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These are the user uploaded subtitles that are being translated: 1 00:00:03,360 --> 00:00:04,890 How did you get on with that task? 2 00:00:05,250 --> 00:00:08,910 Hopefully now you can actually destroy the bat and the ghost. 3 00:00:09,000 --> 00:00:10,440 So let's take a look at what we've done. 4 00:00:10,860 --> 00:00:17,520 So on the bat, simply create a new tag called but the new town called Ghost, given the bat, the tiger 5 00:00:17,760 --> 00:00:20,400 bat and the box collider on there. 6 00:00:20,670 --> 00:00:22,050 Now the box Gladesville come in. 7 00:00:22,050 --> 00:00:23,850 Absolutely huge to begin with. 8 00:00:24,210 --> 00:00:30,630 So I'm using the value size of zero point zero three zero point zero five zero point to three. 9 00:00:31,230 --> 00:00:31,610 OK. 10 00:00:32,160 --> 00:00:34,200 And then the same for the ghost. 11 00:00:34,200 --> 00:00:35,880 The ghost, just the ghost. 12 00:00:35,880 --> 00:00:39,360 And the size of the box collider is zero point zero three. 13 00:00:40,080 --> 00:00:40,460 OK. 14 00:00:41,130 --> 00:00:43,320 And then in script. 15 00:00:45,770 --> 00:00:52,630 We simply have pretty much a duplicate of this, actually, so it transformed the competition, but 16 00:00:53,180 --> 00:00:59,520 it runs the dye trigger on the animation and then we start Coroutine called, but that's ghost. 17 00:00:59,900 --> 00:01:03,410 There's no animation, so we just simply start coroutine called ghost deaths. 18 00:01:04,070 --> 00:01:07,510 OK, be careful not to run your physics recast too many times. 19 00:01:07,520 --> 00:01:14,570 You only really need to call it once and then all of your checks to see what they hit can take place 20 00:01:14,570 --> 00:01:15,260 inside of there. 21 00:01:16,190 --> 00:01:22,160 OK, and then down here, we've got a enumerator death yield return and I've created a new wait for 22 00:01:22,160 --> 00:01:26,780 second called death time hit transform game object so that it falls. 23 00:01:26,900 --> 00:01:27,920 Same with the ghost. 24 00:01:28,220 --> 00:01:30,470 And I'm using that same death time. 25 00:01:30,740 --> 00:01:32,930 But so what I've done. 26 00:01:33,110 --> 00:01:34,100 Wait four seconds. 27 00:01:34,400 --> 00:01:36,730 But death time, do you wait for seconds? 28 00:01:37,610 --> 00:01:37,870 All right. 29 00:01:37,880 --> 00:01:40,410 Because they can be destroyed a lot quicker than the zombies. 30 00:01:40,640 --> 00:01:42,440 The zombie has a longer death on the machine. 31 00:01:43,430 --> 00:01:43,740 All right. 32 00:01:43,760 --> 00:01:45,460 That's so easy to others. 33 00:01:46,610 --> 00:01:52,460 And I will be nice when we actually kill one of these animals that we get some kind of particle effects 34 00:01:52,790 --> 00:01:53,720 to appear. 35 00:01:54,320 --> 00:01:55,010 And that's what we've got. 36 00:01:55,010 --> 00:02:02,210 This pack jamo assets, cartoon effects for the one that I want to use, first of all, is CFX three 37 00:02:03,110 --> 00:02:07,340 and Misk is CFX three skull explosion. 38 00:02:07,760 --> 00:02:09,240 Now, feel free to check them all out. 39 00:02:09,260 --> 00:02:10,160 See what they are. 40 00:02:10,250 --> 00:02:11,630 And choose your own if you want. 41 00:02:12,050 --> 00:02:14,360 But as I do, put this into the game world. 42 00:02:14,400 --> 00:02:15,770 You'll see what that looks like. 43 00:02:16,190 --> 00:02:16,490 All right. 44 00:02:16,490 --> 00:02:17,150 Quite nice. 45 00:02:18,410 --> 00:02:21,110 Now we can see it's actually made up of multiple elements. 46 00:02:21,560 --> 00:02:25,340 Each one of these elements is going to have its own shader. 47 00:02:25,820 --> 00:02:26,060 All right. 48 00:02:26,060 --> 00:02:28,880 Now the cartoon effects, particle additives. 49 00:02:29,370 --> 00:02:34,520 But it is going to add to your draw calls volitionally. 