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These are the user uploaded subtitles that are being translated: 1 00:00:06,656 --> 00:00:12,800 Alright guys now we're to talk about one of my favourite things to add the 2 00:00:13,056 --> 00:00:14,848 And that is the enemies 3 00:00:15,104 --> 00:00:20,480 Search make a double platform here for an enemy to be able to walk on so maybe take this platform 4 00:00:20,736 --> 00:00:24,832 A nice little platform here and working at create 5 00:00:25,344 --> 00:00:26,112 An enemy 6 00:00:26,624 --> 00:00:30,464 The first thing we're going to do here is just go to our level 1 PSB 7 00:00:30,976 --> 00:00:35,328 Double click on that in let's just go ahead and create an enemy graphic 8 00:00:37,120 --> 00:00:40,448 Create a new layer here and its name this enemy 9 00:00:42,496 --> 00:00:47,104 And let's see hear about that use the rounded rectangle tool 10 00:00:47,616 --> 00:00:53,760 Maybe let's see here about 1000 pixel radius so it's really round so maybe 11 00:00:54,016 --> 00:00:55,040 Like this 12 00:00:55,296 --> 00:00:57,088 Just make it white for now 13 00:00:59,392 --> 00:01:00,397 With no stroke 14 00:01:00,399 --> 00:01:03,131 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 15 00:01:03,132 --> 00:01:07,840 And what we can do is actually rasterize the shape currently is a vector ok a vector is 16 00:01:08,096 --> 00:01:14,240 Basically a math equation that creates your shape that's not actually pixel data it's more of a massacre 17 00:01:14,496 --> 00:01:17,312 So we can shift all of these shapes 18 00:01:18,592 --> 00:01:20,640 You make it look different traits 19 00:01:21,152 --> 00:01:24,480 Set a raster image Adobe Illustrator is for 20 00:01:26,016 --> 00:01:32,160 Photoshop is raster graphics better than the future before now we're going to right click on the landing rasterize layer 21 00:01:32,416 --> 00:01:34,976 And then we're going to use the rectangle selection tool 22 00:01:35,232 --> 00:01:41,376 It's little rounded bottom off 23 00:01:41,632 --> 00:01:43,680 Something like this ok that's our enemy 24 00:01:44,960 --> 00:01:47,520 What's about this PSB file 25 00:01:47,776 --> 00:01:49,312 Jump back in the Unity 26 00:01:49,824 --> 00:01:51,872 And it should show up right here 27 00:01:54,176 --> 00:01:55,200 You are 28 00:01:55,712 --> 00:01:57,504 Duchess going drag it by here 29 00:01:58,784 --> 00:02:01,856 MSP Shirley put this inside of layer 30 00:02:03,648 --> 00:02:05,696 Where is it one here 31 00:02:06,208 --> 00:02:06,720 Get 32 00:02:07,488 --> 00:02:12,352 And also this guy also need to be on later one as well 33 00:02:13,632 --> 00:02:14,656 Just clean that 34 00:02:15,424 --> 00:02:21,568 Ok so we have our enemy here 35 00:02:21,824 --> 00:02:24,640 What's a changes colour to be a little bit more threatening right baby 36 00:02:25,664 --> 00:02:27,968 When I'm full-time Game Dev pink 37 00:02:28,224 --> 00:02:29,504 There we go 38 00:02:29,760 --> 00:02:31,296 Ok so 39 00:02:31,808 --> 00:02:36,672 What the heck do we do now 40 00:02:36,928 --> 00:02:40,256 Is actually going to be a lot like the player 41 00:02:40,512 --> 00:02:42,048 Player moves 42 00:02:42,304 --> 00:02:48,192 Whether rigidbody in a capsule Collider in remember if we open up the new player script 43 00:02:48,448 --> 00:02:49,984 It extends 44 00:02:50,240 --> 00:02:52,032 2D physics object script 45 00:02:52,544 --> 00:02:54,336 So I think we can do the same 46 00:02:55,104 --> 00:02:56,128 With their enemy 47 00:02:56,384 --> 00:02:56,896 Script 48 00:02:58,432 --> 00:03:00,480 The first we need to actually just add 49 00:03:00,992 --> 00:03:02,272 A capsule Collider 50 00:03:02,528 --> 00:03:05,344 2D not the regular one but the 2D version 51 00:03:05,856 --> 00:03:07,904 That's going to ignore the z-axis 52 00:03:08,672 --> 00:03:13,792 Every double click on the enemy we consume a little bit there 53 00:03:14,048 --> 00:03:18,912 Collapsed this down here and you can see there's a small green circle there 54 00:03:19,168 --> 00:03:24,800 That's great actually nothing you just said it all remember guys we use a capsule Collider 55 00:03:25,312 --> 00:03:30,432 So I can smoothly climb up hills it doesn't get stuck on angles 56 00:03:30,944 --> 00:03:32,736 If it was a box Collider 57 00:03:34,528 --> 00:03:35,552 Judy 58 00:03:36,064 --> 00:03:41,952 Just like in real life if you imagine pushing a box up a hill it might start to Tumble in tip 59 00:03:42,208 --> 00:03:45,536 Because there's friction right here at the corner is getting car 60 00:03:45,792 --> 00:03:47,328 So we wanted to be 61 00:03:47,840 --> 00:03:49,120 Capsule Collider 62 00:03:50,400 --> 00:03:51,168 There we go 63 00:03:51,424 --> 00:03:52,704 Don't forget guys 64 00:03:53,472 --> 00:03:56,288 We also need to add a rigidbody 2D 65 00:03:58,080 --> 00:03:58,848 Collider 66 00:03:59,360 --> 00:04:03,456 Actually collides and stops the object from falling through things 67 00:04:03,712 --> 00:04:09,856 Original body makes it fall right it makes it an actual physics object that engages 68 00:04:10,112 --> 00:04:10,880 With gravity 69 00:04:11,904 --> 00:04:17,791 We can also be sure to change the constraints so that we can rotate in the Z axis 70 00:04:18,559 --> 00:04:19,839 We don't want to talk the other 71 00:04:20,095 --> 00:04:21,631 All over like this right 72 00:04:22,655 --> 00:04:27,775 The final thing we need to do here is just remember that the player had a collision detection 73 00:04:28,287 --> 00:04:31,615 Set a continuous just going to make it a little bit more effective 74 00:04:32,383 --> 00:04:34,175 At colliding with the ground 75 00:04:35,199 --> 00:04:37,247 We're not ever really wanted to go to sleep 76 00:04:38,271 --> 00:04:44,415 What's the inequality in a polite and these are necessarily required but these things are actually 77 00:04:44,671 --> 00:04:47,999 Allow the enemy to be very precise in its movement 78 00:04:49,279 --> 00:04:50,047 Ok 79 00:04:50,559 --> 00:04:53,119 Now the next step is just to create 80 00:04:53,375 --> 00:04:54,655 An enemy script 81 00:04:54,911 --> 00:04:57,727 Search click the plus I can hear c-sharp script 82 00:04:58,239 --> 00:05:00,031 Can I call this enemy 83 00:05:00,799 --> 00:05:06,943 And again guys I can't say this enough if you get errors and warnings and stuff 84 00:05:07,199 --> 00:05:13,343 The game is working don't worry about him I'm definitely gonna do a sort of spring cleaning episode where are we 85 00:05:13,599 --> 00:05:19,743 All of these aleros in Stafford trying to figure out why they showing up in that really cares there more like warnings 86 00:05:19,999 --> 00:05:26,143 So another worry about it for now I'm really jumped individual studio in start programming or enemy 87 00:05:26,911 --> 00:05:29,471 And you noticed that even as the default template 88 00:05:31,007 --> 00:05:32,543 40 subscript 89 00:05:32,799 --> 00:05:35,359 Do you know that extending to the monitor behaviour 90 00:05:35,615 --> 00:05:41,759 What is remember the new player actually extends to the physics object in a script 91 00:05:42,015 --> 00:05:44,319 Houses to have very precise movement 92 00:05:44,575 --> 00:05:50,463 That's very you need to players in enemies not necessarily a standard physics object in unity 93 00:05:51,231 --> 00:05:54,559 So we have this custom physics object script 94 00:05:55,071 --> 00:05:56,607 To that 95 00:05:57,119 --> 00:05:58,399 My enemy as well 96 00:05:58,655 --> 00:06:02,239 Because we have very similar movement to what the player is 97 00:06:02,495 --> 00:06:03,775 It's going to extend 98 00:06:04,287 --> 00:06:05,567 To a physics object 99 00:06:06,591 --> 00:06:09,663 That means we can actually just really quickly test here 100 00:06:09,919 --> 00:06:12,735 Remember a new player if we scroll down here 101 00:06:13,503 --> 00:06:15,295 We can set the target velocity 102 00:06:15,807 --> 00:06:17,343 To the horizontal into it 103 00:06:17,599 --> 00:06:19,903 So we can use a similar