UNITY does WHAT NOW?? The State of Unity

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life was good as a unity in the death and then one day a drop bear came in unloaded and we were in a heap of problems we had CCS what is it should I use it three render pipelines things were getting deprecated without Replacements package manager loads of packages another input system we got support documentation suddenly multiple UI systems which to choose what are the game Services why are my projects huge what's the job system and why is everything stuck in preview life's not so simple anymore but let's have a look at the state of unity as we're approaching 2023 if you're about to try to make your first game in unity or deciding which engine to use or maybe you're even coming back to Unity after a while away or finally maybe you're stuck in a rut a little bit like I have been well this is the video for you and it used to be so simple there were game objects money behaviors a single render Pipeline and an asset store and everything was native within Unity everything was pretty stable and the documentation was excellent all the properties methods well-documented descriptions on how it worked a bit of a code snippet to get you started and some pitfalls were outlined performance and graphics features weren't the best but for the Simplicity it was well worth the price so when did they hit the fan well I'd say about five years ago Unity 2017 they started deprecating things before there were Replacements one example is the procedural materials used to work really well inside of unity they deprecated it partly without any notice and replaced it with a third party plug-in that's stuck in beta for years and I don't even know if it's still out properly another example the network code also retired in 2018 LTS never came with a replacement until this year 2022. I think around that time as well Unity started to bring some more seasoned developers in to solve some of the long-term problems for example the new input system that were introduced back then it solved a lot of complex problems making it more versatile for use but it came at the cost of the complexity as well it was much more difficult to implement for especially for beginners and then we have dots and ECS that's data oriented technology stack and the entity component system that started to be developed to solve some of the problems that Unity had with the performance it couldn't perform on par with the game engines like Unreal Engine for example and to bring it up to speed and compete with those they needed to change the architecture a lot but again that comes at the cost of making it a lot more difficult for people to understand and most of those people probably don't need the performance that it offers and then we have the render pipelines used to be simple a single render pipeline the built-in one you didn't even have to care about it and then another two came along one high definition render Pipeline and then the universal render pipeline that used to be called the lightweight render pipeline we also used to just have the asset store to get third-party assets either for free or paid ones on top of that came the package manager and that allows you to install packages which are free either published by unity or third-party ones but again it made it a little bit more complex which package to use which one's still stuck in preview which one should I have which one should I use which one is built in should I use this package instead very confusing let's have a look at that as well and then another thing that's been plaguing Unity for a long while is that a lot of stuff has been stuck in preview for a very long time again dots is a very good example of that it's come a long time ago you started to be able to fiddle around with it play around with it but it's been stuck in preview taken in and out even of existence in terms of you can't even access it through the preview package anymore it's been hid away a little bit further so it's difficult to know when Unity usually promotes that you should use them to leverage and learn what they have to offer but they also discourage you from using them in a in a ready game and then what happened with the documentation that was used to be the best thing I remember in the united 2018 in Berlin I listened to a talk by two ladies that were working for Unity and they were promoting how well everything was working with the documentation they were basically on the developers day and night to say hey this needs fixing this is not clear enough and that showed their work really showed because it was top-notch the documentation if you compare it even to other big giants like Microsoft I struggled to read through their documentations because it's so technical in unity it had a good description in the scripting reference what did the stuff do and then it had all the different properties and the methods were clearly decorated so you can see exactly what they were doing and then usually there was a really good code snippet as well and links to the other related commands but in recent times I feel like the quality of the documentation is starting to slip if you look at the new Unity transport for example for networking then that's been moved to a separate site I'm not sure why that is and it's not as well documented and it's using totally different formatting a lot of the scaffolding is there and the method names but there are no code Snippets and no real explanations of what the things do and I hope that improves over time alright then we might ask it why did this happen and I think about five years ago one of the reasons was that Unity was going to become a publicly traded company so they needed to raise interest in themselves make themselves more attractive I think to the market for investors and make sure that the stock did well and that comes with a lot of stuff that you need to promote that you're you're acquiring companies you're building new features you're going to compete with the best engines the latest Graphics is coming everything is going to be bigger better faster and it's going to control the market this is the thing and unfortunately a lot of the people that were using Unity as the game engine were the really small Studios the solo devs the small development teams and I think they were left a little bit in the dust with all of this stuff that was being built for the market and then the complexity I think come