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So we've now installed all of those packages.
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Sometimes when when it's installing packages or in the console, you'll find a whole number of kind
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of warnings or messages.
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Well, these messages are just about when it's when it's putting something in there might find something
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it doesn't like and just remove it.
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All right.
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Just letting you know basically what's happened.
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And but everything is fine here.
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All right.
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Just telling you what's going on, really.
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So you can just click there.
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No, go away.
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No, I did notice that when I converted some of these objects into Sprite to these new eyes and I come
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down, I've got a little bit of a warning message saying only textures with width height be multiples
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of four can be compressed eite se to format, which is a format that's represented here.
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This one and this is one of the main reasons why people recommend that when you bring artwork into unity,
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particularly for UI, is that they are a multiple of four.
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So for example, 16 by 16 or 64 by 64 or 512 by 512 like this one.
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You know, that's a multiple of force.
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I'm not getting that issue.
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So what I've done on something like Small Bullet just made sure I did accidentally put it on that it's
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G UI should be on Sprite, 2D and UI and is I've just changed the format to our deuba compressed Aztek
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four by full block.
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And that one's fine.
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All right.
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I'm just going to do that with the rest.
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OK, so this full by full block, just click apply and that will then get rid of that error.
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Well, it's more of a warning, really, it's basically saying it's not getting compressed properly,
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so no point in trying to compress it if it's not working and we get the same thing going on here.
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So just make sure we go with this one and the crosshairs as well.
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There we go.
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All right, all sorted.
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Great.
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And so now, in a sense, we'll find that we've got loads and loads of folders.
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Now, the first thing I want to do actually is just click on this low poly pack in some of these.
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You do have some read me file so you can check these out.
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Just double click, you know, to open them.
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We've got a demo scene weapon demo scene.
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And it's gone.
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So any time that you want to open one of these scenes, you can just double click.
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First of all, however, I'll just save this scene that we're working on.
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So save us and put it into a new folder called Maecenas.
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No, call this main scene.
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There we go.
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Now I can double click on this one to open it.
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Just kind of want to show you this.
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This is a fully working demo of these low poly hunts.
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And so what you can do here.
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I'll just mute the audio so you can still hear me talking.
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I'll just press play and will.
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OK.
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Now, you can move this around by using your mouse and then just click in order to fire.
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OK.
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Now, fortunately, I think it works better when it's full screen.
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Actually, just press escape to get out of that maximize play.
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OK, and then you get all sorts of really great little stuff here and really great with the hands.
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And then if I choose, ah, I can then reload.
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It's already got these animations on there and which are really good.
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So we're going to be using these arms.
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OK.
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Well, I just wanted to make you aware that this does have a fully working scene if you want to, to
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actually use that for any of your mobile games.
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All right.
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We're not going to be using this particular scene, but if you wanted to, you could just you go back
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to my assets and my scenes double click.
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If these warnings are kind of getting on your nerves like you are for me at the moment, just click
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on this little warning symbol and he gets rid of it.
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And you could still be aware that it's got warnings.
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All right.
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And because it'll give you the number, but it just won't display them now.
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So what we want to do them is actually start some kind of a layout.
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So let's go back to our scene view.
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And if, for example, you're not seeing this the way that it looks on mine, it could very well be
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that some of these are not checked on.
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So just make sure that all fully checked.
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So I want to start with the cemetery Halloween set and the one that goes to the prefab mobiles.
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This is where I'm going to be using most of my assets from.
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One of the great things about these is that they are very, very low poly.
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And so let's, for example, take something like this and you can see it here is extremely low poly,
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but it's got that nice kind of painterly feel to it.
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And it's actually using not less texture.
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OK, so you click on this.
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Basically, all of the textures for all of the models are all contained within one texture.
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And this is really, really useful when working on mobiles.
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If you can find assets that use an Atlas texture.
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It's going to save your draw calls so much.
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OK, as opposed to having every object with a separate material, a separate texture.
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First thing I want to do, I want to use one of these textures to actually display the ground.
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So when you click on Game Object 3D objects, then when they just put in, quote, a quad, they'll
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niyaz believe two triangles.
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So if I just get to the side that's visible and I go to wireframe shaded wireframe.
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There we go, two triangles.
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So it's really, really low poly.
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All right.
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As opposed to a plain look at how many triangles are playing this, right?
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Way too many.
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Yeah.
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So keep it as a quad.
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So I'm just going to rotate this on the read these perfectly straight.
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Now I can see that's changing the rotation on the X there.
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So I'm just going to send up to 90 degrees.
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So it's perfectly on the ground.
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Change back to shaded.
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And if you want to click on Quad and I want to set its position in X, Y and Z to zero, you click on
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these and press zero zero zero, then double click on the quad and that will take me over to it.
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Now, in terms of moving in unity, you can use your middle roller mouse to roll in or out.
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Those calls zoom.
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You're right, mouse button.
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You can click and drag, you know, to change the angle which you're looking at left click and drag
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in order to select or click anywhere to be select.
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And then you can click and hold the roller in the middle of your mouse to actually pan around.
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OK, so now I'm going to click on the quote and I'm going to change the scale of this server being one,
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I'm going to change it to about.
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And I'm going to change it to about a hundred, I think.
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And also on the Y as well.
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We don't need change on the Z.
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It doesn't have any depth.