type 104 00:06:20,671 --> 00:06:21,439 Statement 105 00:06:21,695 --> 00:06:23,999 In the enemy so let's make it move to the right 106 00:06:24,511 --> 00:06:25,535 Target 107 00:06:26,047 --> 00:06:27,071 Velocity 108 00:06:27,583 --> 00:06:28,351 Equals 109 00:06:28,607 --> 00:06:30,655 New vector2 110 00:06:31,423 --> 00:06:33,215 SD Wan 111 00:06:33,471 --> 00:06:35,007 And then 112 00:06:35,519 --> 00:06:37,823 0 in the Y Direction is fine 113 00:06:38,335 --> 00:06:40,383 Alright so that should hopefully 114 00:06:41,151 --> 00:06:42,943 Get enemy to stop moving 115 00:06:43,455 --> 00:06:44,223 To the right 116 00:06:49,343 --> 00:06:51,647 So let's move our player 117 00:06:52,671 --> 00:06:55,231 Over here so we can actually see what happens 118 00:06:55,487 --> 00:06:56,767 The moment we hit play 119 00:07:00,863 --> 00:07:01,887 Nothing is happening 120 00:07:02,399 --> 00:07:03,935 Priory figured it out in you 121 00:07:04,703 --> 00:07:07,519 Ensure that every time you create your scripts guys 122 00:07:08,287 --> 00:07:09,567 You add your script 123 00:07:10,847 --> 00:07:11,359 2 124 00:07:11,871 --> 00:07:12,639 Prefab 125 00:07:13,919 --> 00:07:18,015 And don't forget to create a new prefab 126 00:07:19,039 --> 00:07:20,063 The enemy 127 00:07:20,831 --> 00:07:23,135 Ok now things should work at hip play 128 00:07:27,743 --> 00:07:28,511 Egos 129 00:07:29,023 --> 00:07:30,559 See how he behaves 130 00:07:34,655 --> 00:07:36,447 Any falls off 131 00:07:37,215 --> 00:07:43,103 Buildings behaving exactly how we won into that's awesome 132 00:07:43,871 --> 00:07:46,943 So what if I wanted this enemy 133 00:07:47,455 --> 00:07:48,479 To move 134 00:07:48,735 --> 00:07:52,831 La more I guess unique speed when I want to specify 135 00:07:53,343 --> 00:07:55,391 In the actual inspector over here 136 00:07:55,647 --> 00:07:58,719 What are we going to do is just like the player 137 00:07:59,231 --> 00:08:03,071 Create a serialised field I know it's going to be private 138 00:08:03,583 --> 00:08:07,167 And it's going to be a float value in a going to be max speed 139 00:08:07,935 --> 00:08:09,727 Now we can just make this 140 00:08:10,495 --> 00:08:11,775 Max speed 141 00:08:13,311 --> 00:08:15,615 And go back into unity 142 00:08:16,895 --> 00:08:21,503 And now we can set your max speed to something like an O2 maybe 143 00:08:22,015 --> 00:08:22,527 Hipley 144 00:08:25,087 --> 00:08:26,879 Ok very good 145 00:08:27,135 --> 00:08:30,207 Moves at a speed of 2 perfect 146 00:08:30,463 --> 00:08:31,999 One of the most 147 00:08:32,255 --> 00:08:38,399 Basic in rudimentary forms of enemy types in enemy movement 148 00:08:38,655 --> 00:08:42,239 Humanity is a patrolling enemy type 149 00:08:42,495 --> 00:08:48,127 So you're not in play mode here basically if you do something like this it's just 150 00:08:48,383 --> 00:08:51,199 Look for a legit seas one it's going to reverse course 151 00:08:52,735 --> 00:08:56,063 That's basically all our enemy is going to do 152 00:08:57,087 --> 00:09:02,719 Now we can definitely have a variable that says well I don't want you to avoid I just don't want you to fall 153 00:09:03,231 --> 00:09:05,791 So sometimes they could just fall off a ledge 154 00:09:06,047 --> 00:09:11,423 So maybe we can have two enemy types one that patrols and one that doesn't roll and just falls off ledges 155 00:09:11,679 --> 00:09:15,007 Also we won at 2 if it would say it's over here 156 00:09:15,263 --> 00:09:18,591 If it hits this while we wanted to reverse and get stuck 157 00:09:19,615 --> 00:09:21,663 How on Earth do we do that 158 00:09:22,431 --> 00:09:24,223 Well what are you something called 159 00:09:24,479 --> 00:09:26,015 Raycasts 160 00:09:26,271 --> 00:09:32,415 This might sound really complicated it's really nice it's not scary it sounds I know that when I first learnt about rape 161 00:09:32,671 --> 00:09:38,815 I really got scared and you guys don't need to be scared I'm going to work through it with you and hold your hand 162 00:09:39,071 --> 00:09:45,215 It's not that bad basically recast or these imaginary lasers 163 00:09:45,471 --> 00:09:48,799 Shoot from various locations of your player 164 00:09:49,055 --> 00:09:55,199 And we can choose where it shoots from what's the angle that issued from and that laser is that right 165 00:09:55,455 --> 00:09:58,271 Touches something else 166 00:09:58,527 --> 00:10:01,868 Then we can do something so it needs a condition and then we do something 167 00:10:01,869 --> 00:10:04,041 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 168 00:10:04,042 --> 00:10:09,791 So in games the way that players can maybe see if they're at allege is they have a little 169 00:10:10,047 --> 00:10:12,607 Cast that happening right here 170 00:10:13,119 --> 00:10:17,215 Actually I can just draw it out for you with a shape year so let's take this shape 171 00:10:17,471 --> 00:10:21,055 Unless draw out an imaginary raycast 172 00:10:21,311 --> 00:10:23,615 To show you cannot what it's not look like 173 00:10:23,871 --> 00:10:25,151 This re cast 174 00:10:25,663 --> 00:10:26,943 You not going to be able to see it 175 00:10:27,967 --> 00:10:29,247 It's going to shoot out 176 00:10:30,015 --> 00:10:31,295 About right here 177 00:10:32,063 --> 00:10:34,879 And you could specify it's like right 178 00:10:35,391 --> 00:10:39,231 So if it shooting out at this length 179 00:10:39,487 --> 00:10:41,023 And it doesn't hear anything 180 00:10:41,791 --> 00:10:45,631 It's going to inform the enemy class the enemy script hey 181 00:10:45,887 --> 00:10:48,447 There's a lead here I need to be careful 182 00:10:48,703 --> 00:10:50,751 But if it's over here 183 00:10:51,263 --> 00:10:53,311 Hitting the ground 184 00:10:58,687 --> 00:11:03,807 Hey hey I'm not in your allege I'm going to go and keep moving ok 185 00:11:04,319 --> 00:11:08,927 It's really not that complicated in script something to show you how to do that 186 00:11:09,695 --> 00:11:11,999 Right now so really delete the ground 187 00:11:13,791 --> 00:11:16,095 And we're going to the enemy here 188 00:11:17,119 --> 00:11:19,935 In the jump into the enemy script 189 00:11:20,703 --> 00:11:21,983 Git create 190 00:11:23,263 --> 00:11:26,335 To raycast variables ok 191 00:11:26,591 --> 00:11:30,687 Create a private raycast hit 192 00:11:30,943 --> 00:11:31,711 2D 193 00:11:32,479 --> 00:11:34,783 And this is going to check for the right lead 194 00:11:35,807 --> 00:11:39,391 What's going to be called right ledge raycast 195 00:11:42,719 --> 00:11:48,863 Let's go ahead and another one private raycast hit 2D left 196 00:11:49,119 --> 00:11:50,655 Raycast 197 00:11:51,167 --> 00:11:53,215 Lowercase the c here 198 00:11:53,471 --> 00:11:57,055 Raycast hit you want to match the variable type here 199 00:11:58,591 --> 00:12:00,127 Ok 200 00:12:00,895 --> 00:12:06,783 So now we have a right ledge raycast hit and it left ledgeway cast variable 201 00:12:07,039 --> 00:12:13,183 Say that's tripped out and it's not really going to do anything right now just declaring these 202 00:12:13,439 --> 00:12:18,047 Cast hit 2DS into existence but they don't actually do anything right now 203 00:12:18,559 --> 00:12:24,703 So in a way I think this is we just created these little laser in metres these raycast e m 204 00:12:25,215 --> 00:12:31,359 And we can now use them almost like Caroline guns almost you going to shoot these rain 205 00:12:31,615 --> 00:12:35,967 Ask the various directions in check and see if we're hitting things right 206 00:12:36,223 --> 00:12:37,247 The here we go 207 00:12:37,759 --> 00:12:39,551 So let's write some pseudocode here 208 00:12:41,599 --> 00:12:42,367 Yes 209 00:12:42,623 --> 00:12:43,391 The 210 00:12:43,903 --> 00:12:45,439 Right ledge 211 00:12:45,695 --> 00:12:46,975 Raycast 212 00:12:47,231 --> 00:12:47,743 Hit 213 00:12:48,255 --> 00:12:54,399 Fires a laser that's called a laser and hits ground in front of the player 214 00:12:54,655 --> 00:12:56,191 On a rate 215 00:12:56,703 --> 00:12:59,519 