when you employ people that have a lot of experience in developing stuff they solve the problems in elegant ways and probably much more efficient and flexible and dynamic and reusable but again that makes it more difficult for real beginners to learn and then we have this competition with the AAA titles and again I don't think really that's what Unity should be chasing it's cool that you've got really the performance of the dots and the EC ECS but you're putting so much time and effort into the render pipeline the high definition and the dots technology stacks and everything like that and unfortunately a lot of the majority of the developers that are not using those type of features get a little bit left behind unfortunately a lot of the features that maybe we would have liked to see the focus on improving a lot of the tools for General game development I think the time would have been better spent there and then maybe let the high performance engines like the C plus plus driven Unreal Engine leave that market segment because you've got such a big other section of the market so now let's have a look at the state of unity I've been developing line War for quite some time now and we've spent over three years and we for a very long time we were stuck in unity 2018 due to the networking issues we've recently upgraded and I haven't done much other side projects and unfortunately that's meant I haven't really kept up with everything that's been happening so while I was researching to do this video I started to look into everything what's the state of it right now the different things that I remember seeing in the past with the dots the input system the UI systems the render pipelines let's have a look at those and let's do a flyover in this video I want to do a quick overview and then after that I can start diving down into each different topic specifically I was just editing this video and I went back to unity's data oriented technology stack or dot side just to make sure that I was saying the latest stuff and it's a good thing I did because it just updated it and it says dots is a combination of Technologies and packages that delivers a data oriented design approach to building games in unity applying data oriented design to A Game's architecture empowers game creators to scale processing in a highly performed manner dots really consist out of three different packages the first one being ECS for Unity entity component system and it says it enables you to build more ambitious games it's a data oriented framework compatible with game objects enabling season Unity creators to achieve more thanks to an unprecedented level of control and determinism well those are some flashy words and there's a couple of things there that we really should be taking into serious consideration the first one it enables you to build more ambitious games and to me that means that if you want to squeeze a lot of performance out of unity get the latest tech everything multi-processing it's going to be bigger better than this could be for you but if you're trying to make your first game if you're trying to just get a game out to the market if you failed loads of prototypes then you don't really need to go for an ambitious game you should just get it out there and get it done so ECS is not going to be for you yet you should wait with it another thing it says it's enabling seasoned Unity creators to achieve more so okay seasoned Unity creators if you're new to Unity if you haven't released anything with unity yet don't use these yes that's what it says in my mind exactly that's what it says and unprecedented level of control and determinism unprecedented level of control means that you're going to have a lot of things that you can tweak and Fiddle around with if you don't know what you want to do if you don't need that then you should avoid it so let's put ECS on pause for now maybe we can come back to that when we've released a couple of game sale another thing I wanted to mention for the entity component system and I think unity's had a lot of flack for this maybe a little bit more than they've actually deserved because they really spent some time on this paragraph here they're really emphasizing on this Unity Powers a large majority of games on the market many of which do not need CS to be built so we've got it here right on their website even though it's tempted to jump into new technology it says here that many of which do not need ECS to be built so unless you specifically need the performance leave ECS until later on that's what I'm gonna do and the second component here is the burst compiler and it says burst is a compiler that translates from il.net bytecode to highly optimized native code it uses the industry proven llvm compiler infrastructure to give game creators native code performance from c-sharp burst also exposes CPU intrinsics making it possible to fine-tune Performance critical code with bird compiler you can actually pick certain parts of your code that you really need to boost the performance on and then you can use the burst compiler on that you will need to tweak the code a little bit and use native arrays and some other way of thinking but when you get that in place you can actually burst compile part and get it really highly performant in line War for example we do map generations and I'm looking at few of the parts of the map generator that has to run on the CPU I'm looking at implementing those using the burst compiler so I get more optimized code because it has to iterate over a really tiny loop at millions of times for each vertex and different type of pixels that it needs to sort out and the burst compiler is really shining when it comes to those type of operations small needs to operate in a really quick tight Loop then that could be really useful so I wouldn't recommend that you start with that but if you notice somewhere in your game where it's CPU bound and you need more performance then it could be good to look at the burst compiler to get like a little bit of extra speed out of there and that then we have the third component and that is the c-sharp job system and it says this system allows Unity developers to take advantage of multi-core computing platforms with parallelized code that can run safely and at speed the c-sharp job system exposes unity's internal C plus plus job system giving Unity creators the ability to run their scripts alongside unity's internal processing okay what does that