All language subtitles for 10. Adding a zombie character

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These are the user uploaded subtitles that are being translated: 1 00:00:03,520 --> 00:00:08,110 Now, in this video, we want to add some enemies and get them moving towards the player. 2 00:00:09,340 --> 00:00:13,210 And so if we first of all, start with the zombie, let's say. 3 00:00:13,210 --> 00:00:17,200 So if we come down to a folder and. 4 00:00:18,640 --> 00:00:19,600 Let's find it. 5 00:00:26,020 --> 00:00:26,940 Oh, OK. 6 00:00:27,030 --> 00:00:30,580 Can't find the zombie for some reason and. 7 00:00:41,010 --> 00:00:41,760 Oh, there he is. 8 00:00:41,790 --> 00:00:43,950 OK, just in a folder called Prefabs. 9 00:00:44,130 --> 00:00:44,490 All right. 10 00:00:45,120 --> 00:00:48,450 I was expecting it to be in a folder called Zombies and. 11 00:00:48,450 --> 00:00:48,830 Right. 12 00:00:48,840 --> 00:00:51,300 So here is a zombie character. 13 00:00:51,810 --> 00:00:52,260 All right. 14 00:00:52,850 --> 00:00:55,130 And where is he getting this from? 15 00:00:55,210 --> 00:01:01,180 So if I just click on controller, animator, controller, it looks like it's just laid out. 16 00:01:01,200 --> 00:01:02,920 So presumably our meshes. 17 00:01:02,940 --> 00:01:03,570 There we go. 18 00:01:03,670 --> 00:01:04,890 Yes, there's the zombie. 19 00:01:05,550 --> 00:01:05,940 All right. 20 00:01:07,860 --> 00:01:09,200 And what about the animations? 21 00:01:09,200 --> 00:01:10,860 That should be a folder called animations. 22 00:01:10,890 --> 00:01:11,380 There we go. 23 00:01:11,400 --> 00:01:12,780 These are the zombie animations. 24 00:01:12,810 --> 00:01:13,200 OK. 25 00:01:14,220 --> 00:01:22,380 So down into prefabs, then we're just going to basically drag a zombie into our scene and then over 26 00:01:22,380 --> 00:01:23,370 in the scene view. 27 00:01:24,940 --> 00:01:28,680 And I'll just change back to shaded temporarily. 28 00:01:29,970 --> 00:01:32,700 I'm just going to position this zombie somewhere. 29 00:01:35,990 --> 00:01:39,680 Rotate him so that he's actually looking at the player. 30 00:01:41,360 --> 00:01:41,840 There we go. 31 00:01:42,290 --> 00:01:43,310 He just stood over there. 32 00:01:43,550 --> 00:01:45,230 Now, at the moment, he looks a little bit dull. 33 00:01:45,500 --> 00:01:47,930 That's because of the materials that are being used. 34 00:01:48,350 --> 00:01:54,530 So if I just click on this character's Z character, zero zero one can see the material and it's just 35 00:01:54,530 --> 00:01:55,610 using a standard. 36 00:01:56,060 --> 00:01:58,010 Now, it's only just one texture. 37 00:01:58,020 --> 00:02:01,190 There's no normal my pocket map or any of the other stuff. 38 00:02:02,270 --> 00:02:04,370 So we can easily just switch over to mobile. 39 00:02:04,640 --> 00:02:05,660 And on that. 40 00:02:05,750 --> 00:02:06,050 All right. 41 00:02:06,050 --> 00:02:08,630 And then suddenly these fits in with the background. 42 00:02:09,920 --> 00:02:17,370 And so what this character will need is some kind of an animator. 43 00:02:17,390 --> 00:02:17,900 There we go. 44 00:02:17,900 --> 00:02:20,780 And we've even actually got a character controller on this one. 45 00:02:21,170 --> 00:02:27,410 That means as long as I'm selecting this zombie character, I can move over to the animator and we can 46 00:02:27,410 --> 00:02:29,450 see we've got a whole bunch of animations. 47 00:02:30,200 --> 00:02:34,130 Well, we probably don't need this many animations to be on this. 48 00:02:34,130 --> 00:02:37,190 So I'm going to create my own animator controller. 49 00:02:38,000 --> 00:02:42,050 So right click, create animator controller. 50 00:02:42,630 --> 00:02:44,270 Just call it zombie. 51 00:02:46,670 --> 00:02:53,390 On the zombie character, Alex, just click and drag this into the controller and we go now start finding 52 00:02:53,390 --> 00:02:54,440 some animations. 53 00:02:54,800 --> 00:02:59,720 Well, I'm going to do I'm going to temporarily lock this on the meta window so it doesn't go away. 54 00:02:59,930 --> 00:03:01,460 So he always stays like that. 55 00:03:01,940 --> 00:03:05,900 And then that allows me then to select other things without losing access to this. 56 00:03:06,560 --> 00:03:08,330 So then I can go into animations. 