We are not near a ledge 216 00:13:00,799 --> 00:13:03,359 Taxi breakers in the two lines here 217 00:13:04,127 --> 00:13:06,431 Would you do that by just doing this 218 00:13:08,479 --> 00:13:10,783 Alright so this is our pseudocode here 219 00:13:11,551 --> 00:13:15,647 So the first thing you need to do is tell the raycast 220 00:13:15,903 --> 00:13:18,975 What to do where do what's the direction 221 00:13:19,487 --> 00:13:23,071 What's rated out like this 222 00:13:24,351 --> 00:13:25,119 Equals 223 00:13:25,375 --> 00:13:26,399 Physics 224 00:13:27,167 --> 00:13:33,311 2D raycast and thinking how to write this and looking at unity document 225 00:13:33,567 --> 00:13:37,151 Switching on my other monitor and you guys should too 226 00:13:37,919 --> 00:13:38,943 New 227 00:13:39,199 --> 00:13:40,479 Electrocute 228 00:13:40,991 --> 00:13:45,599 And let's see here what is this mean well or telling the raycast 229 00:13:45,855 --> 00:13:48,159 Where to omit from 230 00:13:48,415 --> 00:13:49,951 Where we shooting it from 231 00:13:50,463 --> 00:13:54,303 Well we wanted to admit from the position of the enemy right 232 00:13:54,559 --> 00:13:59,679 So we got to do is type transformed at position x 233 00:13:59,935 --> 00:14:00,703 Karma 234 00:14:00,959 --> 00:14:01,983 Transform 235 00:14:02,239 --> 00:14:04,287 Positioned at why 236 00:14:04,799 --> 00:14:05,823 UK 237 00:14:06,079 --> 00:14:08,383 What else is going on zoom and a little bit 238 00:14:08,639 --> 00:14:09,663 Looks like we have 239 00:14:10,175 --> 00:14:11,967 Female prime minister film 240 00:14:13,247 --> 00:14:14,527 The next one 241 00:14:15,039 --> 00:14:20,671 So if you type comma the next one right here it tells you in a little call out 242 00:14:20,927 --> 00:14:23,487 But now we need to specify the direction 243 00:14:23,999 --> 00:14:28,863 A very quick way of writing the direction is vector to down 244 00:14:29,119 --> 00:14:33,215 In all down really is 0 and -1 245 00:14:33,471 --> 00:14:35,007 Settle down really is 246 00:14:36,031 --> 00:14:37,567 Vector down 247 00:14:38,591 --> 00:14:41,151 Picture to down comma 248 00:14:41,407 --> 00:14:47,551 And now we're going to do the actual distance or the size of the red cast 249 00:14:47,807 --> 00:14:48,831 What's 2 250 00:14:49,087 --> 00:14:50,367 24 now 251 00:14:51,647 --> 00:14:54,463 And that's about all we want to do for now 252 00:14:56,255 --> 00:15:00,607 So literally all we just did was we told the right lead raycast hit 253 00:15:01,119 --> 00:15:04,447 What direction what size where is going to go 254 00:15:05,215 --> 00:15:07,775 And then now that we've told it what to do 255 00:15:08,287 --> 00:15:09,823 We can check and see 256 00:15:10,079 --> 00:15:11,359 Hit anything 257 00:15:11,871 --> 00:15:12,383 Now 258 00:15:12,639 --> 00:15:14,943 I guess I can go in the unity and hit play 259 00:15:15,199 --> 00:15:17,503 Answer guys I can't see anything 260 00:15:18,015 --> 00:15:19,295 Can do that 261 00:15:21,087 --> 00:15:22,623 If you go into unity 262 00:15:23,647 --> 00:15:24,671 And it play 263 00:15:29,791 --> 00:15:32,607 You can't see anything nothing is happening right 264 00:15:33,375 --> 00:15:37,727 Because we've told the raycast to shooting a certain Direction 265 00:15:37,983 --> 00:15:44,127 It does actually show up and there's no conditions being met anyway it's not checking to see if you're hitting anything 266 00:15:44,383 --> 00:15:48,735 Are telling the radius what to do is to shoot in a certain Direction at a certain position 267 00:15:49,247 --> 00:15:52,063 So now we want to do is ladybug 268 00:15:53,087 --> 00:15:59,231 The Ray do you get some other debug.log that log I'm shooting 269 00:16:00,511 --> 00:16:03,839 Is also debug draw Ray 270 00:16:04,607 --> 00:16:07,167 Escape draw a raycast ok 271 00:16:07,423 --> 00:16:13,567 So where about to do is a little bit redundant to be honest I I cannot wish and unity had a quicker way of doing this 272 00:16:13,823 --> 00:16:19,967 This is about the only way that we can do this ok so we're going to remove this log that was just 273 00:16:20,991 --> 00:16:27,135 Debug in organ he was basically right out what we brought out here 274 00:16:27,391 --> 00:16:30,207 So debug 275 00:16:30,719 --> 00:16:32,767 New vector2 276 00:16:33,791 --> 00:16:37,119 Transform position x 277 00:16:37,887 --> 00:16:40,959 Transformed at position 278 00:16:41,727 --> 00:16:42,495 Karma 279 00:16:42,751 --> 00:16:46,079 The Direction now the thing is 280 00:16:47,615 --> 00:16:48,383 Is that 281 00:16:49,151 --> 00:16:54,783 Raycast parameters appear or different than the drawer parameters 282 00:16:55,039 --> 00:17:01,183 The drawer primers instead of a comma and then to you actually just go x x 2 283 00:17:01,439 --> 00:17:05,023 It's really weird honestly the raycast scripts 284 00:17:05,279 --> 00:17:11,423 Horsey Sharp and unity or little bit another word 285 00:17:11,679 --> 00:17:17,823 Confusing but it's ok guys again making games in 10-years I still have to reference the doctor 286 00:17:18,079 --> 00:17:19,871 Patient to make sure I know what I'm doing here 287 00:17:20,383 --> 00:17:21,407 And that's ok 288 00:17:22,175 --> 00:17:23,967 Alright so we're going to go down 289 00:17:24,223 --> 00:17:26,783 We can also specify the colour 290 00:17:27,039 --> 00:17:29,855 Colour.is blue 291 00:17:31,135 --> 00:17:32,415 Ok 292 00:17:32,671 --> 00:17:34,975 Today's should draw a ray 293 00:17:35,487 --> 00:17:38,303 Down in the sizes going to be too 294 00:17:39,071 --> 00:17:44,703 Alright would say that out in jumping unity and see if we can see this re being drawn 295 00:17:45,215 --> 00:17:51,359 Now before we actually have playlist just said our enemies movement to about point 296 00:17:51,615 --> 00:17:53,919 Just so it's moving a little bit slower so we can see it 297 00:17:54,687 --> 00:17:55,711 NIC play 298 00:17:55,967 --> 00:17:57,503 Where is ra 299 00:17:59,551 --> 00:18:03,903 It's being drawn from the centre that transform deposition at x 300 00:18:04,159 --> 00:18:05,951 Transformed application that why 301 00:18:07,487 --> 00:18:11,327 Back tattoos down going down in the direction of down 302 00:18:12,095 --> 00:18:14,143 Is it a size or length 303 00:18:14,399 --> 00:18:15,935 A 2 units 304 00:18:17,215 --> 00:18:18,239 That's perfect 305 00:18:18,751 --> 00:18:22,335 So this is going to check and see if it's basically a laser 306 00:18:22,847 --> 00:18:25,151 It's going to check and see if you're hitting the ground 307 00:18:25,407 --> 00:18:31,551 Currently we don't have any conditions will have an if statement to check and see if we actually touching anything right now all week 308 00:18:31,807 --> 00:18:34,879 Is a raycast being shot towards the ground 309 00:18:35,391 --> 00:18:36,671 Always below the enemy 310 00:18:37,951 --> 00:18:42,303 It's also been debunked it's been drawn to the same view 311 00:18:42,815 --> 00:18:48,191 Now you may wonder how is this going to detect if there's a Ledge to my right 312 00:18:48,703 --> 00:18:52,031 Well are we going to do is go to a script here 313 00:18:53,055 --> 00:18:55,871 I'm actually just shift it to the right a little bit 314 00:18:56,383 --> 00:18:59,967 No not necessarily at the exact exposition centre 315 00:19:00,479 --> 00:19:03,039 To the enemy but let's do Plus 316 00:19:03,295 --> 00:19:03,807 1 317 00:19:06,111 --> 00:19:08,415 Anytime you make an adjustment 318 00:19:09,439 --> 00:19:11,231 When you're casting your Ray 319 00:19:11,487 --> 00:19:17,631 You also make the Adjustment when you're drawing it as well again pretty returned it I cannot lie 320 00:19:19,167 --> 00:19:24,287 About the only solution I've ever found so let's go ahead in 321 00:19:24,799 --> 00:19:25,567 Play 322 00:19:26,335 --> 00:19:28,127 Embassy now 323 00:19:30,175 --> 00:19:33,503 Laser it's almost like a camera on a car something 324 00:19:33,759 --> 00:19:35,039 That can detect 325 00:19:35,551 --> 00:19:36,319 Where 326 00:19:36,575 --> 00:19:37,343 The