mean Unity really is single threaded most of the time so what that means is when your game is running and you enter a method of some sort Unity is going to complete that method before it goes out and does something else so if you want to do something in parallel then the job system is a good way to do it another benefit of the job system is that it can run on multiple cores so if you have eight cores at your disposal why not allow Unity to utilize all those cores and do something in there you can get performance and a good example again would be the procedural map generator in line War it would be cool to get that parallelized across multiple cores but in some cases that's not necessarily what you want to do either because we're running the line wars server on a Linux VM in the cloud then we actually dedicate a single core to an instance because we run six game instances on our single server so you don't really want to spread out that operation across all the cores because it it would impact the other games but if you're creating a game that can utilize all the cores maybe you're doing some navigation stuff or maybe you need to process a lot of stuff well then you can look at the c-sharp job system and find particular parts of your code that could do with accelerating by running on multiple cores if you're creating your first game again I've said this before I would not really touch the c-sharp job system yet either unless you specifically needs the performance I would not use it yet alright folks now let's have a look at the render pipelines there are three to choose from but let's make sense out of which one we should be using we have the built-in render pipeline the one we've always had and then we've got the universal render Pipeline and the high definition render Pipeline and up until now I've actually found it a little bit difficult to know myself which one to choose I haven't been perfectly sure which render pipeline to choose myself lately so I decided to Deep dive into the different features and the cross comparisons between the three pipelines and I started to pick out which features I actually thought would make a serious difference so there's a whole bunch of different features where there's a bunch of yeses and no's and these are the ones that I thought were particularly interested to pay attention to First up is the wide asset store support if you're planning to buy assets from the asset store you might have to go for the built-in render pipeline because there's not so many things that are compatible with urp and hdrp yet that might change over time if you're going to make a webgl game or a mobile game for Android or iOS or the Nintendo switch for example then you cannot use the hdrp so you should choose the built-in or the urp if you're gonna make a 2d game again do not choose the hdrp because it's not supported you have to go with a built-in pipeline or urp and to narrow it down a little bit further you should pick the universal render pipeline if you want to have 2D lights and shadows simple choice if you want screen space Reflections you're limited to the built-in render pipeline or the hdrp you cannot have those in the urp as an example I use green space Reflections in the menu screen of line word to get a little nice reflection so I'm a bit sad to see that's not in urp and it might be coming but for now it's not there and then we have the VFX graph which is a new type of particle system driven by GPU power very performant but unfortunately it cannot interact with the world and physics but if you want to use the VFX graph for nice visuals and millions of particle then you cannot use the built-in render pipeline you have to go for urp or hdrp if you want physically based shading on your terrain then you cannot go with a built-in pipeline if you want decals you cannot go with a built-in pipeline either but they're both supported in urp and hdrp as a substitute in the built-in pipeline you can use something called projectors I never really got the hang of those and I'm looking forward to playing around with the decals more hopefully they're a bit easier to use if you want to gain some performance by batching of shaders you cannot pick the built-in render pipeline but their support reported in both the urp and hdrp patching by Shader means that you can have many materials that are sharing the same Shader yet they can have different properties applied to them and they'll still get batched for additional performance one of the limitations in the built-in render pipeline was that if you copied an instanced multiple versions of a Shader or material then that required some additional power reducing your performance there is built-in post-processing in the urp and the hdrp in the built-in render pipeline you have to install a separate package for the post-processing and I always found that to be a little bit awkward to use so I'm looking forward to actually having it built in in the new render Pipelines and then we come to a few easy ones because you have to use the hdrp if you want to go for Ray tracing support path tracing volumetric clouds or use things like the Nvidia deep learning super sample or dlss well theoretically you could write your whole own scriptable pipeline too but we're not comparing that right now and here's a funny one I didn't actually know this one myself but since Unity 2021.2 you can use the Shader graph in any pipeline you did not used to be able to use that one in the built-in render pipeline to create new materials with a visual graph editor or the visual material node editor but now that's supported in all of them but if you want to use it in the built-in render pipeline you have to install that as a separate package from the package manager but still cool that you can use it and now I actually made up my own mind so by looking at the feature sets I'm going to use urp for anything 2D that I do because I get the bonus of the lights and shadows in the urp compared to the built-in render pipeline I'm also going to use the universal render pipeline for any simpler type of game that I make because I want to have the portability to mobile devices and the additional performance that it offers and I want access to the VFX graph and also the built-in post processing and finally I'm going to go for the hdrp if I'm going to make any fancier type of game that I'm going to Target for console or PC and even if most of my stuff is low poly I'm still gonna go for the