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These are the user uploaded subtitles that are being translated: 1 00:00:03,430 --> 00:00:06,190 So we've now installed all of those packages. 2 00:00:06,610 --> 00:00:11,500 Sometimes when when it's installing packages or in the console, you'll find a whole number of kind 3 00:00:11,500 --> 00:00:13,060 of warnings or messages. 4 00:00:13,450 --> 00:00:18,730 Well, these messages are just about when it's when it's putting something in there might find something 5 00:00:18,730 --> 00:00:20,740 it doesn't like and just remove it. 6 00:00:21,010 --> 00:00:21,380 All right. 7 00:00:21,440 --> 00:00:23,530 Just letting you know basically what's happened. 8 00:00:24,460 --> 00:00:28,480 And but everything is fine here. 9 00:00:28,750 --> 00:00:29,080 All right. 10 00:00:29,170 --> 00:00:31,390 Just telling you what's going on, really. 11 00:00:31,690 --> 00:00:32,740 So you can just click there. 12 00:00:32,940 --> 00:00:34,180 No, go away. 13 00:00:35,350 --> 00:00:42,220 No, I did notice that when I converted some of these objects into Sprite to these new eyes and I come 14 00:00:42,220 --> 00:00:47,320 down, I've got a little bit of a warning message saying only textures with width height be multiples 15 00:00:47,320 --> 00:00:53,170 of four can be compressed eite se to format, which is a format that's represented here. 16 00:00:53,770 --> 00:01:01,300 This one and this is one of the main reasons why people recommend that when you bring artwork into unity, 17 00:01:01,300 --> 00:01:07,270 particularly for UI, is that they are a multiple of four. 18 00:01:07,450 --> 00:01:14,710 So for example, 16 by 16 or 64 by 64 or 512 by 512 like this one. 19 00:01:15,370 --> 00:01:16,740 You know, that's a multiple of force. 20 00:01:16,750 --> 00:01:18,190 I'm not getting that issue. 21 00:01:18,730 --> 00:01:23,850 So what I've done on something like Small Bullet just made sure I did accidentally put it on that it's 22 00:01:23,860 --> 00:01:32,830 G UI should be on Sprite, 2D and UI and is I've just changed the format to our deuba compressed Aztek 23 00:01:32,860 --> 00:01:34,060 four by full block. 24 00:01:34,220 --> 00:01:35,110 And that one's fine. 25 00:01:35,420 --> 00:01:35,590 All right. 26 00:01:35,590 --> 00:01:37,000 I'm just going to do that with the rest. 27 00:01:38,360 --> 00:01:45,730 OK, so this full by full block, just click apply and that will then get rid of that error. 28 00:01:48,060 --> 00:01:52,020 Well, it's more of a warning, really, it's basically saying it's not getting compressed properly, 29 00:01:52,020 --> 00:01:58,940 so no point in trying to compress it if it's not working and we get the same thing going on here. 30 00:01:58,950 --> 00:02:05,850 So just make sure we go with this one and the crosshairs as well. 31 00:02:10,230 --> 00:02:10,770 There we go. 32 00:02:11,010 --> 00:02:12,060 All right, all sorted. 33 00:02:12,180 --> 00:02:12,510 Great. 34 00:02:13,210 --> 00:02:17,520 And so now, in a sense, we'll find that we've got loads and loads of folders. 35 00:02:18,450 --> 00:02:23,910 Now, the first thing I want to do actually is just click on this low poly pack in some of these. 36 00:02:23,910 --> 00:02:26,910 You do have some read me file so you can check these out. 37 00:02:27,090 --> 00:02:28,650 Just double click, you know, to open them. 38 00:02:29,520 --> 00:02:32,820 We've got a demo scene weapon demo scene. 39 00:02:33,300 --> 00:02:34,380 And it's gone. 40 00:02:34,500 --> 00:02:37,830 So any time that you want to open one of these scenes, you can just double click. 41 00:02:38,130 --> 00:02:41,730 First of all, however, I'll just save this scene that we're working on. 42 00:02:42,450 --> 00:02:49,250 So save us and put it into a new folder called Maecenas. 43 00:02:52,430 --> 00:02:56,240 No, call this main scene. 44 00:02:57,620 --> 00:02:58,170 There we go. 45 00:02:58,190 --> 00:03:00,380 Now I can double click on this one to open it. 46 00:03:00,770 --> 00:03:02,540 Just kind of want to show you this. 47 00:03:02,810 --> 00:03:07,190 This is a fully working demo of these low poly hunts. 