enemy 327 00:19:37,855 --> 00:19:39,903 Is init a close to a lead tray 328 00:19:40,415 --> 00:19:43,231 I can warn the enemy and tell them to reverse course 329 00:19:43,743 --> 00:19:45,279 So let's make this point to 330 00:19:46,047 --> 00:19:52,191 And you can see now that as it approaches the ledge we can actually check and see if it's touching anything I'm not 331 00:19:52,447 --> 00:19:57,823 Anything reverse course and change its direction in move in the other way ok 332 00:19:58,335 --> 00:20:00,639 So keen on little more control 333 00:20:00,895 --> 00:20:02,943 4anime here well 334 00:20:03,199 --> 00:20:04,735 Having one here 335 00:20:04,991 --> 00:20:09,343 What's maybe have a variable called raycast offset 336 00:20:09,855 --> 00:20:10,879 X 337 00:20:11,135 --> 00:20:17,279 That doesn't exist right we need actually that is appear to be serialised so I can 338 00:20:17,535 --> 00:20:18,815 Get the inspector 339 00:20:19,071 --> 00:20:20,607 I do want to be private 340 00:20:21,631 --> 00:20:24,447 And I wanted to be a vector 2 341 00:20:24,959 --> 00:20:27,775 Whittaker l cast after 342 00:20:29,823 --> 00:20:32,127 Raycast offset that x 343 00:20:32,639 --> 00:20:37,247 Is replacing what we had there which was a wine to make sure we do it in the debug area as well 344 00:20:38,783 --> 00:20:40,319 And also 345 00:20:40,575 --> 00:20:43,391 What we have control over at the length 346 00:20:43,903 --> 00:20:45,183 Other recast as well 347 00:20:46,719 --> 00:20:50,815 So when are we going to create a new serializefield it's definitely private 348 00:20:51,071 --> 00:20:54,911 Can be a float in a Justin Bieber raycast link 349 00:20:58,751 --> 00:21:04,895 Default 20 I definitely don't want 20 so let's have a default of 2 and we can 350 00:21:05,151 --> 00:21:06,431 Change it in the unity editor 351 00:21:06,687 --> 00:21:07,711 If we see fit 352 00:21:08,479 --> 00:21:09,247 Alright 353 00:21:09,503 --> 00:21:15,391 And how about we add that raycast offset to the trains from that position at y as well 354 00:21:17,696 --> 00:21:18,720 Here we go 355 00:21:20,256 --> 00:21:22,048 Anyone here as well 356 00:21:23,328 --> 00:21:25,376 Alright so what are we just do that guys 357 00:21:25,632 --> 00:21:26,144 Well 358 00:21:26,912 --> 00:21:33,056 We created a new vector to variable that's basically and X and Y value right so curly 359 00:21:33,312 --> 00:21:39,456 Play fault it's really 200 but we can actually just that in the inspector in unity 360 00:21:39,712 --> 00:21:45,856 Play and we've added that to the transformed position that xx so we can have a little bit of an 361 00:21:46,112 --> 00:21:46,624 Set 362 00:21:46,880 --> 00:21:47,904 In the extraction 363 00:21:48,416 --> 00:21:50,464 Nasser in the y-direction 364 00:21:51,488 --> 00:21:56,608 We also have control over the length in that forget about that raycast length 365 00:21:56,864 --> 00:21:57,632 There we go 366 00:21:58,912 --> 00:22:00,704 And also 367 00:22:01,728 --> 00:22:02,752 This as well 368 00:22:03,008 --> 00:22:03,776 A Catholic 369 00:22:04,288 --> 00:22:06,848 And now we have control over the length 370 00:22:07,104 --> 00:22:12,224 And also the offset of the raycast when we go into a unity editor 371 00:22:12,480 --> 00:22:18,624 Why do we want controller with this well because some enemies might be a little bit more precise than other enemies 372 00:22:18,880 --> 00:22:25,024 You had a really fast anime that can run in search of Sprinter crawl across the rooftops tray 373 00:22:25,280 --> 00:22:31,424 Definitely want that recast to be much more offset maybe over here so that he could maybe 374 00:22:31,680 --> 00:22:35,008 He's going to approach an edge because he's moving so fast right 375 00:22:35,776 --> 00:22:41,664 So what we want to do here is just change a raycast offset to be about 1 here 376 00:22:42,688 --> 00:22:47,296 Unless you a raycast length of 2 here and let's be sure we override 377 00:22:48,064 --> 00:22:49,088 The enemy prefab 378 00:22:51,136 --> 00:22:53,184 Alright to play 379 00:22:56,512 --> 00:22:58,048 We have that recast 380 00:22:58,304 --> 00:23:02,144 Appearing to the right here in look even at runtime we can change 381 00:23:02,656 --> 00:23:06,752 How far we want it to be raped wanted to be really close maybe something like that 382 00:23:07,008 --> 00:23:09,056 He gets right up to the edge 383 00:23:09,312 --> 00:23:11,360 Or maybe super far away rain 384 00:23:11,616 --> 00:23:17,760 No change the length so that maybe we want our enemy to be able to fall down a size like this 385 00:23:18,016 --> 00:23:23,904 But we definitely don't want to be falling all the way down so that's why you would make the raycast length like that 386 00:23:25,952 --> 00:23:28,000 So the last thing you want to do here for 387 00:23:28,512 --> 00:23:33,376 Creating these lejwe Cassie's just create a left one as well 388 00:23:33,888 --> 00:23:36,704 So I'm going to do is just copy this 389 00:23:37,216 --> 00:23:39,264 In all we had a newest just 390 00:23:40,032 --> 00:23:41,824 Change it to the word left 391 00:23:42,592 --> 00:23:44,896 And then invite those numbers right 392 00:23:45,664 --> 00:23:48,480 So this is not going to be right now Drake ass is going to be 393 00:23:48,992 --> 00:23:51,040 Left lead raycast 394 00:23:51,552 --> 00:23:56,928 What's it going to make this - so the expositions of the centre 395 00:23:57,184 --> 00:24:00,768 Also - the raycast offset 396 00:24:01,280 --> 00:24:07,168 No because left is only a horizontal value we don't need to do anything with the why 397 00:24:08,192 --> 00:24:09,984 And 398 00:24:10,240 --> 00:24:14,848 Just be sure we change the debug is well here so - here 399 00:24:17,408 --> 00:24:21,760 And when we just change the colour to be oh no green 400 00:24:22,016 --> 00:24:23,552 So they can see the two of us 401 00:24:24,320 --> 00:24:25,600 Ok 402 00:24:25,856 --> 00:24:27,648 That's really all we need to do 403 00:24:28,160 --> 00:24:29,440 To create those rays 404 00:24:29,952 --> 00:24:30,976 Play here 405 00:24:33,792 --> 00:24:39,424 So now we have these raise these lasers that are going to detect and tell the enemy 406 00:24:39,936 --> 00:24:41,472 Where they are in the world 407 00:24:41,984 --> 00:24:45,056 Am I approaching a Ledge let's beat them up here 408 00:24:45,312 --> 00:24:51,456 I'm approaching a Ledge crap turnaround right that's what I'm going to do and that's not actually scripted guys and 409 00:24:51,712 --> 00:24:52,480 Just changing it 410 00:24:52,992 --> 00:24:58,112 Right now but if you touches the air she's going to need a reverse and then as he moves over here 411 00:24:59,392 --> 00:25:01,696 Turn around 412 00:25:02,464 --> 00:25:05,792 That's what we want to do and we're going to do that 413 00:25:06,304 --> 00:25:07,328 I checking 414 00:25:07,840 --> 00:25:08,864 Using if 415 00:25:09,120 --> 00:25:13,984 So checking to see if he's raycaster actually touching the ground 416 00:25:14,496 --> 00:25:16,800 Is actually not that challenging all 417 00:25:17,312 --> 00:25:19,360 Oliver is going to a script here 418 00:25:19,616 --> 00:25:20,640 And 419 00:25:20,896 --> 00:25:25,760 What's cleaner somebody's comments here in just make it say check for right ledge 420 00:25:27,040 --> 00:25:27,808 The end 421 00:25:28,832 --> 00:25:31,136 Check for last leg 422 00:25:32,672 --> 00:25:38,816 One of the reasons why I don't like riding Raker script is because they usually really long 423 00:25:39,072 --> 00:25:41,632 Any require me to zoom out so I'm actually going to 424 00:25:42,400 --> 00:25:44,704 Stream down the size of the Right window there 425 00:25:45,472 --> 00:25:47,008 We can see a little bit better here 426 00:25:47,520 --> 00:25:48,288 Ok 427 00:25:48,800 --> 00:25:50,336 So are we going to do here 428 00:25:50,848 --> 00:25:52,128 We're just going to check 429 00:25:52,384 --> 00:25:53,152 To see 430 00:25:53,408 --> 00:25:56,224 What the right ledge raycast hit 431 00:25:56,480 --> 00:26:00,832 Collider