hdrp if I Target those platform and I want those additional visual features if I want additional quality on the shadows of volumetrics and even Ray tracing and Reflections I'm going to go for the hdrp in those cases as long as I know that I don't want to compile it to a mobile and then we come to the user interfaces or the UI and of course there are three to choose from in this case first up we've got the unity UI which is probably what most people are used to it's a canvas with a bunch of UI elements on it and you've sliced your Sprites and created nice visual graphics for your UI and then you hook those up with different actions and events in the inspector and you connect that to events that are going to be triggered inside of money behaviors maybe you want to close something open a dialog or start a game that's what most people are used to but there is a new player in town and that is the UI toolkit and instead it's a bit more like web programming where you in this case you have uxml files and USS files for UI toolkit there is also a new UI Builder which is a new window where you can drag and drop components and design your interface you won't have the ability to hook up events in the inspector like you did before and in this case everything has to be driven through c-sharp so if you want to have something that happens when you click on something then it's going to be powered by c-sharp in the background requires a little bit more programming what I look forward to with the UI toolkit is the ability to apply new themes and modify the entire look of a game it is a pain in the current Unity UI to do that inline work for example if we want to change out all the different buttons or dialogues then you have to start modifying prefabs and it might break different actions that you've hooked up and it's not really so straightforward and in this new approach with having a separate the design from the code it's going to make it a lot easier if you're multiple people working on a game with Version Control then the unity UI is a bit of a pain too because if you make any modifications to the UI you're going to have merge issues when you check that code in at some point that's going to be a beautiful thing in the UI toolkit because then you can do whatever you want to the code and do whatever you want to design and they won't really have any merge issues so if you're going to make games with multiple people it might be worth having an extra look at the UI toolkit for that when I tested the UI toolkit it felt a little bit foreign at first but fonts and Graphics rendered and scaled very nicely and then I found that it looked a little bit different in the UI Builder compared to the game but that was because of the theme it defaults to active editor theme and I needed to change that to Unity default runtime which feels a little bit strange to me but I understand why now it's because the UI toolkit was actually originally designed for editor extensions but then the scope was extended to include runtime what scared me a little bit more though is that I had some artifacts in borders between the elements in runtime and I did not see those in the editor and that scares me quite a bit though because I don't find it acceptable to have any gaps or anything like that between my UI elements they have to look pristine and perfect and for me the UI didn't scale as expected either so I'm going to have to dive a little bit deeper into that in a separate video and there's a third option as well and that's been around for quite some time and it's the immediate mode GUI or imgui and if you've written anything to trigger anything to be drawn from on GUI the method inside of a mono Behavior then you've been using the immediate mode GUI where you can actually create stuff on screen from within the script you don't create anything offset let's have a look at what Unity recommends Unity recommends Unity UI for runtime that is games especially if you need a UI in a 3D World VFX with custom shaders for your UI or easy referencing from money behaviors Unity recommends the UI toolkit for editor extensions but it can also be used in runtime especially in some cases and that is if you need to produce a significant number of user interfaces or if you require are familiar workflows for artists and designers and if you seek textureless UI rendering capabilities when I was doing some Googling I found that the UI toolkit was designed for the editor first to create editor extensions but it was extended to cover runtime later on as well that might explain why we had the different theme issues and it defaults to an editor theme instead of the runtime theme so armed with this new knowledge now I'm gonna keep using the unity UI for most of my simpler games and I'm going to look again at the UI toolkit when the time is ready if I'm going to make more elaborate UI requiring games okay now let's move over to the unity networking situation alright folks now let's move over to the unity networking situation and we used to have Unity networking or units that was deprecated in 2018 well version 2018 that is it's been four long years without a solid replacement but now finally out of the Woodworks we've got a few Replacements and first of all we're going to look at the netcode for game objects or net code and let's have a look what it says it's a high level networking Library built for Unity for you to abstract networking logic it enables you to send game objects and World data across networking session to multiple players at once win their code you can focus on building your game instead of low level protocols and networking Frameworks and the current version is 1.1.0 personally I haven't actually used this one yet but it does sound like a pretty nice idea to be able to take game objects compress them optimize and send it across the network on certain frequency intervals so if you're going to make a simpler game where you want to just have players synchronizing maybe some objects running around in the same world maybe shoot some people down well I think this is going to be a pretty good solution for it for the game that we're making Line work we cannot really use the net code for that because we need a lot more control and specific type of serialization and we have a separate package for that that was also released earlier this year and that is the unity transport package let's have a look what it says it's a low level networking Library geared towards