48 00:03:07,370 --> 00:03:09,470 And so what you can do here. 49 00:03:09,980 --> 00:03:13,040 I'll just mute the audio so you can still hear me talking. 50 00:03:13,970 --> 00:03:18,470 I'll just press play and will. 51 00:03:18,740 --> 00:03:19,160 OK. 52 00:03:19,850 --> 00:03:26,120 Now, you can move this around by using your mouse and then just click in order to fire. 53 00:03:26,420 --> 00:03:26,870 OK. 54 00:03:27,920 --> 00:03:30,950 Now, fortunately, I think it works better when it's full screen. 55 00:03:30,950 --> 00:03:35,060 Actually, just press escape to get out of that maximize play. 56 00:03:43,980 --> 00:03:51,990 OK, and then you get all sorts of really great little stuff here and really great with the hands. 57 00:03:52,350 --> 00:03:55,080 And then if I choose, ah, I can then reload. 58 00:03:55,120 --> 00:03:59,070 It's already got these animations on there and which are really good. 59 00:03:59,070 --> 00:04:01,050 So we're going to be using these arms. 60 00:04:01,380 --> 00:04:01,740 OK. 61 00:04:02,680 --> 00:04:08,550 Well, I just wanted to make you aware that this does have a fully working scene if you want to, to 62 00:04:08,550 --> 00:04:10,860 actually use that for any of your mobile games. 63 00:04:11,490 --> 00:04:11,790 All right. 64 00:04:11,790 --> 00:04:18,810 We're not going to be using this particular scene, but if you wanted to, you could just you go back 65 00:04:18,810 --> 00:04:22,800 to my assets and my scenes double click. 66 00:04:23,460 --> 00:04:28,260 If these warnings are kind of getting on your nerves like you are for me at the moment, just click 67 00:04:28,260 --> 00:04:31,020 on this little warning symbol and he gets rid of it. 68 00:04:31,860 --> 00:04:34,080 And you could still be aware that it's got warnings. 69 00:04:34,410 --> 00:04:34,950 All right. 70 00:04:34,990 --> 00:04:38,370 And because it'll give you the number, but it just won't display them now. 71 00:04:40,230 --> 00:04:44,320 So what we want to do them is actually start some kind of a layout. 72 00:04:44,350 --> 00:04:46,080 So let's go back to our scene view. 73 00:04:47,910 --> 00:04:53,790 And if, for example, you're not seeing this the way that it looks on mine, it could very well be 74 00:04:53,790 --> 00:04:55,440 that some of these are not checked on. 75 00:04:55,690 --> 00:04:57,450 So just make sure that all fully checked. 76 00:04:59,100 --> 00:05:05,240 So I want to start with the cemetery Halloween set and the one that goes to the prefab mobiles. 77 00:05:05,790 --> 00:05:08,220 This is where I'm going to be using most of my assets from. 78 00:05:10,770 --> 00:05:15,030 One of the great things about these is that they are very, very low poly. 79 00:05:15,780 --> 00:05:22,890 And so let's, for example, take something like this and you can see it here is extremely low poly, 80 00:05:22,950 --> 00:05:25,740 but it's got that nice kind of painterly feel to it. 81 00:05:26,490 --> 00:05:30,750 And it's actually using not less texture. 82 00:05:31,590 --> 00:05:32,970 OK, so you click on this. 83 00:05:33,420 --> 00:05:38,280 Basically, all of the textures for all of the models are all contained within one texture. 84 00:05:39,180 --> 00:05:42,090 And this is really, really useful when working on mobiles. 85 00:05:42,390 --> 00:05:46,440 If you can find assets that use an Atlas texture. 86 00:05:46,620 --> 00:05:49,650 It's going to save your draw calls so much. 87 00:05:50,070 --> 00:05:56,070 OK, as opposed to having every object with a separate material, a separate texture. 88 00:05:57,540 --> 00:06:05,520 First thing I want to do, I want to use one of these textures to actually display the ground. 89 00:06:05,640 --> 00:06:11,850 So when you click on Game Object 3D objects, then when they just put in, quote, a quad, they'll 90 00:06:11,860 --> 00:06:15,030 niyaz believe two triangles. 91 00:06:15,690 --> 00:06:22,620 So if I just get to the side that's visible and I go to wireframe shaded wireframe. 92 00:06:22,920 --> 00:06:24,340 There we go, two triangles. 93 00:06:24,360 --> 00:06:25,950 So it's really, really low poly. 94 00:06:26,400 --> 00:06:26,760 All right. 