is see when you create a raycast 432 00:26:01,600 --> 00:26:02,624 Hit to die 433 00:26:03,392 --> 00:26:07,488 It immediately will store information inside of this variable 434 00:26:09,280 --> 00:26:14,144 One thing that stored in the information is weather is hitting a Collider ok 435 00:26:14,400 --> 00:26:16,960 Some of the things we can type it if 436 00:26:19,264 --> 00:26:24,640 Right ledge raycast hit centre there.com Rider 437 00:26:25,664 --> 00:26:27,712 If it equals nothing 438 00:26:29,248 --> 00:26:30,272 Well then 439 00:26:30,528 --> 00:26:34,368 Oh man write a letter tray there's nothing below me on my right 440 00:26:35,392 --> 00:26:36,672 I'm going to be back 441 00:26:38,464 --> 00:26:41,792 Crap I'm 442 00:26:42,048 --> 00:26:44,608 Close to a right 443 00:26:44,864 --> 00:26:45,632 Ledge 444 00:26:47,936 --> 00:26:49,472 Decibel metre works 445 00:26:51,008 --> 00:26:53,312 The nearest that I like to test things out 446 00:26:53,568 --> 00:26:55,360 Very often when I'm running scripts 447 00:26:56,640 --> 00:27:02,272 That helps me to avoid getting confused increase the max speed here 448 00:27:02,528 --> 00:27:03,552 And 449 00:27:05,088 --> 00:27:06,112 Nothing is happening 450 00:27:06,624 --> 00:27:08,672 Well the reason why 451 00:27:09,440 --> 00:27:11,744 Is not actually telling us 452 00:27:12,768 --> 00:27:17,120 There's nothing to his right is because there is actually something to his right 453 00:27:17,376 --> 00:27:18,656 And it's something invisible 454 00:27:19,424 --> 00:27:20,960 What is he actually touching 455 00:27:21,472 --> 00:27:24,800 What's go ahead in create an Elsa 456 00:27:25,056 --> 00:27:25,824 Else 457 00:27:27,616 --> 00:27:30,432 Debug.log I'm 458 00:27:30,944 --> 00:27:32,224 Touching 459 00:27:32,480 --> 00:27:34,272 Space Plus 460 00:27:35,808 --> 00:27:41,952 Debug Outlook that is right ledge raycast hit Collider 461 00:27:42,208 --> 00:27:43,488 Object 462 00:27:44,000 --> 00:27:48,864 So what is this a statement doing it saying if I'm not touching anything 463 00:27:50,400 --> 00:27:52,448 We'll get that to the council 464 00:27:53,216 --> 00:27:53,984 Else 465 00:27:54,240 --> 00:27:56,032 If I am touching something 466 00:27:56,288 --> 00:28:01,152 If my Collider is not knowledge actually something then I'm getting debug 467 00:28:01,408 --> 00:28:02,432 I'm touching 468 00:28:02,944 --> 00:28:08,064 What that something is so it's see what we're actually touching to get a better idea 469 00:28:08,320 --> 00:28:12,160 This is why you want to use debug.log a lot when you're making your game 470 00:28:12,672 --> 00:28:16,256 Helps you know those invisible things that you're touching 471 00:28:16,512 --> 00:28:18,048 Oh my goodness luck 472 00:28:18,560 --> 00:28:19,328 What is a 473 00:28:20,096 --> 00:28:22,400 Attaching a polygon camera can finally 474 00:28:22,656 --> 00:28:23,936 What is that 475 00:28:24,192 --> 00:28:25,728 Diaz remember 476 00:28:25,984 --> 00:28:28,288 We have a polygon camera can finally 477 00:28:28,800 --> 00:28:30,080 Wayback 478 00:28:30,336 --> 00:28:32,128 Earlier in the series 479 00:28:33,408 --> 00:28:34,944 And that is actually 480 00:28:35,712 --> 00:28:37,248 This trigger zone 481 00:28:37,504 --> 00:28:40,064 Tell the camera to stop at certain areas 482 00:28:40,320 --> 00:28:41,344 Sorry anime 483 00:28:42,112 --> 00:28:45,440 Is raycasts or interacting with that 484 00:28:45,696 --> 00:28:47,232 That's really weird 485 00:28:47,488 --> 00:28:49,792 Well the way that we are actually going to fix that 486 00:28:50,048 --> 00:28:54,912 Where should you use these things called layers appear in my anime 487 00:28:55,680 --> 00:28:57,216 Can I have this layer 488 00:28:57,984 --> 00:28:59,008 Drop down here 489 00:28:59,264 --> 00:29:02,592 And you know this we have a few layers we have default 490 00:29:03,104 --> 00:29:04,640 Transparent FX 491 00:29:04,896 --> 00:29:06,432 Ignore raycast 492 00:29:06,688 --> 00:29:07,456 Water 493 00:29:07,712 --> 00:29:08,480 NUI 494 00:29:09,248 --> 00:29:14,624 What we can do is actually set the polygon camera Collider to ignore raycast 495 00:29:16,160 --> 00:29:17,440 Now it's a play 496 00:29:18,720 --> 00:29:20,000 Ok great 497 00:29:20,768 --> 00:29:23,072 It looks like he's just touching the ground 498 00:29:23,584 --> 00:29:25,120 He's not actually touching 499 00:29:25,376 --> 00:29:26,400 Anything else 500 00:29:27,168 --> 00:29:27,936 Perfect 501 00:29:29,216 --> 00:29:34,080 Selfie going to enemy here in increases speed just a little bit 502 00:29:34,336 --> 00:29:37,408 Just have to wait for the sun to set 503 00:29:37,920 --> 00:29:38,944 There we go 504 00:29:39,200 --> 00:29:43,296 The nearest that is still touching the ground sticking out picking up picking up 505 00:29:43,808 --> 00:29:46,112 And as he gets to the right here 506 00:29:46,624 --> 00:29:48,160 If it stops 507 00:29:49,696 --> 00:29:52,256 He knows he's close to the ledge 508 00:29:53,536 --> 00:29:56,352 Perfect that's exactly what we wanted it to be 509 00:29:56,864 --> 00:29:59,168 So now that we know this condition works 510 00:29:59,424 --> 00:30:00,448 We can actually 511 00:30:00,704 --> 00:30:01,728 Change 512 00:30:02,240 --> 00:30:03,520 The direction 513 00:30:03,776 --> 00:30:04,800 The enemy 514 00:30:05,312 --> 00:30:09,664 How exactly are we going to change the direction of the enemy 515 00:30:10,176 --> 00:30:12,736 Well we got to do is actually just multiply 516 00:30:13,504 --> 00:30:14,528 Speed 517 00:30:15,552 --> 00:30:16,832 X 518 00:30:17,856 --> 00:30:19,392 A direction variable 519 00:30:19,648 --> 00:30:22,208 That doesn't exist yet sort create that 520 00:30:22,976 --> 00:30:26,560 We don't need this to be serialised because you don't need to see it in the inspector 521 00:30:26,816 --> 00:30:31,936 And if given integers you going to be 1 or -1 right so private integer 522 00:30:32,704 --> 00:30:33,728 Direction 523 00:30:35,520 --> 00:30:38,080 Because we don't have it default 21 524 00:30:40,128 --> 00:30:44,224 If it then he's going to start out at basically 525 00:30:44,480 --> 00:30:46,272 0 and he won't even move 526 00:30:47,040 --> 00:30:49,856 So if he actually is getting close to the ledge 527 00:30:50,112 --> 00:30:52,672 What we're going to do as we're going to set a direction 528 00:30:53,696 --> 00:30:54,720 To -1 529 00:30:55,232 --> 00:30:58,048 What is the recast does it take something to the right 530 00:30:58,560 --> 00:31:01,120 Where is not going to do anything we can keep this feedback here 531 00:31:01,632 --> 00:31:04,192 Let's see if he switches directions 532 00:31:04,704 --> 00:31:06,240 The momentary approaches 533 00:31:06,496 --> 00:31:07,776 In all area 534 00:31:08,032 --> 00:31:10,080 Meaning there's nothing to his right 535 00:31:12,384 --> 00:31:18,272 Set max speed to one year because it's driving me crazy 536 00:31:21,088 --> 00:31:22,112 Perfect 537 00:31:22,368 --> 00:31:28,512 Works great so we just need to get it to work for the left lead as well so how we got to do is just copy 538 00:31:28,768 --> 00:31:29,536 Play a cold here 539 00:31:30,304 --> 00:31:31,584 Place it 540 00:31:32,096 --> 00:31:35,936 And we'll set the direction to one if the left ledge 541 00:31:36,192 --> 00:31:37,216 Raycast 542 00:31:37,472 --> 00:31:38,240 Is stuffing 543 00:31:39,520 --> 00:31:42,080 Save it out here and 544 00:31:42,848 --> 00:31:43,616 Take a look 545 00:31:47,200 --> 00:31:50,784 Looks like we have a no reference here it's causing some issues 546 00:31:51,040 --> 00:31:57,184 And no references basically there is no reference to an object there's nothing set so we double 547 00:31:57,440 --> 00:32:00,000 And it looks like it's saying I'm touching 548 00:32:00,512 --> 00:32:05,632 It looks like I need to change this out to be left ledge raycast hit 549 00:32:06,144 --> 00:32:07,680 Atlas take a look here 550 00:32:08,704 --> 00:32:09,728 What's that his 551 00:32:09,984 --> 00:32:11,264 Max Speed 2 552 00:32:11,776 --> 00:32:13,312 