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Original subtitles

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[MUSIC] 2

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Hello, again, 3

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in this video we're gonna unravel the mysteries of the Animator Controller and 4

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create our GameObject Lizard that is walking using our sprite sheet animations. 5

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So let's jump in and get started. 6

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I'm gonna start off by tidying up my new sprite, just get rid of that. 7

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That was a placeholder, don't need it any more, what we do need to do though is 8

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right-click, Create Empty, and call this Lizard. 9

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And then just reset the transform. 10

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Okay, now I've been calling it Lizard. 11

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If you downloaded this or if you're looking to download from the main 12

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asset pack, it's called the deimaginator. 13

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I've just recalled it Lizard, 14

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because deimaginator is a bit tricky to say throughout this course, but 15

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that's where it is if you're looking in the official glitch assets. 16

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Deimaginator is the Lizard, now to see our Lizard we need to add a component, 17

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which is the Sprite Renderer. 18

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Sprite Renderer, great, and we've done this before. 19

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Let's find one of the frames from the Lizard Walk, just Lizard Walk 7. 20

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Drop that into the sprite in here and now it knows what to show. 21

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We're gonna change the order in layer to five so it sits on top of my background. 22

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And just with my W key, move the Lizard, or deimaginator, 23

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into the middle of the screen. 24

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There we go, it looks pretty good. 25

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So the Sprite Renderer is needed to actually display it on the screen. 26

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Now we're gonna be dealing with animation, so 27

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first of all make sure you have the animator and animation windows somewhere. 28

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You can go up to Window, they've changed this recently in Unity. 29

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These windows change around every now and again. 30

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If you find the Animation tab, wherever that might be for you, and 31

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then make sure you open up the Animation and Animator windows. 32

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Okay, I've got mine placed down the bottom here. 33

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Now let's talk about a little bit of terminology so we're crystal clear. 34

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First of all, the Animator Component assigns animations to GameObjects 35

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through an Animator Controller. 36

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Okay, so that doesn't necessarily make things clearer, 37

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but we'll be adding a component onto our GameObject which allows that 38

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GameObject to say, right, you need to have some animations. 39

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And they'll be driven through the Animated Controller. 40

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What is the Animated Controller? 41

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Well, it's the arrangement of animations and transitions, and 42

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it's a state machine so it could have a walk state, or a walk animation. 43

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And then a transition that says if the player holds down the sprint key, 44

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then we transition into the run animation. 45

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So that's all handled in the Animator Controller, and 46

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then we need our individual animations, obviously. 47

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These are specific pieces of motion, the run, the jump, the shoot, the fall over. 48

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And then also as we've added already we need the Sprite Renderer, and 49

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this is what we need to actually display the sprites onto the screen. 50

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So there's some terminology for you, and 51

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now what I'm gonna do is something a little bit different. 52

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I'm gonna go through the process of creating the Animated Controller and 53

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some animations for my character here. 54

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What I'd like you to do as a challenge, is to just watch and absorb and then see if 55

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you can do all of this yourself when we get to the time of the challenge. 56

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So the steps of the challenge will be, when we get to it, will be, well, 57

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first of all watch [LAUGH], and then do it on your own later on. 58

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It will be to create an Animated Component, 59

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to create an Animator Controller, to add the Animator Controller 60

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to Lizard Game Object, and to create an animation for the walk. 61

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And then obviously we need to do a little bit of tuning to 62

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the speed of the animation so that it looks good and makes sense. 63

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So that will be the challenge shortly, after I take you through all the steps. 64

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I'm going to give you that challenge and if you get stuck on the challenge you can 65

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come back and rewatch for any hints that you want. 66

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So there's the challenge, you can do it right now, or 67

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you can wait until after I've done it, okay. 68

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So let's jump in and get started on this. 69

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We have our Lizard, we need to add a component, 70

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and this will be the Animator Component. 71

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Okay, now it's saying, okay, I'm ready to do some animations, but 72

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I need to know what is the controller, what is the thing that's gonna 73

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be determining when you run and when you jump and what jump is? 74

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So we need to create one of those. 75

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I've got an animations folder. 76

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I was playing around just before a bit naughty off screen. 77

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Let me delete that and do it so we can do it together, okay? 78

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In my Assets folder, I'm gonna create surprise, 79

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surprise, a new folder called Animations. 80

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And in our Animations folder, right-click and create Animator Controller. 81

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We'll call this Lizard and you can see it's now populated in our animator. 82

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We have some stuff in there. 83

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You can drag these and move them around. 84

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These are the states at the moment, it doesn't quite make sense, 85

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there's isn't a lot going on. 86

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We just have an entry state, the first thing that happens and the exit. 87

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This is when we exit out of this Animated Controller. 88

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We need some animations in here. 89

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Now I'm gonna show you my preferred way to create animations. 90

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There's a lot of different ways to do it, but I'll show you the way that I like to 91

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do it which is to find the thing we want to animate. 92

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So go to your sprites and find your Lizard Walk or whatever it is 93

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that you've created, highlight all of the frames of your animation, 94

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and then right-click Create > Find Animation, blink. 95

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And now you see down the bottom we can rename our new 96