multiplayer games development it provides a connection-based abstraction layer over UDP sockets with optional functionality like reliability ordering and fragmentation and in those words is why we actually need to use it because we're taking a lot of our multiplayer units with hundreds or even thousands of them and we need to serialize them send the data across on separate type of intervals lurp them across the world optimize that type of data at the same time we've got to record all of that into our replay format we've got to send chunks of fog of War data across the network so we need that extra control so we've actually gone for the unity transport package our experience with it has been okay I mean we moved from unit and it's a new way of thinking they're using a lot more struct and more native arrays and things a little bit more treacherous grounds to Walker you can run into some memory leaks and stuff but one of the main things that we ran into was the documentation issue first of all there's a whole new site to document these things and I hope that's not the way things are going to be for all the packages because it used to be so nice having all the documentation in one place if packages are going to document themselves in separate sites using different formatting we're going to struggle quite a lot and here's an example how terrible it is we go to the documentation site the main one and says that the latest version of unity transport is 1.3.0 and it refers us to the full documentation at the unity multiplayer documentation site here it says that transport is on version 1.0.0 and in the drop down there is no sign of 1.3.0 Pro only an unreleased 2.0.0 for the beta very confusing and unacceptable to me but we're actually using Unity transport now in production for line War version 1.0.0 was released earlier this year on the 28th of March in 2022. it works but it's pretty difficult to use mostly because of the poor documentation we had to look at some old release notes even to find some of the type of error messages and disconnect issues that we had so we looked at release notes from beta versions or even pre-beta to be able to figure out what was going wrong because it wasn't documented in the actual documentation site we also had to dig through some of the source code that was in a git repo for the package to be able to figure out what was going on not ideal but it works but I'm hoping that they're gonna get to a point where they actually make the documentation a little bit nicer because it's on version 1.3.0 now I was hoping that it would be updated but it looks pretty much the same but saying that there is still some good parts about the documentation when you look at it and you have to start to understand how the UDP packages work how the reliable pipelines work how you can be able to fragment packages like that so unless that's what you're into and you don't need it maybe you should go for a net code or another third-party solution and maybe leave the unity transport unless you absolutely have to do it we had no choice really we had to go for something like that I should also mention that Unity have a few gaming Services now available for multiplayer and it comes with a few Associated packages first of all we got game hosting provided by multiplay and I actually looked at that last year before we launched our own version of it and I tried to contact them because you couldn't sign up for multiplay and I was meant to send an email which I did and I was meant to get contacted if we were interested enough no one contacted us so we had to build our own solution instead but now that I'm looking at it it seems like they've launched it and it's pretty nicely integrated and we're doing it pretty much similar funny enough that the way they do it but this is a nice abstraction layer where you can log into a portal upload your server executable and that will deploy it to a server for a Linux server or Windows Server depending on what you want and then you of course pay for that I think we're going to end up saving a lot of money in the long run because we do all of that ourselves and and we've found a good cloud provider and we can dynamically scale our servers up and down but this multiplay solution the game hosting is pretty much exactly the same but it's built as a service but then you're going to pay a little bit more for it but it's probably worth it because it's taken us a lot of time effort we're doing a lot of API development Linux scripting bash scripts booting up and down monitoring it using apis querying it seeing if we need to spin up new servers shutting them down and there's a lot of work so maybe you should look at multiply you actually get 800 credits for free which I looked at you can spend about a month spinning up and down a few servers so it's going to cost you a bit to run the multiplayer on this so you could look into peer-to-peer networking instead if that's your preference on top of the game server hosting you have to find players to match against each other and put them in lobbies and I see that Unity has got a few things for that too and then we have the unity's Matchmaker service and it says that matchmaker is part of unity's growing suit of multiplayer services that are designed to help you create and operate multiplayer games no matter what engine you're using interesting another engine so features simple player assignment using cues Advanced player segmentation based on configurable filters complete control over your matchmaking logic using the rule-based Matchmaker bloody bloody bloody the reason why you'd want some sort of a matchmaking service whether you create one on your own or use a service like this one is that you want to have different type of criteria to match people together for example maybe it should be people of equal skills that play against each other or maybe it should be in the same region if your game has lag issues maybe you want to apply some filters so they're playing the same mode maybe it's Capture the Flag or last man standing and then you need lobbies and there's a package and service for that too and a Lobby is basically like a staging area for players where they can gather before a game starts and once they're all ready they've set the ready status and then you connect to your game server and this is a service and by the looks of it you you get a lot of those features it looks like it's got a few more features than steam has got for