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So we're going to lay out our items in our scene now, so let's just make sure that we do a final and
2
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safe scene, going to take the squad and rename it.
3
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This is going to be my ground.
4
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And so in my cemetery Halloween set, I've got my prefigure prefab mobiles, so a prefab is basically
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a pre-built object that has everything that you need all set up for you.
6
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And what I'm going to do is basically make this a little bit bigger.
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OK, so I'm just going to drop Dragsholm types into the scene and then we can work from there.
8
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OK.
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Make sure that you're in scene view to do this.
10
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So I want one of these mobile Gracetown, maybe one that's kind of broke, maybe one of these.
11
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It's kind of like a little bit warped.
12
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Maybe one of these, uh, one of these.
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You can just pull a skull in there and mobile to bring those and uh, even just one hand, and then
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I also want these tree backgrounds as well, I think.
15
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I think I'll go with this one tree, zero zero three zero one Biji.
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Just write that one.
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OK.
18
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They're the items we're going to work with to begin with.
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So now what I want to do is I want to see what I can see through my game and through the camera so I
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can line them up correctly.
21
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So I want to take my game, touch, click and drag over to the right so that it's lined up.
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I'm just going to drag my inspector way over here, drag my Iraki over here.
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That can be relatively small.
24
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Now I can start dragging these items around.
25
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So you want to take this and just want to drag it here like this.
26
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And then rotate that around, and I probably want two or three of these, so I actually want to click
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on the mobile to press control and D to duplicate, or if you want us edit and duplicate, that will
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create me a second one mobile to zero one, and then I can pull one up here maybe a bit further back.
29
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Maybe you can just rotated around a little bit.
30
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Maybe I'll up another one as well.
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So controlling D.
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Just a little bit here.
33
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This one for the bit.
34
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That's good.
35
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My tree.
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I just moved back a bit.
37
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Now, one of the few trees you can control in the.
38
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Rolande.
39
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And you can use multiple trees if you want.
40
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I mean, there are four variations, but I'm just going to use the same one.
41
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I'm fine.
42
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It brings forward a bit and control the.
43
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OK, just maybe another one.
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Something like this.
45
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OK, so it doesn't look so unusual.
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Now, this tree, as you can see, is not a real tree.
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It's just simply an image that's a simple quad.
48
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So if I go to shaded wireframe, you can just see that is so basic, so simple.
49
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It's just an image on the simple quad.
50
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All of these items are extremely low poly.
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So you can see it's barely got any kind of lines.
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I go to wireframe.
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You can see how simple these items really are.
54
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All right.
55
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Which is perfect for mobile.
56
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Try and avoid items that, you know, are almost completely black because they've got so many triangles
57
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in them that's just not useful for mobile or you really want to work, be working with very, very low
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poly objects.
59
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OK.
60
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Yep, so I'm quite happy with that.
61
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Want to take this one?
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Maybe just pull it over here a little bit.
63
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I'm going to switch off my gizmos, don't get in the way as I'm working, so with my mobile gravestone,
64
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zero three control, and they should bring this forward a little bit.
65
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You know, maybe one could even just rotate that around just a little bit.
66
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And to my original one, again, just click on the control and the.
67
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You yourself were not there as well.
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Moved back a little bit.
69
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Then we have this one.
70
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Going to bring these ones forward a little bit closer to the camera.
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Control and D.
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Troll Andy.
73
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Trouble in the.
74
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OK, then I've got this one.
75
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And.
76
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Control and make sure that it is visible in the frame if he gets out here.
77
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Not really visible, but we are going to be doing some rowth tatian on the camera a little bit later
78
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so that it will be a bit more visible.
79
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And I'm going to put this another one over this side this time.
80
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From the.
81
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OK, and then we've got this one that's all broken.
82
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So to put this one on this side.
83
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Here we go.
84
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Control and they bring this one over to this side, in fact, actually, I might put it in that big
85
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space at the back here.
86
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Just make sure that it is visible.
87
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If it's not visible, there's not really much point to put in there.
