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So in this video, we are going to sort out the zombie now zombie moves more effectively and actually
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avoids these tombstones, et cetera.
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First of all, we have obviously three different characters.
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They do need to be dynamic, which means that we can't click static.
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If you click static, they won't move.
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They'll they'll be positioned where they are.
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Now, we've noticed on the ground anything that's marked static, it batches all of these together or
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almost as though they have one single object.
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There is something called dynamic bachi, click, edit and project settings.
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And we go to
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kid's player and other settings should see static dynamic bachi.
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All right.
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So you can actually click that and what it will do and it will actually find all objects that are exactly
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the same.
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So in other words, this fall, zombies, they all share the same material.
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They're all relatively low poly.
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So it will actually batch them together.
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So instead of rendering for different zombies, it technically just renders one zombie.
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As for instances of them.
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All right.
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That's going to help us in our profile.
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It only really works on low poly objects if it's really high poly object and it's got loads of polygons.
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The computer simply can't handle the bachi.
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All right.
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But it will work perfectly for this game.
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OK, so somebody needs to know where these tombstones are.
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The best way to do this is to actually create a navigation match.
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So if I go to window and I navigation, we get this little area and.
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And what we need to come down to is the Baekje section, the BAIK section is going to look at anything
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that static.
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And that doesn't move and it's going to exclude it from the areas where the zombie can walk into.
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So what I'm going to do, simply click, bake.
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All right.
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It's going to create this little blue section.
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Notice how it's not going around these tombstones.
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All right.
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So any of these areas where it's cut out of zombie cannot walk through.
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It also means that you can't walk through walls, that kind of thing.
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So he's now basically going to have to kind of walk around these sections now in order for this to work,
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the zombie character will also need to have enough mesh agent that can actually walk around here.
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So if I go over to my inspector and other component, I'm going to type no match agent.
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First of all, OK, this adds this little cylinder around the character and.
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The speed can be defined here.
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OK, so the speed on this one, I'm probably going to have him walk relatively slow, so about zero
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point to five.
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If it's too fast, it's almost like he's going to be running toward the player.
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Never mind.
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This blue section only shows up when the navigation tab.
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All right.
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So that's now going to enable him to walk around.
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Now, for this, I do need another script.
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And fortunately, it's only going to up to only going to work on the zombie.
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Actually, no, I don't need to know the script.
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I can actually just run it through the anime movie script.
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No problem.
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But to do that, I need to define what's a zombie, what's about what's a ghost?
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So to do that, I'm going to create a public offsite ball.
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Leon can either be true or false.
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And I'm going to call this zombie, the public bull old, but in another public mold called Ghost.
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So if I now save this.
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Wait for that to compile.
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It's now on my ZOMBI, I can just check that box.
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So now I know that's a zombie on my butt.
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I can say that's about my ghost.
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I can say that's a ghost.
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All right.
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So now we can use that.
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So in the update, we don't want this command to work for the zombie, but we do want it to work for
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the bat and the ghost.
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So what we can say is if.
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But is equal to true to equal science, and we need to use it all.
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That's basically two of those.
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And the way I did that was shift my backslash and that gives me to what else?
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OK, or ghost is equal to true.
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If either of those are true, then it will basically run this.
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So just put in some curly brackets in the extra shift and square bracket on my keyboard.
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OK.
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If it's a zombie, it's going to completely ignore that.
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OK.
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The reason why we want a zombie to be moved by enough Meche agent.
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Now, I know this.
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To do that, we need to tell you that we use in an.
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Ay, ay, ay, ay, ay, ay, ay, ay.
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All right.
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So artificial intelligence.
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So using the unity engine there a reason why why we have to do that.
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The A.I. definitions of definitions for things like navigation agent, which we need to define.
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So we're going to say pablic of time, nav mesh agent.
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Will simply call this agent.
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Now, in the start, I am actually going to bring this back again.
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I'm going to call my own function.
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All right.
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We call it.
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Oh, sorry.
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I need to do it in CyberKnife.
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Only if it's a zombie.
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So if the zombie is equal, it's true.
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I'm going to run my own custom function.
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I'm going to create when they call this move to.
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Not move towards, but move to.
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There we go.
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It will remain red until they actually create this, make sure it's outside of the date.
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So I'm going to say Voit and.
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Moved to and go changes to yellow to say that it's now a custom function, and then inside of this,
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I simply want to say move my agent, which my not my agent over to other the player is.
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So I'll say agent destination equals play a target position and that's it.
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All right.
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Oh, make sure I spell destination.
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Correct.
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And that's it.
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That will basically move the zombie notice.
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I've called this in its own custom function.
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I could place the agent of destination in the update, but then it's basically going to be given that
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command each and every frame with enough match agent.
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It's not necessary.
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You only need to tell it once and it will do it until it actually reaches that clear target position.
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Which is why I'm calling on the start, because that's only wrong once right at the beginning of the
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game.
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And then the move to gets called pretty much once in the zombie lifetime.
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All right.
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So once again, we're optimizing instead of running every frame, we're running it once.
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OK, so let's save this.
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And only on the zombie character do we need access to that nerve agent, which is there.
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Just drag that into that slot on the part and the ghost you can actually leave.
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Those is no no problem, because they're never being called in that script.
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It's only called if zombie is equal to true.
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Only then there's actually access to agent.
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So let's try this now in the simulator and see the difference.
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Notice the zombies now moving around that tombstone.
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OK, so he's not walking to the tombstone, he's going extremely slow.
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There we go.
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All right.
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So he's avoiding notice notices, also staying on the ground.
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The Namche agent will always stay on the ground.
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The others can be floating because one's a ghost wants about.
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All right.
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Doesn't need to be on the ground.
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And if you want that zombie to be a little bit quicker, you can, if you like, just change the speed
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here and then not much agent.
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