57 00:03:08,750 --> 00:03:15,680 And the first thing I want is a walk animation for click on, walk over to animation, can see what 58 00:03:15,680 --> 00:03:16,490 this looks like. 59 00:03:17,020 --> 00:03:17,900 It's going to look like this. 60 00:03:18,410 --> 00:03:25,730 Just make sure that this as loop time enabled can also see that it's got some kind of root motion by 61 00:03:25,730 --> 00:03:26,210 the look of it. 62 00:03:26,900 --> 00:03:31,280 And let's drag and then walk into there. 63 00:03:31,370 --> 00:03:33,830 OK, so that that's going to be the default animation. 64 00:03:34,670 --> 00:03:36,200 And and in fact. 65 00:03:37,460 --> 00:03:40,250 We probably don't even need an attack on the nation. 66 00:03:40,730 --> 00:03:42,430 We just need this war, really. 67 00:03:43,080 --> 00:03:49,670 And so if I just take a look at this through the simulator, let's just see what this looks like. 68 00:03:53,780 --> 00:03:59,240 Oh, he is still in place, but now we can see him kind of just stood in place, sort of walking. 69 00:04:00,330 --> 00:04:03,050 At the moment, I think that walk is a little bit too fast. 70 00:04:03,230 --> 00:04:08,090 So I want to slow that down a little bit for coming to my alma mater, the animal walk. 71 00:04:08,330 --> 00:04:09,260 We have a speed. 72 00:04:09,950 --> 00:04:12,890 OK, if I want to slow this down, I'll go below one. 73 00:04:12,920 --> 00:04:18,530 So if I say zero point seven, it will slow it down a little bit. 74 00:04:25,260 --> 00:04:26,250 Venus, a bit better. 75 00:04:27,320 --> 00:04:30,530 And it looks like a slow sort of shuffling zombie. 76 00:04:31,460 --> 00:04:35,120 You can, by the way, switch between these top. 77 00:04:35,150 --> 00:04:40,690 So for example, I press play and this one and then switch over to scene. 78 00:04:40,700 --> 00:04:44,570 You can also see the character inside of the scene view actually on the meeting. 79 00:04:45,590 --> 00:04:46,880 All right, which I think is fine. 80 00:04:47,960 --> 00:04:54,710 And now what they want to do is actually get that zombi to start walking toward my main player. 81 00:04:55,010 --> 00:04:59,630 So first of all, I want something that it can target. 82 00:05:02,870 --> 00:05:05,420 I don't want it to walk directly into the player. 83 00:05:05,810 --> 00:05:07,060 The White House can look weird. 84 00:05:07,070 --> 00:05:09,560 I want it basically to walk in front of the play. 85 00:05:10,190 --> 00:05:14,990 So where we have our main camera is right click, let's choose 3D object in the cube. 86 00:05:15,320 --> 00:05:15,560 All right. 87 00:05:15,560 --> 00:05:16,700 And that's going to place this cube. 88 00:05:17,900 --> 00:05:19,340 Strike this forward. 89 00:05:21,850 --> 00:05:23,230 And I just want to scale. 90 00:05:24,900 --> 00:05:26,130 So it's not so big. 91 00:05:31,110 --> 00:05:38,370 Maybe something like that should be fine and just drag this so that it sits in front of the player. 92 00:05:38,850 --> 00:05:43,980 All right, so it looks like this could actually drag that further down toward the ground. 93 00:05:46,180 --> 00:05:46,500 And. 94 00:05:49,850 --> 00:05:51,230 Yeah, OK, that's fine. 95 00:05:52,070 --> 00:05:54,950 So we'll call this a target, 96 00:05:58,370 --> 00:06:02,830 and I want that attached to the main camera. 97 00:06:02,840 --> 00:06:05,810 So wherever the camera moves, this target will move as well. 98 00:06:06,800 --> 00:06:11,690 Now, I certainly don't want to see that target, but I do want it to have a box collider that is a 99 00:06:11,690 --> 00:06:13,580 trigger by. 100 00:06:14,300 --> 00:06:18,080 I'll just switch this off so that you can see what I've created. 101 00:06:18,620 --> 00:06:23,600 And by having the trigger, it means that whenever an object actually walks into this box, collider 102 00:06:23,600 --> 00:06:25,960 area is going to set something off in script. 103 00:06:26,250 --> 00:06:29,300 We're going to know that we're getting attacked by a character. 