88
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It's just kind of wasted geometry if you can't see it.
89
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And what else do we have?
90
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We have this little hand.
91
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Let's make sure that that is kind of visible in the screen there.
92
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It's not so small that you can't really see it.
93
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It's maybe put another and somewhere over here in to my she bring this a little bit closer so we can
94
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see that it looks pretty cool.
95
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And then we've got a little skull here.
96
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And now I think it's facing the wrong way at the moment, if I can find it.
97
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It is.
98
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So I need to rotate around its face in the camera.
99
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And I'm going to bring this over like this, so it's maybe this one here that looks pretty cool.
100
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You can actually make it out now you can see on the screen.
101
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So make sure it's not so far away that you can barely see the.
102
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See what we've got so far?
103
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Yeah, I think that's looking fine.
104
00:08:01,170 --> 00:08:04,630
I'm not too happy with the way that this ground looks at the moment.
105
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So what I'm going to do and I'm going to take my main camera and on my way position, I'm just going
106
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to click and drag in order to raise this up a little bit.
107
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Yeah, I think that looks a little bit by the.
108
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Yeah, OK, I'm fine with that, and I might try just manipulating this texture on the ground a little
109
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bit, see what I can do with that.
110
00:08:36,960 --> 00:08:44,600
So if I click on the ground, my material or my texture, where I've got my tiling sort of 45 by 45,
111
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let me try 25.
112
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All right, 25.
113
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It's not too big.
114
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Yeah, too big.
115
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All right.
116
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Thirty five this way.
117
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Which over 65 the other way.
118
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It's a bit stretched, isn't it so?
119
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Fifty five.
120
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I 40.
121
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I actually prefer that, I think.
122
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I mean, obviously, you know, you don't want it to be too visible far away, and you've got this nice
123
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kind of blending effect going on there, but you don't want it to get too blended too early.
124
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OK.
125
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I think I think I should be fine.
126
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Yes.
127
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Yeah, that's quite nice.
128
00:09:32,540 --> 00:09:38,300
OK, so we've got all of these items and in our scene.
129
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All right.
130
00:09:40,490 --> 00:09:46,910
But each of these items, if we just click on, for example, one of the gravestones, it has a mesh
131
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renderer.
132
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And as an old legacy on the machine that we're going to get rid of later.
133
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And it's using mobile, diffuse.
134
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OK, shader, which is fine.
135
00:09:57,160 --> 00:10:01,220
This this actually does react to light, or at least it should do.
136
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I'm just going to change the shader from the mobile diffuse to mobile unlinked.
137
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OK, you probably won't notice much of a difference, but basically it means that they now won't react
138
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to any kind of lighting.
139
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All right.
140
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So it makes it a lot easier and a lot quicker for a mobile to actually render.
141
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It doesn't have to take into consideration any kind of lighting.
142
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These almost have the lighting painted into them.
143
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Now, at the moment, each of these objects is considered immovable object by unity, simply for the
144
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reason it's not marked static.
145
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Anything not marked as static is considered that these objects could potentially be moving all the time.
146
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And so each one of these items is going to incur its own.
147
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Dracul is is effectively a command from the CPU central processor to the graphics processor.
148
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Each item having its own Dracul means the CPU asked to send the command to the GPU to draw in every
149
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frame.
150
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OK.
151
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As soon as we mark them estatic, it will actually group all of these items together as one piece and
152
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only send one command to the GPU because effectively it knows they're not going to move, knows exactly
153
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what they're going to be every frame.
154
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It's going to instead of sending draw calls for each and every item, she's going to send Wandrille
155
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call, OK, in order to see this.
156
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If we if I just move over here on the game and I just click start, we should leave.
157
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We've only got set pascals moment, which is different to the draw calls.
158
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So what I'm going to do in the next video is I'm going to show you the profiler where we can actually
159
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start to see a lot of the elements going on behind the scenes, stuff to look at, things like draw
160
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calls and batching and textures and all the rest of it and actually see how the computer is rendering
161
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these items and how long each of those items is taking per frame.
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