Exeter to here 553 00:32:13,568 --> 00:32:14,848 And a supply 554 00:32:15,360 --> 00:32:17,920 So I can speed it up to get an idea what's going on 555 00:32:19,968 --> 00:32:21,760 Ok ok 556 00:32:29,440 --> 00:32:30,720 Did you guys catch what happened 557 00:32:31,744 --> 00:32:34,304 Teresian why he didn't turn around 558 00:32:34,560 --> 00:32:35,840 Is because 559 00:32:36,352 --> 00:32:38,656 This raycast is taller 560 00:32:39,680 --> 00:32:40,960 Ennis Leisure 561 00:32:41,472 --> 00:32:43,264 So he's just going to keep going down 562 00:32:44,544 --> 00:32:46,592 Because I recast high 563 00:32:46,848 --> 00:32:48,896 Etc long right 564 00:32:49,152 --> 00:32:55,296 So are we going to do is actually just set a recast height or Discovery cast link 565 00:32:56,320 --> 00:32:57,088 1 566 00:32:58,112 --> 00:32:59,392 Now let's try it 567 00:33:03,232 --> 00:33:06,304 Ok so like it's shorter than the actual lead here 568 00:33:06,560 --> 00:33:08,864 So he should turn around there we go 569 00:33:09,888 --> 00:33:11,936 Awesome that's great 570 00:33:13,216 --> 00:33:19,360 Is working just fine I like it ok so now we need to do 571 00:33:19,616 --> 00:33:23,968 Talk about what if he hits walls right if he has a wall is he going to turn around 572 00:33:24,480 --> 00:33:28,832 Actually no let's have a check it we put him 573 00:33:29,088 --> 00:33:30,368 Right here 574 00:33:30,880 --> 00:33:32,416 Tennis move to player 575 00:33:34,464 --> 00:33:36,512 What's going to happen when he touches a war 576 00:33:39,072 --> 00:33:40,608 He gets stuck 577 00:33:41,376 --> 00:33:42,912 So what if we wanted 578 00:33:43,424 --> 00:33:46,496 The enemy to reverse its Direction when it hits 579 00:33:47,008 --> 00:33:47,776 What's 580 00:33:48,288 --> 00:33:50,336 What is actually very similar 581 00:33:50,848 --> 00:33:51,872 A few changes 582 00:33:52,128 --> 00:33:54,432 To what we made for the ledges 583 00:33:55,200 --> 00:33:59,808 Open up the enemy c-sharp script and all going to do is create a new private 584 00:34:02,368 --> 00:34:03,392 Broadcasted 585 00:34:04,928 --> 00:34:07,488 Everyday call this right wall 586 00:34:07,744 --> 00:34:08,768 Raycast 587 00:34:09,280 --> 00:34:13,376 Unless it's going copy there in Crete 588 00:34:14,400 --> 00:34:15,936 Difference between DS 589 00:34:16,192 --> 00:34:22,336 Any leads the right and left wall raycasts actually just going to 590 00:34:22,592 --> 00:34:25,920 Send a raycast out from the centre of our enemy to the right 591 00:34:26,176 --> 00:34:27,456 And also to the left 592 00:34:27,968 --> 00:34:28,992 Check for walls 593 00:34:30,272 --> 00:34:31,552 It's behind 594 00:34:31,808 --> 00:34:32,832 Set up 595 00:34:34,624 --> 00:34:38,976 Steven comments here check for right wall 596 00:34:39,744 --> 00:34:43,584 A very similar code to what we see here 597 00:34:43,840 --> 00:34:47,424 Gonna be right wall raycast hit 598 00:34:48,192 --> 00:34:49,472 Equals 599 00:34:49,984 --> 00:34:51,008 Physics 600 00:34:53,056 --> 00:34:54,336 Recast 601 00:34:55,360 --> 00:34:57,152 New vector2 602 00:34:58,176 --> 00:35:03,296 Transformed at positions but in this case we're going to do smack DAB in the centre 603 00:35:03,552 --> 00:35:04,576 This gameobject 604 00:35:04,832 --> 00:35:07,904 Transformed that position that's why 605 00:35:10,720 --> 00:35:16,352 The comma instead of Vector to down we're going to do vector to the right 606 00:35:17,632 --> 00:35:19,680 NN raycast length 607 00:35:19,936 --> 00:35:20,704 It's fine 608 00:35:21,472 --> 00:35:23,776 Please be sure to debug 609 00:35:24,288 --> 00:35:27,360 The real as well so we're going to copy this actually just paste it 610 00:35:28,640 --> 00:35:31,968 In so all this is going to be is directly from the centre 611 00:35:32,480 --> 00:35:34,016 X and Y 612 00:35:34,784 --> 00:35:36,320 Vectra Tudor right 613 00:35:36,576 --> 00:35:38,368 X x 2 regex length 614 00:35:38,624 --> 00:35:44,768 Just you and I know what's you are so red for right ok so that's going to check for 615 00:35:46,304 --> 00:35:49,632 Double check in see if that Ray is actually being drawn 616 00:35:51,424 --> 00:35:56,800 Ok looks like we can do this so it's being drawn from the centre of enemy 617 00:35:57,056 --> 00:36:01,408 In this rate is going to be used to check if we touch or right what 618 00:36:03,712 --> 00:36:08,064 Alright so let's just ride out the condition yes 619 00:36:08,576 --> 00:36:11,392 Write wall raycast hit 620 00:36:11,648 --> 00:36:12,928 Dark lighter 621 00:36:13,184 --> 00:36:17,024 Does not equal meaning if it is touching something 622 00:36:17,280 --> 00:36:19,840 Dennis debug.log 623 00:36:20,352 --> 00:36:23,680 I'm touching a wall on my right 624 00:36:24,704 --> 00:36:30,848 NN what are actual Collider is so right leg break cast hit the 625 00:36:33,152 --> 00:36:35,712 In the game are checked that back later is on 626 00:36:36,480 --> 00:36:37,504 We can save it 627 00:36:38,016 --> 00:36:39,296 Back in the Unity 628 00:36:39,808 --> 00:36:43,904 In a Future episode guys we're going to clear up all these alerts so don't worry about it for now 629 00:36:44,416 --> 00:36:45,440 Play 630 00:36:48,000 --> 00:36:48,768 Ok 631 00:36:49,536 --> 00:36:50,560 That's great 632 00:36:54,400 --> 00:36:54,912 So 633 00:36:56,192 --> 00:36:57,984 He's going to 634 00:36:59,776 --> 00:37:01,056 Just look for 635 00:37:02,336 --> 00:37:03,104 Wars 636 00:37:03,616 --> 00:37:04,640 That's great 637 00:37:05,920 --> 00:37:06,432 Ok 638 00:37:08,480 --> 00:37:11,040 So he's touching walls and his right 639 00:37:11,808 --> 00:37:16,928 And so now we can go ahead and just set the direction to equal -1 640 00:37:18,464 --> 00:37:20,000 Australia see what happens 641 00:37:22,816 --> 00:37:25,888 It looks like it's behaving in a way that we don't want 642 00:37:26,656 --> 00:37:30,240 Let's see what's wrong here looks like I used 643 00:37:30,496 --> 00:37:35,360 The wrong raycast so he needs to be right wall raycast hit 644 00:37:35,616 --> 00:37:41,760 And also in the debug here right ball raycast hit that 645 00:37:42,016 --> 00:37:46,624 Relations you smarter than me 646 00:37:46,880 --> 00:37:48,160 Artist need 647 00:37:48,672 --> 00:37:49,696 Semicolon 648 00:37:50,976 --> 00:37:52,512 And now hopefully 649 00:37:53,536 --> 00:37:54,560 What's the what's going on 650 00:37:56,864 --> 00:37:57,632 Play 651 00:38:02,240 --> 00:38:03,776 Ok so 652 00:38:04,288 --> 00:38:05,568 We have a wonderful 653 00:38:05,824 --> 00:38:07,104 Here 654 00:38:07,616 --> 00:38:08,384 And 655 00:38:08,896 --> 00:38:12,224 Langley Priory part of it again congratulations you smarter than me 656 00:38:12,992 --> 00:38:14,272 And honestly guys 657 00:38:14,528 --> 00:38:20,672 I need this is gonna happen and I wanted to show you how we can fix stuff like this so you never said a raycast is 658 00:38:22,208 --> 00:38:24,768 Omitted from the centre of our enemy here right 659 00:38:25,280 --> 00:38:27,072 That means that it's touching 660 00:38:27,584 --> 00:38:29,376 The anime so touching itself 661 00:38:29,888 --> 00:38:36,032 We really don't want that so the way that we can solve this is actually through a thing called 662 00:38:36,288 --> 00:38:42,432 Ok now in this project there are two different kinds of layers ok in my hair 663 00:38:42,688 --> 00:38:44,736 We just created players here 664 00:38:44,992 --> 00:38:51,136 Anita parallax layers don't worry about these kinds of basically away for me and you 665 00:38:51,392 --> 00:38:55,744 Very is parallax layers ok that's one kind of layer 666 00:38:56,000 --> 00:39:02,144 The other kind of layer were going to talk about it over here some of you may have seen this word they're here 667 00:39:02,912 --> 00:39:09,056 We can actually create new layers ok new layer just go with me for 668 00:39:10,336 --> 00:39:12,896 Let's call this the enemy player 669 00:39:13,664 --> 00:39:18,272 Recording about layers we can actually have certain objects 670 00:39:18,784 --> 00:39:20,064 