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Now it looks like about the dextra elements of this is actually a grid.
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You can switch the grid off at any point by clicking on this icon and it goes away.
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All right.
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Now, if I click back and wireframe, I'll show you the way frame.
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You can still see I'm only using two triangles.
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Very important.
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Try and keep it as low poly as possible.
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So now I just basically want one of these textures onto this item.
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So we've got something called floor 12 quite like this, or actually I think a like this floor 14 a
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little bit, but it's got these like little bits of grass.
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So I'm just going to click and drag.
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Make sure you're in the scene.
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You click and drag this material directly on there and it will automatically stick on there.
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Now, at the moment, these are way, way too big.
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All right.
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So what they want to do is when they click on floor 14, well, I've got my tiling.
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So let's do something like 65 by 65.
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That's too repetitive.
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Can you see the.
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It's like this tiling effect.
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So let's try forty five by forty five.
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I think that much more effective.
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OK, yeah, you're quite happy with that.
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I just want to bring your attention to the Qader type.
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It's actually using Mobile Unlet supports Leitman.
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You can find this by doing the dropdown mobile and just this one on.
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Right.
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All right.
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So it doesn't require any lighting at all.
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All right.
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Doesn't even respond to any kind of lighting, so that one is extremely fast and is really extremely
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fast.
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Qader, that will work perfectly on mobile.
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OK.
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And since the actual texture is, is this kind of cartoony look.
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This is exactly how it will look inside of the mobile.
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OK, so now I want to find my main camera in my game for you, switch over to the game.
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This is currently what I'm looking at and where my camera is located.
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And if you're not seeing this, your gizmos might be switched off.
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So just click on gizmos to get it all switched on.
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In fact, my 3-D icons, I just made those a little bit bigger so that you can actually see those.
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And this is currently where I'm based, right?
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Right in the middle of the sea.
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And so I'm actually looking that way, as you can see there with the this is called the fristrup camera
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for Ström.
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And the camera will only render whatever is actually inside of this object right here.
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So it won't render anything behind the camera unless you rotated around.
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So just wanted to make a couple of changes to the main camera.
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First of all, in the game, I don't need to see this sky in the background.
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This is actually used in a skybox which adds extra pressure to your mobile device and the CPU, etcetera.
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And you can use a sky if you want, if you absolutely need it.
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But in this game, it's just not necessary.
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So I'm going to take my clear flags and change it to a solid color.
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I'm going to change my color to black.
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OK, and that she's going to be so much faster to render.
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And it looks like nighttime.
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And my projection is currently on perspective.
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If you're going for a 2D game, you could go with something like orthographic.
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But let's just keep it on perspective.
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My field view is vertical.
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Yeah.
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That's good.
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That's what I want.
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And if you want to zoom in or zoom out, you can choose your field of view to do so.
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Default is around 60, which works quite well.
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If you want to limit what you can see, like, say, 40.
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Notice now it's made that first film a lot smaller.
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So it's actually rendering less items on the screen.
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So if you find in that you are getting like really, really low frame rates.
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Just try reducing down somewhat.
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I mean, even though I'm now like really zoomed in on things and it's actually going to be rendering
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much less on screen at any one time.
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But I was quite happy with 60.
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So I'm just going to keep it at 60.
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And now my clip planes, basically the nikia is near is an object to the camera before it actually clips
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off, before it becomes invisible.
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Well, I'm going to have some arms very close to the camera, so I want to reduce that down to zero
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point one.
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But in terms of fall, that's way too much forward.
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I for example, I went with one.
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He can't see anything.
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I can see a little bit 100.
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OK, I can actually see I should be able to see the edge of the item now some of way through.
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And in fact, I could actually limit this even more because I'm right in the center of this.
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I should actually be able to just limit it to just 50.
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And now it's only rendering right up to the end of that item, but nothing beyond.
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OK, and if I rotate around, it will be the same at that side.
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So now it's basically it's only having to render as far as 50 meters away from the camera.
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And that's going to once again speed up those frame rate.
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And rendering path, although she was in graphic settings which are coming from the project settings
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and from the quality, it's actually using this.
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It's going to use this no matter what anyway.
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It's never going to override that.
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We can actually change our rendering path to a forward.
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Forward is recommended for mobile devices.
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Well, the forward rendering path will do.
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It will basically render everything just once.
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OK, we'll compile all the different objects and render it one single time.
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It's extremely fast.
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Whereas if you want with something like, for example, deferred, what it will do, it will actually
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render each object multiple times.
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So if you've got objects in front of other objects, it will actually render them twice or three or
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four times.
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And if you've got multiple lights, it will render each time there is a new light source.
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So it can actually render many, many times.
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It's a better a better result.
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It looks a lot better, but it's only really necessary on PC and kind of like on the PC.
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Setting forward is way by the mobile HDR.
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Don't need it.
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Switch it off, MSRA.
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I don't need it.
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Can switch it off.
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MSRA is basically if you got any multi sample anti-aliasing.
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So to avoid those jagged edges, once again, if you are getting jagged edges, just switch up or not.
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OK, occlusion culling is basically if one object is in front of another object, it will then a clue
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that objects they won't render it.
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We're not going to have any need for that.
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So I'm just going to switch off.
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OK, there we go.
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All right.
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So now we set up our main camera.
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And what we'll do in the next video is actually start to lay out our objects.
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