because this one's got a built-in ready state which steam doesn't we have to do that through some additional metadata and then Unity offers a relay service and you connect peer-to-peer players via this relay and it comes with 50 concurrent users license for free which is pretty cool that might not sound like a lot but believe me 50 players concurrent in a multiplayer game is more than you think that could probably translate to about 500 5000 at least 10 000 sold copies of your game because a lot of players don't play at the same time they have different days they don't play at all they try it out they leave it on the Shelf they come back after a month or three days so 50 concurrent users you've probably sold over 10 000 copies of your game in that case so that's actually a pretty good thing you should go for that and don't complain too much about it relay is pretty nice as well because you can have your players connect from there once and across the relay to each other so you don't have to do the not punch through definitely worth looking at this we don't use this for line War again I keep saying this it's because we're hosting our dedicated servers in vulture we're using at the moment for Linux but with spin-up machines there they're ready to serve we've got one virtual machine serving six games at a time and maybe you have two to four players or six connecting to that one so we're all connecting across the network into the vulture VMS we don't really need the relay but this is very good because and if you can get away with not having a server that you have to care for pay for and pay bandwidth and make sure it's up and running if you can do connectivity using the relay basically like peer-to-peer then you should do that if you can if you're not too worried about cheating and if there's no performance issues then there's something called the vivox and voice not too interested in at the moment most people seem to be using Discord and speak outside on a side Channel when they play anyway so but it seems like they've got something cool there as well okay so my conclusion then is that Unity actually seemed to have gotten pretty good on track this year 2022 with a different networking services but both the unity transport package the net code for game objects seemed like they're out in production they're working which is great the additional service now with multiplayer server hosting we've got matchmaking lobbies and relay it's there you should probably give it a go now if you want to make a multiplayer game you should try it out I think it'll work but that brings me to the my last tip about multiplayer games which is don't make a multiplayer game believe me you should wait with that unless you're really really ready for it if you haven't released any game at all start with single player games because there is a heap of things to care about when you create multiplayer games it might not sound so complicated but it is first of all when you develop it you need to be able to test it you've got different clients you have to build some local clients if you're doing like us we have to connect it through Steam you need multiple steam accounts you connect to a server it takes a long time to build it and test it and then once you've actually managed to get to the point where you can play across a network then you need to find players when you launch it and that we had a successful steam launch we sold pretty good copies with on the top of the trending list on the main page of steam for a good 10 days on the front page and still it's difficult to get enough of players that actually keeps it after the initial two months or so those numbers are going to start to dwindle and unless you can pump new player to your game people are going to get frustrated angry they're gonna think that you owe them everything they've paid 15 now for a game they've only gotten to play 100 hours of it and it's ridiculous that there aren't more players if people would just buy the game instead play it instead of complaining it wouldn't be a problem but that's not how the world works if you're ready to make a multiplayer game go for it my tip is wait with it and add it maybe later for the game that you're making or do it in another game next year or something well there's always next day isn't it next year what did you lose my tooth your tooth yesterday was 37 degrees today it's only 34. if you're gonna make a game keep your eye on the ball progress forward don't get lured Away by all the fancy Tech and stuff like that just progress use what you need if there's a package for it if there's a service for it check it use that one probably it's faster better than Reinventing the wheel if it doesn't cost too much or if it's stuff in preview then you shouldn't use it but keep your eye on the ball progress forward don't get lured by the fancy Tech and make a game and don't make it multiplayer now remember do that later on or add it I don't know version two or something there's so many things to Deep dive into from here I'm going to look forward to doing that at some point and there's so many things to look at I'm very happy about that the important thing is that we're going to see each other again so come back to this video If you haven't uh we'll come back to this video so come back to this channel if you want to see some more hit the like button if you like the video subscribe if you haven't already and thank you so much to my patrons you're making a huge dent in my pocket I was gonna say in the right way though that sounds like a bulge in my pocket that sounds even worse so thanks to my patrons patreon.com infancia it's very valuable and especially now that I've moved all the way down under here I'm in a new house everything's feeling foreign it's super hot outside and I can do it with all the help that I can get so thank you I need aircon in this room I've got a fan I've got fans I've got a fan I need more but I'm buying less now because I'm saving a lot of money instead remember in my last video Master game plan don't get too many things so again contribution is welcome I'm gonna feed my kids with it so have a great life and I'll see you next video take care for now and bye for now [Music] thank you
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Channel: Imphenzia
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Length: 33min 35sec (2015 seconds)
Published: Thu Dec 08 2022
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