tester world that we have created. What I mean by this is that we will be squashing some possible problematic bugs in our engine, we will complete the fade screen to make it fade out as it will then in tangent with a fade in and to also build a nice little house and some more shrubs, trees and bushes into our little plain that we have created. It will probably be established from past version of the tutorials to do that (more rewetting to get a refresher on that) and that is it for this weeks one. I know as I have established that I have a lot of problems with Unity (I mean I chin waggled for a very lengthy period of time there) and I will try and look into this part when I get around to it but I have heard from a fellow college mate of mine that some of the coding is a little wonky for the second tutorial of this week and that the assets of the code is actually missing from the last one that will take it longer to implement and write up in the C scripting section but I was work out that problem when I reach that point and after finding a solution to all of my problems.
All in all, I hope that I can find a simple and easy solution to my problem because my brain is basically mush at the moment trying to get this done but I hope that it can be achievable and I will master it in no time. Anyway, I have rambled on for long enough (maybe a bit too much today) and I will leave it there, so until next time.
Cheerio!!!
-Sam
Anywho with that out of the way let me give a brief summary of what I have learned from this weeks tutorials by the old sport Jimmy himself. So from the first of the three tutorials we have been brought back to the realm of the elements where we will be one step closer to becoming the ancient prophesied legend known as the Avatar (not the blue Na’vi ones) as we have looked at assets for earth materials (which is my main cause for hitting a brick wall and starting this descent into just mix emotions and headaches and possibly other scary things) and we have worked with Water elements , but now we are taking our journey to the skies above us to better emphasize the workings of making the sky box look better or change the time of day itself, we can control the lighting in our little world to make it interact better with the environment and characters and now we can be like the Disney Version of Pocahontas and we can control the power of the wind in the world to our choosing using the use of Assets and C script commands too to make the world more lively (like seeing the leaves on the trees move to and fro). In the second tutorial of the week we are looking into making it look more like we are properly picking up the weapon so that it doesn't just magically just appear out of no where in our hands like a golden lock god of thunder (though it would be cool to have a weapon like that) and to also implement a concept known as a fade screen, which I believe is like a transition from one location event to another and kind works in tangent with the story. it can also be like one of those moving splash screen that pop up at random when you leave your computer idle for too long but I could be mistaken and this can be done using already established objects in the game and a bit more coding using the ol' C Script. The last part of our tutorial of the week is all about emphasising cleaning up while adding some new things to our tester world that we have created. What I mean by this is that we will be squashing some possible problematic bugs in our engine, we will complete the fade screen to make it fade out as it will then in tangent with a fade in and to also build a nice little house and some more shrubs, trees and bushes into our little plain that we have created. It will probably be established from past version of the tutorials to do that (more rewetting to get a refresher on that) and that is it for this weeks one. I know as I have established that I have a lot of problems with Unity (I mean I chin waggled for a very lengthy period of time there) and I will try and look into this part when I get around to it but I have heard from a fellow college mate of mine that some of the coding is a little wonky for the second tutorial of this week and that the assets of the code is actually missing from the last one that will take it longer to implement and write up in the C scripting section but I was work out that problem when I reach that point and after finding a solution to all of my problems.
All in all, I hope that I can find a simple and easy solution to my problem because my brain is basically mush at the moment trying to get this done but I hope that it can be achievable and I will master it in no time. Anyway, I have rambled on for long enough (maybe a bit too much today) and I will leave it there, so until next time.
Cheerio!!!
-Sam
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