104 00:06:30,050 --> 00:06:31,880 Now, as I say, we don't need a machine renderer. 105 00:06:32,390 --> 00:06:39,050 And instead of just switching off the mesh renderer in Mobile, because we still technically got a material 106 00:06:39,050 --> 00:06:39,620 attached. 107 00:06:40,220 --> 00:06:43,760 It's better to right click and remove that component altogether. 108 00:06:44,250 --> 00:06:47,630 And that way, it will save any unnecessary draw calls. 109 00:06:48,710 --> 00:06:57,180 OK, so all we need to do now is get Zombi character to walk toward this target. 110 00:06:57,650 --> 00:07:00,500 I think I put my scripts folder in mobile game resources. 111 00:07:00,980 --> 00:07:05,150 OK, so I'm going to right click choose create new C sharp script. 112 00:07:05,510 --> 00:07:11,930 Now, call it enemy mode one using mobile devices. 113 00:07:12,260 --> 00:07:14,420 It's best not to use too many scripts. 114 00:07:15,020 --> 00:07:20,600 If you can get away with using maybe three or four scripts, that's a lot better than using 30 or 40 115 00:07:20,600 --> 00:07:26,990 scripts, simply because the processor has to keep open in each script and run in things like the update 116 00:07:26,990 --> 00:07:28,490 method at the start method. 117 00:07:28,820 --> 00:07:31,130 And it just takes a lot longer to do that. 118 00:07:31,570 --> 00:07:36,110 It's only got one script that it has to run the same method on that's going to make it so much faster. 119 00:07:37,910 --> 00:07:42,020 OK, but this one's necessary because I need to attach this script to the enemy. 120 00:07:42,320 --> 00:07:45,440 I can't use the main because that's attached to the main camera. 121 00:07:46,550 --> 00:07:46,970 OK. 122 00:07:47,480 --> 00:07:53,960 So what we want to do inside of this is we want to get this character to move towards the player. 123 00:07:54,620 --> 00:08:00,380 So we actually want to manipulate the transform using a vector three. 124 00:08:00,650 --> 00:08:03,830 OK, vector three is effectively an X, Y, Z. 125 00:08:04,040 --> 00:08:04,340 All right. 126 00:08:04,340 --> 00:08:05,330 Each of these vectors. 127 00:08:06,350 --> 00:08:09,320 So let's find out what we can do with a vector three. 128 00:08:09,800 --> 00:08:18,680 So if you go to help and scripting reference, this is going to open all of the necessary scripting 129 00:08:19,070 --> 00:08:21,020 that's attached to unity. 130 00:08:21,020 --> 00:08:23,330 We can type vector three. 131 00:08:25,100 --> 00:08:27,680 And then if you click the first one. 132 00:08:28,250 --> 00:08:31,880 All right, this is then going to show you everything that you can do with a vector three. 133 00:08:32,200 --> 00:08:35,810 So it's going to give you a big list of everything, which is great. 134 00:08:36,120 --> 00:08:41,120 And if you're not entirely sure what you want to achieve it, because you can just read exactly what 135 00:08:41,120 --> 00:08:41,930 these things are doing. 136 00:08:42,530 --> 00:08:45,530 What we're going to look for is something called move towards. 137 00:08:47,740 --> 00:08:49,180 OK, there it is, move towards. 138 00:08:49,450 --> 00:08:55,270 So it calculates a position between the points specified by the current and target moving no further 139 00:08:55,270 --> 00:08:58,630 than the distance specified by max distance Delta. 140 00:08:59,440 --> 00:09:03,970 OK, so in other words, it will move between its current position and the player's position. 141 00:09:04,600 --> 00:09:09,470 So if I just click on this, it's going to show you exactly how to actually write this. 142 00:09:09,520 --> 00:09:11,500 It's going to give you an example is right. 143 00:09:12,460 --> 00:09:12,900 OK. 144 00:09:14,950 --> 00:09:17,860 So it simply needs to transform, need to speed. 145 00:09:19,150 --> 00:09:22,430 And in the update, we're simply going to use this. 146 00:09:22,450 --> 00:09:25,540 OK, we're going to create a new new variable called step. 147 00:09:25,540 --> 00:09:28,840 They simply are going to be speed multiplied by time Delta time. 148 00:09:29,200 --> 00:09:32,650 So in other words, it's constantly updating and then it's transformed up. 149 00:09:32,650 --> 00:09:38,410 Position equals effect to three to move towards, transform, position, transform, target position. 