50 00:02:35,270 --> 00:02:36,500 But not not too bad. 51 00:02:36,620 --> 00:02:42,560 I mean, like say as long as we can stay below a thousand draw calls, we should be perfectly fine and. 52 00:02:43,910 --> 00:02:50,390 Now, on your particle effects, obviously it's got a lot of parameters, one of which is a script that 53 00:02:50,390 --> 00:02:54,500 says auto destruct that will basically destroy after a certain amount of time. 54 00:02:55,310 --> 00:03:00,230 What we want to do is only deactivate basically just switches it off until it's called again. 55 00:03:00,980 --> 00:03:07,640 And this is for optimization purposes and it's brilliant for mobile devices means that we don't have 56 00:03:07,640 --> 00:03:14,780 to keep Spolin in new particle effects, which we use the same one over and over again and show this 57 00:03:14,780 --> 00:03:17,340 as play in the wake checked, which we should do. 58 00:03:17,360 --> 00:03:19,670 And we're just going to switch this off to begin with. 59 00:03:20,330 --> 00:03:26,600 We simply just going to switch it on and off as when needed, getting us to game object, create empty 60 00:03:27,140 --> 00:03:36,650 all this particle X so we can keep all of these in place and then drag this one onto that object. 61 00:03:38,890 --> 00:03:41,230 And yeah. 62 00:03:41,560 --> 00:03:42,700 All right, that's perfectly fine. 63 00:03:43,240 --> 00:03:45,520 And think of this almost like folder. 64 00:03:45,910 --> 00:03:46,750 I can just close. 65 00:03:47,050 --> 00:03:52,000 Also, if we can keep all of these items together, basically means that they're going to render in 66 00:03:52,000 --> 00:03:52,810 sequence. 67 00:03:52,930 --> 00:03:58,210 So was going to speed up the process as they are very similar types. 68 00:03:58,630 --> 00:04:03,820 Each time that it goes through, I mean, it has to go through the hierarchy and order anyway. 69 00:04:04,180 --> 00:04:07,990 Well, let's say that we have the possible effects and then we have the ghost and then we have particle 70 00:04:07,990 --> 00:04:09,250 effects and then we have the bat. 71 00:04:09,730 --> 00:04:17,680 Well, these particle effects of a shader of cartoon effects, and these ones have a different shader. 72 00:04:19,800 --> 00:04:23,860 OK, if I can find it, this one, those mobile particles additive. 73 00:04:24,190 --> 00:04:28,540 Well, each time it goes through here, it's basically switching these shaders over. 74 00:04:28,930 --> 00:04:33,910 So if you can keep objects together, share the same shaders, means it doesn't have to keep switching 75 00:04:33,910 --> 00:04:34,900 negotiators around. 76 00:04:35,350 --> 00:04:37,450 So it's going to make it much faster to render. 77 00:04:37,780 --> 00:04:38,110 All right. 78 00:04:38,170 --> 00:04:44,020 It's going to take a lot of stress off of the processor and the graphics card. 79 00:04:45,220 --> 00:04:50,170 Now, all we need to do is basically move these particle effects to wherever I hit, took place, whichever 80 00:04:50,170 --> 00:04:51,190 object we hit. 81 00:04:51,760 --> 00:04:59,530 OK, so in our script I'm going to do beneath a shooting is we're going to say particles. 82 00:05:01,960 --> 00:05:05,170 So we need a public game object. 83 00:05:05,960 --> 00:05:08,740 Simply call zombie particles. 84 00:05:13,020 --> 00:05:22,050 And in our shoot, what we're going to do if we've hit the zombie just before we start a routine, we're 85 00:05:22,050 --> 00:05:25,340 actually going to switch on the zombie particles. 86 00:05:25,440 --> 00:05:29,310 So zombie particles dot. 87 00:05:34,110 --> 00:05:41,490 Well, actually, let's move them first transform got position equals the hit that transformed opposition, 88 00:05:43,560 --> 00:05:46,380 move them into place and then we can switch them on. 89 00:05:46,560 --> 00:05:48,240 So some zombie particle's. 90 00:05:49,620 --> 00:05:50,940 So seductive. 91 00:05:52,830 --> 00:05:53,150 True. 92 00:05:56,460 --> 00:05:56,900 OK. 93 00:05:57,070 --> 00:06:01,800 And now you might be wondering, for example, on this one, our viewers hit or transformed up game 94 00:06:01,800 --> 00:06:02,210 objects. 