Better in a certain layer 671 00:39:21,088 --> 00:39:22,112 Ignore 672 00:39:22,624 --> 00:39:24,672 Other layers ok 673 00:39:25,440 --> 00:39:28,768 So we can actually set the layer 4anime.to 674 00:39:29,280 --> 00:39:30,048 Enemy 675 00:39:31,328 --> 00:39:32,096 And then 676 00:39:32,352 --> 00:39:33,120 What we can do 677 00:39:33,632 --> 00:39:35,936 Is we actually can go into the Script 678 00:39:36,960 --> 00:39:39,520 Until our raycast 679 00:39:40,544 --> 00:39:41,568 To ignore 680 00:39:42,080 --> 00:39:43,360 Specifically 681 00:39:44,128 --> 00:39:46,176 So we can do that is just go comma 682 00:39:46,944 --> 00:39:47,968 Recast 683 00:39:48,480 --> 00:39:49,504 Layer mask 684 00:39:49,760 --> 00:39:52,064 Set variable doesn't exist yet 685 00:39:52,832 --> 00:39:54,368 We got a creative up here 686 00:39:54,624 --> 00:39:58,464 In so we'll see realise this the silliest serializefield 687 00:39:58,976 --> 00:40:00,768 It's going to be a private 688 00:40:01,536 --> 00:40:02,816 Layer mask 689 00:40:03,584 --> 00:40:06,656 Is going to be called raycast layer mask 690 00:40:07,936 --> 00:40:08,448 So 691 00:40:08,960 --> 00:40:15,104 All this means we've added this new parameter here and it's just a parameter for the physics2d raycast 692 00:40:15,616 --> 00:40:18,432 It allows for us to have a layer mask ok 693 00:40:19,200 --> 00:40:20,992 Does go back into unity 694 00:40:21,248 --> 00:40:23,040 When you see it appear here 695 00:40:24,832 --> 00:40:25,600 There is 696 00:40:26,368 --> 00:40:29,696 And that start with everything ok 697 00:40:30,208 --> 00:40:35,584 We want everything to be selected here we want this layermask to interact with everything ok 698 00:40:36,352 --> 00:40:42,496 Well we definitely want it to ignore objects that are on the ignore raycast layer and that includes the polygon 699 00:40:42,752 --> 00:40:43,520 Camera 700 00:40:43,776 --> 00:40:47,616 Collide remember we had this year and we said it to ignore raycast 701 00:40:47,872 --> 00:40:50,432 So we definitely want our raycast to ignore that 702 00:40:52,992 --> 00:40:56,064 And we also wanted to ignore itself the enemy 703 00:40:57,856 --> 00:40:58,880 Play here 704 00:41:01,952 --> 00:41:04,256 So now it's not going to touch itself 705 00:41:05,280 --> 00:41:10,400 We definitely don't like our enemies touching themselves ok so 706 00:41:10,912 --> 00:41:15,264 It's just go ahead and copy all of this and paste it 707 00:41:15,520 --> 00:41:17,824 Where to check for a left wall ok 708 00:41:18,080 --> 00:41:20,896 So there's gonna be left wall brick acid 709 00:41:21,664 --> 00:41:22,944 Just going to put that 710 00:41:23,712 --> 00:41:29,856 In here and here and also going to 711 00:41:30,112 --> 00:41:31,648 Vector to that left 712 00:41:32,672 --> 00:41:38,816 And trying to think of anything else you're a doctor that left in order 713 00:41:40,352 --> 00:41:41,888 I think that's everything guys 714 00:41:43,168 --> 00:41:44,448 The colour is 715 00:41:45,216 --> 00:41:47,264 Different colour purple 716 00:41:47,520 --> 00:41:48,288 Is there a purple 717 00:41:48,800 --> 00:41:54,431 Purple magenta 718 00:41:54,943 --> 00:41:56,479 Take a look 719 00:41:56,735 --> 00:41:57,759 One final thing 720 00:41:58,015 --> 00:41:59,551 I'm touching a wall on my 721 00:42:00,063 --> 00:42:02,111 Left here we go 722 00:42:02,623 --> 00:42:03,391 Supply 723 00:42:05,183 --> 00:42:06,975 Is touching a woman's right 724 00:42:07,487 --> 00:42:11,071 Now if we change his speed to mega to 725 00:42:12,607 --> 00:42:14,911 I'm touching a wall on my left 726 00:42:15,423 --> 00:42:16,191 Awesome 727 00:42:16,959 --> 00:42:17,983 Are we going to hear it 728 00:42:18,239 --> 00:42:22,591 Remove the door and just change the direction to be well if you touch a right wall 729 00:42:22,847 --> 00:42:24,127 Siri -1 730 00:42:24,639 --> 00:42:28,223 And then if you're such as a level the direction is going to be 731 00:42:28,479 --> 00:42:29,759 Positive one 732 00:42:35,903 --> 00:42:36,671 Perfect 733 00:42:36,927 --> 00:42:37,951 Now he's stuck 734 00:42:38,207 --> 00:42:41,023 Define throw him up here 735 00:42:41,279 --> 00:42:44,607 Great so we can't fall over ledges he also avoid 736 00:42:44,863 --> 00:42:45,631 Player 737 00:42:46,143 --> 00:42:48,959 I really want that because we want him to actually 738 00:42:49,727 --> 00:42:52,031 Put the player in engage with the player 739 00:42:52,287 --> 00:42:54,079 So why is he avoiding the player 740 00:42:54,591 --> 00:42:56,895 What is because he thinks the player is a wall 741 00:42:57,663 --> 00:43:01,247 That means we need to set the player to be ignored 742 00:43:01,503 --> 00:43:02,527 By that recast 743 00:43:03,295 --> 00:43:09,439 So is there anything on our list here that allows us to ignore the player while the player is on the default 744 00:43:09,695 --> 00:43:11,487 I just show you really quick 745 00:43:12,255 --> 00:43:18,399 The players on the default layer in a guys I cannot stress this enough these layers here 746 00:43:18,655 --> 00:43:19,679 Have nothing to do 747 00:43:20,447 --> 00:43:22,239 With these layers here ok 748 00:43:22,751 --> 00:43:28,895 These layers are just a way for us to have parallax layers and we can name these honestly whatever we want we can call 749 00:43:29,151 --> 00:43:35,039 Parallax one right so that's really what these layers here is it just game objects 750 00:43:35,295 --> 00:43:36,319 Where is 751 00:43:37,343 --> 00:43:38,623 Recite the player here 752 00:43:39,903 --> 00:43:41,951 This layer in the inspector 753 00:43:42,207 --> 00:43:48,351 Basically helps us ignore other game objects that are on that layer so just keep that in mind 754 00:43:48,607 --> 00:43:49,887 Two kinds of layers here 755 00:43:52,703 --> 00:43:53,215 So 756 00:43:54,239 --> 00:43:57,311 Curly the player is set to the 0 757 00:43:57,567 --> 00:43:59,615 Maya which is called the default layer 758 00:44:00,639 --> 00:44:03,967 What alarmed gameobjects are actually on the default layer as well 759 00:44:05,503 --> 00:44:07,039 So we really don't want 760 00:44:07,551 --> 00:44:09,343 The enemies re cast 761 00:44:09,599 --> 00:44:10,879 To just ignore 762 00:44:11,647 --> 00:44:12,927 The default are doing 763 00:44:14,207 --> 00:44:15,999 So what we can do is actually just 764 00:44:16,511 --> 00:44:17,791 Create a new layer 765 00:44:18,815 --> 00:44:20,095 Call it player 766 00:44:21,375 --> 00:44:22,655 And then set the layer 767 00:44:22,911 --> 00:44:23,935 For the player 768 00:44:24,191 --> 00:44:24,959 Player 769 00:44:26,239 --> 00:44:29,055 So now the player is on the layer player 770 00:44:29,823 --> 00:44:32,127 It's all we got to do is go to enemy here 771 00:44:32,895 --> 00:44:34,175 Just make sure 772 00:44:34,687 --> 00:44:36,735 He's hacking interact with himself 773 00:44:37,247 --> 00:44:38,783 Is that alright with the player 774 00:44:39,551 --> 00:44:41,855 Worthy ignore raycast layer 775 00:44:42,367 --> 00:44:43,391 Play 776 00:44:45,439 --> 00:44:46,719 So far so good 777 00:44:50,815 --> 00:44:51,839 Dragon appear 778 00:44:52,351 --> 00:44:55,935 So he now will chase after the player 779 00:44:57,983 --> 00:45:00,799 Alright in hit the player and her two player that's great 780 00:45:01,823 --> 00:45:02,591 Alright 781 00:45:02,847 --> 00:45:06,175 So now we have our enemy able to pretty much 782 00:45:07,455 --> 00:45:08,735 Ignore ledges 783 00:45:09,247 --> 00:45:10,271 And also 784 00:45:10,527 --> 00:45:16,671 Eleanor was now case I just made a break so far 785 00:45:16,927 --> 00:45:22,815 He is looking pretty good alright guys so not we have the enemy able to sort of Patrol around the level 786 00:45:23,327 --> 00:45:26,399 We now need a race and code that will actually hurt the player 787 00:45:26,911 --> 00:45:30,751 So let's chapita enemy script in what's writing pseudocode 788 00:45:31,775 --> 00:45:33,823 Let's see hear something like 789 00:45:35,359 --> 00:45:36,895 If I collide 790 00:45:37,663 --> 00:45:40,479 