95 00:06:27,210 --> 00:06:33,330 As opposed to a plain look at how many triangles are playing this, right? 96 00:06:33,930 --> 00:06:34,650 Way too many. 97 00:06:35,490 --> 00:06:35,860 Yeah. 98 00:06:36,150 --> 00:06:37,530 So keep it as a quad. 99 00:06:38,610 --> 00:06:43,950 So I'm just going to rotate this on the read these perfectly straight. 100 00:06:43,990 --> 00:06:46,730 Now I can see that's changing the rotation on the X there. 101 00:06:46,740 --> 00:06:48,990 So I'm just going to send up to 90 degrees. 102 00:06:49,500 --> 00:06:50,700 So it's perfectly on the ground. 103 00:06:51,210 --> 00:06:52,830 Change back to shaded. 104 00:06:54,450 --> 00:07:00,720 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 105 00:07:00,720 --> 00:07:07,500 these and press zero zero zero, then double click on the quad and that will take me over to it. 106 00:07:08,250 --> 00:07:14,550 Now, in terms of moving in unity, you can use your middle roller mouse to roll in or out. 107 00:07:14,550 --> 00:07:15,870 Those calls zoom. 108 00:07:16,710 --> 00:07:17,760 You're right, mouse button. 109 00:07:17,760 --> 00:07:24,420 You can click and drag, you know, to change the angle which you're looking at left click and drag 110 00:07:24,420 --> 00:07:28,110 in order to select or click anywhere to be select. 111 00:07:28,500 --> 00:07:32,850 And then you can click and hold the roller in the middle of your mouse to actually pan around. 112 00:07:35,530 --> 00:07:42,420 OK, so now I'm going to click on the quote and I'm going to change the scale of this server being one, 113 00:07:42,430 --> 00:07:44,050 I'm going to change it to about. 114 00:07:44,260 --> 00:07:49,300 And I'm going to change it to about a hundred, I think. 115 00:07:49,720 --> 00:07:52,150 And also on the Y as well. 116 00:07:53,210 --> 00:07:54,820 We don't need change on the Z. 117 00:07:54,940 --> 00:07:55,960 It doesn't have any depth. 118 00:07:57,750 --> 00:08:02,940 Now it looks like about the dextra elements of this is actually a grid. 119 00:08:03,450 --> 00:08:08,040 You can switch the grid off at any point by clicking on this icon and it goes away. 120 00:08:08,250 --> 00:08:08,610 All right. 121 00:08:08,610 --> 00:08:11,920 Now, if I click back and wireframe, I'll show you the way frame. 122 00:08:11,940 --> 00:08:14,310 You can still see I'm only using two triangles. 123 00:08:14,880 --> 00:08:15,660 Very important. 124 00:08:15,840 --> 00:08:18,060 Try and keep it as low poly as possible. 125 00:08:20,900 --> 00:08:24,950 So now I just basically want one of these textures onto this item. 126 00:08:25,250 --> 00:08:33,260 So we've got something called floor 12 quite like this, or actually I think a like this floor 14 a 127 00:08:33,260 --> 00:08:36,170 little bit, but it's got these like little bits of grass. 128 00:08:36,440 --> 00:08:38,030 So I'm just going to click and drag. 129 00:08:38,090 --> 00:08:39,170 Make sure you're in the scene. 130 00:08:39,220 --> 00:08:44,390 You click and drag this material directly on there and it will automatically stick on there. 131 00:08:44,960 --> 00:08:47,450 Now, at the moment, these are way, way too big. 132 00:08:48,020 --> 00:08:48,410 All right. 133 00:08:48,410 --> 00:08:52,130 So what they want to do is when they click on floor 14, well, I've got my tiling. 134 00:08:52,620 --> 00:08:57,050 So let's do something like 65 by 65. 135 00:08:59,450 --> 00:09:01,710 That's too repetitive. 136 00:09:01,950 --> 00:09:03,390 Can you see the. 137 00:09:04,500 --> 00:09:06,150 It's like this tiling effect. 138 00:09:06,690 --> 00:09:10,740 So let's try forty five by forty five. 139 00:09:12,950 --> 00:09:14,950 I think that much more effective. 140 00:09:15,910 --> 00:09:17,710 OK, yeah, you're quite happy with that. 141 00:09:18,420 --> 00:09:21,380 I just want to bring your attention to the Qader type. 142 00:09:21,430 --> 00:09:25,030 It's actually using Mobile Unlet supports Leitman. 143 00:09:25,870 --> 00:09:31,300 You can find this by doing the dropdown mobile and just this one on. 144 00:09:31,420 --> 00:09:31,680 Right. 