95 00:06:02,220 --> 00:06:04,350 I like to focus in on this one. 96 00:06:04,350 --> 00:06:05,700 I've just use zombie particles. 97 00:06:05,860 --> 00:06:09,750 So, Dr. Drew, why have I use two different systems? 98 00:06:10,140 --> 00:06:15,270 OK, well, on this one, the hit is actually the collider. 99 00:06:15,510 --> 00:06:17,800 So if I just simply do hits seductive? 100 00:06:17,940 --> 00:06:19,110 True or false? 101 00:06:19,440 --> 00:06:21,090 Or it's going to do is switch off a collider. 102 00:06:21,600 --> 00:06:27,870 So in this one, they have to access its transform and then its parent game object and set that to false. 103 00:06:28,260 --> 00:06:32,970 Whereas on this to some B particles have been brought in as a game object. 104 00:06:33,630 --> 00:06:38,790 So by doing so active on that, I know I'm switching off the entire game object. 105 00:06:40,350 --> 00:06:40,740 OK. 106 00:06:41,130 --> 00:06:43,690 However, I don't want those particles to remain on forever. 107 00:06:43,710 --> 00:06:45,990 So as part of my zombie death. 108 00:06:46,890 --> 00:06:51,750 OK, and I'm going to simply switch those off after. 109 00:06:52,800 --> 00:06:54,120 Oh, actually, no, wait a second. 110 00:06:54,120 --> 00:06:54,600 Wait a second. 111 00:06:54,660 --> 00:06:56,980 The script should do that for me. 112 00:06:57,000 --> 00:06:57,780 That's what this does. 113 00:06:58,080 --> 00:07:00,260 Auto destruct only deactivate. 114 00:07:00,270 --> 00:07:04,470 So after the animation is played, that will automatically switch the particles off. 115 00:07:05,190 --> 00:07:05,560 All right. 116 00:07:05,560 --> 00:07:06,120 So that's good. 117 00:07:06,990 --> 00:07:07,830 Let's try this. 118 00:07:07,950 --> 00:07:08,910 Just for the zombie. 119 00:07:18,640 --> 00:07:21,640 Oh, I know why I love Red ever. 120 00:07:22,250 --> 00:07:23,770 Oh, no, actually, I haven't. 121 00:07:23,830 --> 00:07:24,790 OK, that's interesting. 122 00:07:25,390 --> 00:07:28,030 I forgot to include the particles. 123 00:07:28,390 --> 00:07:28,810 All right. 124 00:07:29,560 --> 00:07:30,500 I'm going to have. 125 00:07:32,770 --> 00:07:34,680 Well, perhaps I forgot to save. 126 00:07:35,080 --> 00:07:41,800 OK, just make sure that you do safe, this one that has got Asterix shows with all that work that just 127 00:07:42,280 --> 00:07:43,210 hasn't been assigned. 128 00:07:43,660 --> 00:07:46,060 So fail safe, OK? 129 00:07:46,390 --> 00:07:51,370 Now, as it compiles, I should have an empty game slot on my main. 130 00:07:55,590 --> 00:07:57,950 We go right to the bottom zombie particles. 131 00:07:58,220 --> 00:08:01,010 So now I can drag this skull explosion into that. 132 00:08:01,460 --> 00:08:01,800 All right. 133 00:08:01,820 --> 00:08:03,140 Now let's see what happens. 134 00:08:09,490 --> 00:08:11,590 OK, and we can see those nice particle effects. 135 00:08:12,310 --> 00:08:13,060 Excellent. 136 00:08:13,510 --> 00:08:13,900 OK. 137 00:08:14,370 --> 00:08:19,270 And so now it's just a case of setting up all of the other particle effects. 138 00:08:19,840 --> 00:08:26,830 And so the ones that I quite like, as I say, choose your own for the bats. 139 00:08:26,920 --> 00:08:31,780 I quite like the anime deaths. 140 00:08:32,970 --> 00:08:36,910 So this one as if I drag this one into the game world. 141 00:08:37,120 --> 00:08:37,990 You can see this. 142 00:08:38,020 --> 00:08:38,350 All right. 143 00:08:38,350 --> 00:08:39,250 I think that's quite nice. 144 00:08:39,780 --> 00:08:41,470 Oh, this one has a light. 145 00:08:41,770 --> 00:08:43,870 OK, I definitely don't recommend the light. 146 00:08:44,840 --> 00:08:47,120 So let's get rid of that in order to get rid of it. 147 00:08:47,140 --> 00:08:49,210 We need to first break the pref up. 148 00:08:49,370 --> 00:08:50,830 So right click prefab. 149 00:08:51,130 --> 00:08:52,210 Unpack completely. 