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animation to be Lizard Walk. 97

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And we now have a Lizard Walk animation that if we click on our Animation tab 98

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here, you can see it has all of these frames and 99

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these individual frames are corresponding. 100

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All these key frames are corresponding to each of our images from our spreadsheet. 101

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Now we can't see it at the moment. 102

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If we click on Play there's nothing to preview, 103

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cuz it doesn't know what the model is or what the representation is. 104

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We've already created ourselves a Lizard GameObject, so we'll grab that, 105

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drag it on over into our preview. 106

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Now when we click the Preview button, we see it walking. 107

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And in the preview, we can slow it down [SOUND] to see how it goes, or 108

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speed it up to see how that goes. 109

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But that's not changing the speed of the animation in the game. 110

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That's just changing the speed of the preview. 111

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What we can do to change the speed of the actual animation itself 112

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is you see here samples. 113

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At the moment what that's saying is 12 samples per second. 114

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We know that our Lizard has 16 frames. 115

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So it's going to get through those, all of those 16 frames, 116

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in a little over a second. 117

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So 12 frames per second. 118

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This is taking us up to a second, and there's another three or 119

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four frames at the end there. 120

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I'm gonna change this to say 100, just to be silly. 121

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So in this instance, we're getting through our frames really quickly if I click Play. 122

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Beep, beep, beep, beep, beep, beep, beep, that's funny, [LAUGH] it's kinda cool, but 123

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it's not quite what the artist was going for, I'm sure. 124

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I think the happy medium here, just from playing around with it, 125

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is 24 frames per second for this character. 126

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That's a nice, gentle meander that our Lizard's doing. 127

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Okay, so we now have an animation that's comprised 128

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of our sprite sheet individual frames. 129

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I'm gonna grab this animation and drag it into my Animations folder so it's nice and 130

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tidy, I know where to find it. 131

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Now we have our Lizard Animator Controller and our Lizard Walk. 132

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And if we click on Lizard as a GameObject, 133

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now we can say under Controller what's the Animator Controller? 134

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Let's click the selector and say it's going to be the Lizard, excellent. 135

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It now knows the Lizard Animated Controller is gonna drive me. 136

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If we click on the Lizard Animator Controller and then click on the Animator 137

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window, we can see that our Lizard Walk animation is not yet in there. 138

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So what we're gonna do if I can resize my window a little bit here, 139

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it's being a bit problematic, there we go, got it. 140

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Is to grab Lizard Walk and drag it into my Animator Controller. 141

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It comes in as this orange state called Lizard Walk. 142

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And it's got some details in the inspector that we'll play around with a little bit 143

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in upcoming videos. 144

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And it has this line that is created, which is a transition. 145

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What it's saying in this instance is the entry, so the very moment anything says, 146

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hey, I need you to pay attention to the Lizard Animator Controller, 147

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which is probably when our Lizard is spawned or instantiated. 148

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And in this case, 149

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it's right from the very start of the game cuz we've dropped it in our hierarchy. 150

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It will go from entry [SOUND] straight along the transition, 151

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immediately into Lizard Walk. 152

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And there's no other transitions. 153

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There's not a transition to die or to jump, 154

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so it will just stay on Lizard Walk over, and over, and 155

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over in this case, cuz there's only one animation that we have in there. 156

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So let's see if that works. 157

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We've got our Lizard GameObject. 158

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It has the Lizard Animator Controller. 159

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The Lizard Animator Controller knows about the Lizard Walk animation. 160

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So if we click Play in our game now, what do we see? 161

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We see that our Lizard does a bit of a walk, but you see it walked and 162

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then stopped. 163

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That looked like it went through its 16 frames and 164

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then stopped, which to me says we're not looping. 165

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Let's have a look and see where we need to loop. 166

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Well, the simplest way to do this is to click on the Lizard Walk animation 167

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we have in our folder here. 168

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And you can see in our inspector we have the loop time. 169

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If you click Yes on looped time, now when we click Play, 170

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that animation should know that by default it just loops over and over. 171

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So there we go loopy, loop, loop, loop, I'll go to the same view so we can see. 172

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And our guy is walking in our game fully animated, looking amazing. 173

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And obviously as time goes on, and we implement more features in our game, 174

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we can tell it to move across the screen as the animation's going. 175

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Boop, boop, boop, boop, boop, so it looks like it's actually walking. 176

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Okay, so that's the full process. 177

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Back to the challenge for you. 178

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If you haven't been following along, or sorry, if you haven't been creating as 179

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you've been going, this is the challenge for you to do now. 180

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And if you were following along, you might want to go and 181

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create another Animated Controller animation just to practice this to make 182

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sure it's really embedded. 183

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Some of the terms are a bit confusing. 184

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Create an Animator Component, create the Animator Controller, 185

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add the Animator Controller to the Lizard Game Object. 186

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Create an animation, tune the speed of the animation as we've done. 187

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And then once you've done that, once you have your Lizard or whatever you're using 188

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in your game walking on the screen for an animation, great work, job done. 189

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And you can go along to the next video and we'll continue along with our animation. 190

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So great stuff and I'll see you again real soon.

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