145 00:09:31,990 --> 00:09:32,320 All right. 146 00:09:32,320 --> 00:09:34,330 So it doesn't require any lighting at all. 147 00:09:35,360 --> 00:09:35,720 All right. 148 00:09:35,880 --> 00:09:42,920 Doesn't even respond to any kind of lighting, so that one is extremely fast and is really extremely 149 00:09:42,920 --> 00:09:43,360 fast. 150 00:09:43,370 --> 00:09:45,740 Qader, that will work perfectly on mobile. 151 00:09:46,190 --> 00:09:46,550 OK. 152 00:09:46,790 --> 00:09:50,540 And since the actual texture is, is this kind of cartoony look. 153 00:09:50,990 --> 00:09:54,020 This is exactly how it will look inside of the mobile. 154 00:09:55,040 --> 00:10:02,960 OK, so now I want to find my main camera in my game for you, switch over to the game. 155 00:10:03,170 --> 00:10:09,200 This is currently what I'm looking at and where my camera is located. 156 00:10:09,200 --> 00:10:11,990 And if you're not seeing this, your gizmos might be switched off. 157 00:10:12,000 --> 00:10:15,290 So just click on gizmos to get it all switched on. 158 00:10:15,700 --> 00:10:20,840 In fact, my 3-D icons, I just made those a little bit bigger so that you can actually see those. 159 00:10:21,380 --> 00:10:24,290 And this is currently where I'm based, right? 160 00:10:24,320 --> 00:10:27,520 Right in the middle of the sea. 161 00:10:28,710 --> 00:10:37,880 And so I'm actually looking that way, as you can see there with the this is called the fristrup camera 162 00:10:37,880 --> 00:10:38,360 for Ström. 163 00:10:38,840 --> 00:10:45,790 And the camera will only render whatever is actually inside of this object right here. 164 00:10:45,800 --> 00:10:50,480 So it won't render anything behind the camera unless you rotated around. 165 00:10:52,360 --> 00:10:54,970 So just wanted to make a couple of changes to the main camera. 166 00:10:55,480 --> 00:11:00,220 First of all, in the game, I don't need to see this sky in the background. 167 00:11:01,000 --> 00:11:10,450 This is actually used in a skybox which adds extra pressure to your mobile device and the CPU, etcetera. 168 00:11:10,840 --> 00:11:14,810 And you can use a sky if you want, if you absolutely need it. 169 00:11:14,830 --> 00:11:16,570 But in this game, it's just not necessary. 170 00:11:17,200 --> 00:11:20,860 So I'm going to take my clear flags and change it to a solid color. 171 00:11:21,430 --> 00:11:23,380 I'm going to change my color to black. 172 00:11:23,860 --> 00:11:27,010 OK, and that she's going to be so much faster to render. 173 00:11:27,340 --> 00:11:29,170 And it looks like nighttime. 174 00:11:31,600 --> 00:11:34,230 And my projection is currently on perspective. 175 00:11:34,240 --> 00:11:37,860 If you're going for a 2D game, you could go with something like orthographic. 176 00:11:37,870 --> 00:11:39,460 But let's just keep it on perspective. 177 00:11:40,570 --> 00:11:42,190 My field view is vertical. 178 00:11:42,190 --> 00:11:42,430 Yeah. 179 00:11:42,550 --> 00:11:43,090 That's good. 180 00:11:43,330 --> 00:11:44,050 That's what I want. 181 00:11:44,140 --> 00:11:48,760 And if you want to zoom in or zoom out, you can choose your field of view to do so. 182 00:11:49,180 --> 00:11:51,760 Default is around 60, which works quite well. 183 00:11:52,090 --> 00:11:56,740 If you want to limit what you can see, like, say, 40. 184 00:11:58,100 --> 00:12:00,370 Notice now it's made that first film a lot smaller. 185 00:12:01,060 --> 00:12:04,210 So it's actually rendering less items on the screen. 186 00:12:04,360 --> 00:12:07,510 So if you find in that you are getting like really, really low frame rates. 187 00:12:07,900 --> 00:12:11,150 Just try reducing down somewhat. 188 00:12:11,170 --> 00:12:17,110 I mean, even though I'm now like really zoomed in on things and it's actually going to be rendering 189 00:12:17,110 --> 00:12:20,380 much less on screen at any one time. 190 00:12:21,430 --> 00:12:23,440 But I was quite happy with 60. 191 00:12:24,100 --> 00:12:25,540 So I'm just going to keep it at 60. 