150 00:08:52,780 --> 00:08:54,460 Then we can get rid of this light. 151 00:08:54,850 --> 00:09:02,050 Let's get rid of that inner glow and scroll and smoke circles. 152 00:09:02,290 --> 00:09:04,660 Any one of these you can get rid of if you want it. 153 00:09:05,080 --> 00:09:05,440 All right. 154 00:09:05,740 --> 00:09:07,000 Let's just see what we've got now. 155 00:09:07,810 --> 00:09:09,460 Yeah, quite like that. 156 00:09:10,270 --> 00:09:13,330 And only one to deactivate this. 157 00:09:13,840 --> 00:09:17,710 And it is play on the week. 158 00:09:17,920 --> 00:09:18,250 All right. 159 00:09:18,550 --> 00:09:23,500 So I'm just going to switch this one off and drag that onto the particle effects. 160 00:09:24,700 --> 00:09:28,390 So now I just need to add this to my script. 161 00:09:28,750 --> 00:09:31,750 So this is going to be a probably game object 162 00:09:34,570 --> 00:09:37,270 called bat particles. 163 00:09:40,330 --> 00:09:48,220 And then I simply I'm just going to copy these two lines, control and see do the same on the back to 164 00:09:48,230 --> 00:09:53,420 control and be this time instead of zombie particles, I simply do, but particles. 165 00:09:57,860 --> 00:09:58,310 Here we go. 166 00:09:58,610 --> 00:09:59,030 All right. 167 00:09:59,390 --> 00:10:03,230 And then for the ghost, let me just make sure I save that. 168 00:10:07,680 --> 00:10:11,010 For the ghost, I'm choosing some sparks. 169 00:10:11,280 --> 00:10:16,920 OK, so this is CFX four and sparks explosions. 170 00:10:16,980 --> 00:10:18,090 You see what this looks like. 171 00:10:18,390 --> 00:10:18,780 All right. 172 00:10:18,810 --> 00:10:19,620 Nice and easy. 173 00:10:20,320 --> 00:10:23,310 And this one just does one element in. 174 00:10:23,460 --> 00:10:24,780 All right, which is fantastic. 175 00:10:25,260 --> 00:10:29,220 Only the activate and does play in the weeks on. 176 00:10:29,220 --> 00:10:31,240 Just simply going to switch this one off to begin with. 177 00:10:31,890 --> 00:10:34,020 Track this onto the particle effects. 178 00:10:35,550 --> 00:10:36,990 Let's now at this. 179 00:10:39,440 --> 00:10:41,200 Public game objects. 180 00:10:41,600 --> 00:10:44,990 And we have, uh, ghost particles. 181 00:10:48,570 --> 00:10:55,920 So once again, I can just copy these two elements, control and see before I run the curtain. 182 00:10:56,610 --> 00:10:58,860 Simply change this to ghost particles. 183 00:11:05,170 --> 00:11:05,950 Excellent. 184 00:11:06,010 --> 00:11:07,870 All right, so now I can save this. 185 00:11:09,750 --> 00:11:12,120 And just out these particles to the script. 186 00:11:15,610 --> 00:11:18,870 So on the ground, we now have two empty game slots. 187 00:11:19,030 --> 00:11:23,830 One of them is the enemy death skull and the other one is the Sparks explosion. 188 00:11:25,390 --> 00:11:27,010 All right, time to check this out now. 189 00:11:32,470 --> 00:11:34,590 So maybe killed about that. 190 00:11:35,290 --> 00:11:35,860 Here we go. 191 00:11:37,240 --> 00:11:37,980 Kill the ghost. 192 00:11:39,780 --> 00:11:43,200 He disappears and obviously the zombie. 193 00:11:44,910 --> 00:11:45,660 All right, excellent. 194 00:11:45,960 --> 00:11:51,990 Yep, so we've got all sorts of interesting political effects going on as well now as a little bit of 195 00:11:51,990 --> 00:11:52,560 tusk. 196 00:11:52,590 --> 00:11:58,110 I would recommend going back into your profiler and taking a look at the changes that have happened 197 00:11:58,110 --> 00:12:00,120 as a result of adding all these extra elements. 198 00:12:00,750 --> 00:12:05,760 Just take a look at the performance overall and how it's affected your frames per second. 199 00:12:06,180 --> 00:12:09,690 Hopefully there's been almost no change whatsoever. 200 00:12:09,990 --> 00:12:15,360 Hopefully it's very, very mind you, and your frames per second should still be extremely high on the 201 00:12:15,360 --> 00:12:15,930 computer. 16847

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