150 00:09:38,830 --> 00:09:43,330 And then the step, which is the move towards OK. 151 00:09:43,990 --> 00:09:44,770 So let's do that. 152 00:09:45,640 --> 00:09:50,040 So first of all, I need access to that player target. 153 00:09:50,050 --> 00:09:56,320 So public offsite transform, we'll call player targets. 154 00:09:57,520 --> 00:10:00,910 And I'm going to need some kind of a speed, OK? 155 00:10:00,910 --> 00:10:06,460 So I'll make this public so you can change in the inspector of type float. 156 00:10:07,140 --> 00:10:08,620 We'll call speed. 157 00:10:11,150 --> 00:10:12,840 So I'm just going to save this. 158 00:10:18,420 --> 00:10:20,880 And when you attach it to the zombie character. 159 00:10:24,190 --> 00:10:31,750 And we got I got my two slots and let's take the target and set the speed at something like one. 160 00:10:34,380 --> 00:10:40,940 OK, and it's going to be in the updates, what we want to do is effectively create this step. 161 00:10:41,420 --> 00:10:45,210 So that create a new variable. 162 00:10:45,720 --> 00:10:46,170 OK. 163 00:10:46,230 --> 00:10:49,170 So you can simply just type float, create a new variable. 164 00:10:49,170 --> 00:10:58,050 So you you describe the type of variable to create Nicollet step, which is going to equal speed multiplied 165 00:10:58,050 --> 00:10:59,910 by time Delta time. 166 00:11:02,230 --> 00:11:04,470 OK, so in words, it's constantly moving forward. 167 00:11:04,680 --> 00:11:05,760 Each and every frame. 168 00:11:06,150 --> 00:11:09,260 And then we're going to take the zombies current position. 169 00:11:09,270 --> 00:11:16,770 So transform top position equals a vector 3.0 move towards. 170 00:11:18,540 --> 00:11:23,640 And then inside of the brackets, it's going to require the current position to target position and 171 00:11:23,640 --> 00:11:26,280 then the max this distance delta, which you start. 172 00:11:27,180 --> 00:11:33,390 OK, so I'm going to say transform the position as the zombies position. 173 00:11:34,020 --> 00:11:40,020 Then I'm going to say player targets, top position is where it's going to head towards. 174 00:11:40,590 --> 00:11:42,780 And then we finish that off with step. 175 00:11:43,860 --> 00:11:44,250 All right. 176 00:11:44,340 --> 00:11:44,760 That's it. 177 00:11:45,120 --> 00:11:49,260 That's how easy it is to get one object, to move towards another object. 178 00:11:50,190 --> 00:11:51,180 It's going to save that. 179 00:11:55,720 --> 00:11:57,760 And just wait for that to compile. 180 00:11:58,900 --> 00:12:00,250 And now we're going to test this out. 181 00:12:03,990 --> 00:12:08,970 OK, so we could see the zombie now walking toward me now at the moment is walking straight through 182 00:12:09,150 --> 00:12:12,240 one of those tombstones and he's also walking in mid-air. 183 00:12:12,600 --> 00:12:13,070 All right. 184 00:12:13,080 --> 00:12:13,770 Which is not good. 185 00:12:14,610 --> 00:12:20,580 Notice that he does stop right in front of the player, which is exactly what I want to go over to the 186 00:12:20,580 --> 00:12:21,570 scene view. 187 00:12:21,840 --> 00:12:23,700 We can see the zombies. 188 00:12:23,700 --> 00:12:25,860 They're still doing his walking animation. 189 00:12:26,310 --> 00:12:29,640 And so that definitely works. 190 00:12:29,850 --> 00:12:36,420 But it's not the best solution for a zombie, OK, simply because he's he's walking straight through 191 00:12:36,420 --> 00:12:38,590 these tombstones. 192 00:12:39,390 --> 00:12:41,930 It's going to be great for some of the other characters. 193 00:12:41,940 --> 00:12:43,500 So we're still going to use this script. 194 00:12:43,860 --> 00:12:46,980 We're going to do something slightly different for zombies a little bit later. 195 00:12:48,300 --> 00:12:52,080 But this script that we've created is going to be great for all the types of creatures. 196 00:12:52,290 --> 00:12:52,680 All right. 197 00:12:52,680 --> 00:12:56,340 So we're going to put a few of those in in the next video. 17491

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