192 00:12:26,320 --> 00:12:35,110 And now my clip planes, basically the nikia is near is an object to the camera before it actually clips 193 00:12:35,110 --> 00:12:36,550 off, before it becomes invisible. 194 00:12:37,240 --> 00:12:42,160 Well, I'm going to have some arms very close to the camera, so I want to reduce that down to zero 195 00:12:42,160 --> 00:12:42,640 point one. 196 00:12:43,180 --> 00:12:46,400 But in terms of fall, that's way too much forward. 197 00:12:46,720 --> 00:12:48,400 I for example, I went with one. 198 00:12:48,700 --> 00:12:49,630 He can't see anything. 199 00:12:50,590 --> 00:12:52,870 I can see a little bit 100. 200 00:12:53,320 --> 00:12:59,140 OK, I can actually see I should be able to see the edge of the item now some of way through. 201 00:12:59,590 --> 00:13:04,170 And in fact, I could actually limit this even more because I'm right in the center of this. 202 00:13:04,180 --> 00:13:06,820 I should actually be able to just limit it to just 50. 203 00:13:08,260 --> 00:13:14,080 And now it's only rendering right up to the end of that item, but nothing beyond. 204 00:13:14,650 --> 00:13:17,530 OK, and if I rotate around, it will be the same at that side. 205 00:13:18,040 --> 00:13:23,200 So now it's basically it's only having to render as far as 50 meters away from the camera. 206 00:13:23,650 --> 00:13:26,350 And that's going to once again speed up those frame rate. 207 00:13:29,410 --> 00:13:37,360 And rendering path, although she was in graphic settings which are coming from the project settings 208 00:13:37,390 --> 00:13:41,380 and from the quality, it's actually using this. 209 00:13:42,190 --> 00:13:44,020 It's going to use this no matter what anyway. 210 00:13:44,530 --> 00:13:45,880 It's never going to override that. 211 00:13:46,750 --> 00:13:49,930 We can actually change our rendering path to a forward. 212 00:13:50,590 --> 00:13:52,870 Forward is recommended for mobile devices. 213 00:13:53,280 --> 00:13:55,060 Well, the forward rendering path will do. 214 00:13:55,330 --> 00:13:58,420 It will basically render everything just once. 215 00:13:59,290 --> 00:14:03,910 OK, we'll compile all the different objects and render it one single time. 216 00:14:04,240 --> 00:14:05,290 It's extremely fast. 217 00:14:05,800 --> 00:14:10,210 Whereas if you want with something like, for example, deferred, what it will do, it will actually 218 00:14:10,210 --> 00:14:13,000 render each object multiple times. 219 00:14:13,450 --> 00:14:18,250 So if you've got objects in front of other objects, it will actually render them twice or three or 220 00:14:18,250 --> 00:14:18,910 four times. 221 00:14:19,300 --> 00:14:24,340 And if you've got multiple lights, it will render each time there is a new light source. 222 00:14:24,700 --> 00:14:27,370 So it can actually render many, many times. 223 00:14:27,740 --> 00:14:29,290 It's a better a better result. 224 00:14:29,320 --> 00:14:38,140 It looks a lot better, but it's only really necessary on PC and kind of like on the PC. 225 00:14:38,140 --> 00:14:43,270 Setting forward is way by the mobile HDR. 226 00:14:43,480 --> 00:14:44,110 Don't need it. 227 00:14:44,290 --> 00:14:45,730 Switch it off, MSRA. 228 00:14:45,730 --> 00:14:46,450 I don't need it. 229 00:14:46,470 --> 00:14:47,200 Can switch it off. 230 00:14:47,200 --> 00:14:51,370 MSRA is basically if you got any multi sample anti-aliasing. 231 00:14:51,820 --> 00:14:57,430 So to avoid those jagged edges, once again, if you are getting jagged edges, just switch up or not. 232 00:14:58,610 --> 00:15:06,930 OK, occlusion culling is basically if one object is in front of another object, it will then a clue 233 00:15:06,940 --> 00:15:08,530 that objects they won't render it. 234 00:15:09,670 --> 00:15:12,070 We're not going to have any need for that. 235 00:15:12,070 --> 00:15:13,270 So I'm just going to switch off. 236 00:15:15,090 --> 00:15:16,000 OK, there we go. 237 00:15:16,240 --> 00:15:16,640 All right. 238 00:15:16,640 --> 00:15:18,160 So now we set up our main camera. 239 00:15:18,910 --> 00:15:24,040 And what we'll do in the next video is actually start to lay out our objects. 21779

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