With the player 791 00:45:41,247 --> 00:45:46,367 Supplier meaning his health is going to 792 00:45:46,879 --> 00:45:49,439 Decrease 793 00:45:49,951 --> 00:45:54,047 And then we also need to update the UI 794 00:45:55,327 --> 00:45:57,631 Ok so how is actually do this 795 00:45:57,887 --> 00:46:04,031 Well if we go to a collectible script just for reference memory have this ontriggerenter2d function here we also 796 00:46:04,287 --> 00:46:06,079 Is there any Gate as well 797 00:46:06,335 --> 00:46:12,479 Well we can't really use that on the enemy because the enemy isn't a trigger is it 798 00:46:12,735 --> 00:46:13,503 A Collider 799 00:46:14,271 --> 00:46:15,039 Take a look 800 00:46:15,807 --> 00:46:21,951 Preselector enemy here you can see that the capsule Collider is Trigger a set of false memory a trigger is meant to 801 00:46:22,207 --> 00:46:28,351 Passed through the enemy is a solid entity right so we need to use a different function 802 00:46:28,607 --> 00:46:30,399 It's very very similar 803 00:46:30,655 --> 00:46:34,495 To the ontriggerenter function used in r collectible script 804 00:46:34,751 --> 00:46:37,823 And also our Gate script into 805 00:46:38,079 --> 00:46:38,847 Chrome 806 00:46:39,103 --> 00:46:44,479 Images Google Unity on collision enter 2D 807 00:46:48,575 --> 00:46:54,719 So because we are blaming here we're just going to literally copy and paste this 808 00:46:54,975 --> 00:46:56,255 So let's see here 809 00:46:56,511 --> 00:47:02,655 That's great right there I just copy that oncollisionenter2d right 810 00:47:02,911 --> 00:47:04,447 Nails for us to check 811 00:47:04,959 --> 00:47:06,239 If we collided 812 00:47:06,495 --> 00:47:08,287 With something else ok 813 00:47:09,311 --> 00:47:11,871 So let's just go to your enemy scripture 814 00:47:12,127 --> 00:47:13,663 Studying 815 00:47:14,175 --> 00:47:16,735 Remove this debug here 816 00:47:17,247 --> 00:47:21,087 Are we going to do is your guys if you guys just smart enough to know this now 817 00:47:21,343 --> 00:47:23,391 If we consume in here and go if 818 00:47:24,159 --> 00:47:24,927 Call 819 00:47:25,951 --> 00:47:32,095 That's the very one name here in the collectible it's collision and as a collider2d variable type 820 00:47:33,119 --> 00:47:35,423 Enemy script a collision 821 00:47:35,679 --> 00:47:37,471 2D variable type 822 00:47:37,727 --> 00:47:38,495 Honestly 823 00:47:39,007 --> 00:47:44,639 I'm not a huge fan of the language because it's very similar verbiage so 824 00:47:44,895 --> 00:47:50,783 Oh no just have Google handy here alright so if call dart game object 825 00:47:51,295 --> 00:47:52,319 Equals 826 00:47:53,855 --> 00:47:56,415 Remember what we can use year the incidence 827 00:47:56,671 --> 00:47:57,695 Pattaya 828 00:47:58,207 --> 00:48:01,023 So if it equals the Instance of the player 829 00:48:02,047 --> 00:48:04,607 When are we just debug.log 830 00:48:05,887 --> 00:48:07,679 The player 831 00:48:08,959 --> 00:48:09,983 Semicolon 832 00:48:10,239 --> 00:48:11,263 Play they're out 833 00:48:11,519 --> 00:48:12,799 You're back in the universe here 834 00:48:14,335 --> 00:48:20,479 And let's see what's going on again guys 835 00:48:20,735 --> 00:48:26,879 In fact if you want to just buy them for now what do that 836 00:48:27,135 --> 00:48:33,279 For the course with making games 837 00:48:33,535 --> 00:48:35,583 There we go 838 00:48:35,839 --> 00:48:37,375 We hurt the player 839 00:48:37,631 --> 00:48:38,655 Perfect 840 00:48:39,167 --> 00:48:43,263 Ok so let's go ahead in decrease the players health 841 00:48:43,775 --> 00:48:47,103 Every time we get hurt so currently our house is it 50 842 00:48:47,615 --> 00:48:53,247 So let's just jump into a new player script to use dragon over to hear my clothes out the gate script in the collectible script 843 00:48:54,015 --> 00:48:55,807 So it's just simply do this 844 00:48:56,063 --> 00:48:56,831 New player 845 00:48:57,343 --> 00:48:58,623 The Instance 846 00:48:59,647 --> 00:49:00,671 Health 847 00:49:01,695 --> 00:49:03,231 - equals 848 00:49:05,023 --> 00:49:06,047 An end 849 00:49:06,303 --> 00:49:09,119 New player that instance 850 00:49:09,375 --> 00:49:10,655 Update UI 851 00:49:13,215 --> 00:49:15,519 Decrease the house by 1 852 00:49:15,775 --> 00:49:21,151 And then we're going to update that UI meaning the health bar is going to reflect the actual health 853 00:49:21,663 --> 00:49:23,455 Save it and see what happens 854 00:49:27,295 --> 00:49:29,087 Shrink down is a little bit there we go 855 00:49:29,855 --> 00:49:30,623 Jealous 856 00:49:31,135 --> 00:49:32,927 Keep an eye on the Health over here 857 00:49:33,183 --> 00:49:33,951 The player 858 00:49:34,719 --> 00:49:35,743 And 859 00:49:36,255 --> 00:49:38,559 Right there we go 860 00:49:38,815 --> 00:49:40,351 Are we getting hurt pretty good here 861 00:49:41,887 --> 00:49:42,655 Awesome 862 00:49:44,959 --> 00:49:45,727 Ok 863 00:49:45,983 --> 00:49:48,031 So that's hurting us a lot actually 864 00:49:48,799 --> 00:49:50,335 Exactly what we white 865 00:49:51,103 --> 00:49:57,247 Angel far is also updating and it's perfect keep an eye on it we could that slowly shrinking down 866 00:49:58,015 --> 00:50:00,575 Something we can do here is actually 867 00:50:01,855 --> 00:50:03,903 What if you don't want to decrease by 1 868 00:50:04,159 --> 00:50:05,695 What is a decreased by 869 00:50:05,951 --> 00:50:07,999 A custom value so maybe 870 00:50:08,511 --> 00:50:09,791 Power 871 00:50:11,071 --> 00:50:14,655 A Better World is probably attack power ok 872 00:50:15,935 --> 00:50:18,751 The variable does not exist so we need to create it up here 873 00:50:20,287 --> 00:50:21,823 Just put it right here 874 00:50:22,591 --> 00:50:23,871 We're going to see realise it 875 00:50:26,431 --> 00:50:27,199 Private 876 00:50:29,247 --> 00:50:30,271 Where's my container joke 877 00:50:30,783 --> 00:50:36,927 Ninja makes more sense when I going to have like 2.5 being the Ripper I think maybe a value of 10 is 878 00:50:37,183 --> 00:50:37,695 Better option 879 00:50:37,951 --> 00:50:38,975 Integer 880 00:50:39,487 --> 00:50:40,767 Attack 881 00:50:41,023 --> 00:50:41,791 Power 882 00:50:42,815 --> 00:50:46,399 And will speak to the default of 10 that we can definitely change it if you want 883 00:50:46,655 --> 00:50:48,191 Unity here 884 00:50:49,983 --> 00:50:52,287 My Selector enemy here 885 00:50:52,799 --> 00:50:55,359 Now we can actually tweet the attack power 886 00:50:55,615 --> 00:51:00,223 So if we wanted to have let's see here one enemy that attacks a value of 10 887 00:51:00,735 --> 00:51:02,527 In another anime that attacks 888 00:51:02,783 --> 00:51:05,343 Add value of I don't know 889 00:51:05,855 --> 00:51:10,719 50 we can make this with Michael is scary alright maybe bacon 890 00:51:10,975 --> 00:51:11,999 Vibrant 891 00:51:13,023 --> 00:51:14,559 Louis Marlow 892 00:51:15,071 --> 00:51:17,375 Big and maybe make it too 893 00:51:17,887 --> 00:51:23,775 Big enemy type here now that can hurt the player a lot more 894 00:51:24,287 --> 00:51:25,823 Play 895 00:51:26,335 --> 00:51:27,359 What's a player 896 00:51:32,991 --> 00:51:39,135 Little buggy bear the Ricoh system isn't really meant for these Gia 897 00:51:39,391 --> 00:51:45,535 Enemy types but you get the point you're so if I get her here so I went down by 10 898 00:51:45,791 --> 00:51:50,399 Went down by 50 right-hand dead now 899 00:51:51,423 --> 00:51:53,471 Enemies are now attacking the player 900 00:51:53,983 --> 00:51:55,775 Really simple really straightforward 901 00:51:56,031 --> 00:51:58,847 They can be great have an indication 902 00:51:59,103 --> 00:52:00,127 That we're getting hurt 903 00:52:00,639 --> 00:52:03,967 We're going to be doing that when we actually create animations 904 00:52:04,223 --> 00:52:05,247 For this game 905 00:52:05,503 --> 00:52:09,343 And that's going to be during the animation portion of this tutorial 906 00:52:09,599 --> 00:52:15,743 Just yet 65476

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