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These are the user uploaded subtitles that are being translated: 1 00:00:03,540 --> 00:00:09,000 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 00:00:09,000 --> 00:00:12,120 safe scene, going to take the squad and rename it. 3 00:00:12,480 --> 00:00:13,920 This is going to be my ground. 4 00:00:18,070 --> 00:00:26,110 And so in my cemetery Halloween set, I've got my prefigure prefab mobiles, so a prefab is basically 5 00:00:26,110 --> 00:00:29,860 a pre-built object that has everything that you need all set up for you. 6 00:00:31,360 --> 00:00:35,290 And what I'm going to do is basically make this a little bit bigger. 7 00:00:36,070 --> 00:00:42,820 OK, so I'm just going to drop Dragsholm types into the scene and then we can work from there. 8 00:00:43,030 --> 00:00:43,340 OK. 9 00:00:43,360 --> 00:00:45,250 Make sure that you're in scene view to do this. 10 00:00:46,420 --> 00:00:54,580 So I want one of these mobile Gracetown, maybe one that's kind of broke, maybe one of these. 11 00:00:54,580 --> 00:00:56,170 It's kind of like a little bit warped. 12 00:00:56,740 --> 00:01:01,240 Maybe one of these, uh, one of these. 13 00:01:05,990 --> 00:01:19,130 You can just pull a skull in there and mobile to bring those and uh, even just one hand, and then 14 00:01:19,400 --> 00:01:22,580 I also want these tree backgrounds as well, I think. 15 00:01:22,790 --> 00:01:27,410 I think I'll go with this one tree, zero zero three zero one Biji. 16 00:01:27,950 --> 00:01:28,760 Just write that one. 17 00:01:29,750 --> 00:01:30,150 OK. 18 00:01:30,740 --> 00:01:33,440 They're the items we're going to work with to begin with. 19 00:01:34,280 --> 00:01:41,720 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 20 00:01:41,720 --> 00:01:42,920 can line them up correctly. 21 00:01:43,610 --> 00:01:49,310 So I want to take my game, touch, click and drag over to the right so that it's lined up. 22 00:01:50,420 --> 00:01:55,940 I'm just going to drag my inspector way over here, drag my Iraki over here. 23 00:01:57,830 --> 00:01:59,300 That can be relatively small. 24 00:01:59,750 --> 00:02:02,720 Now I can start dragging these items around. 25 00:02:04,610 --> 00:02:10,790 So you want to take this and just want to drag it here like this. 26 00:02:13,090 --> 00:02:20,290 And then rotate that around, and I probably want two or three of these, so I actually want to click 27 00:02:20,290 --> 00:02:28,780 on the mobile to press control and D to duplicate, or if you want us edit and duplicate, that will 28 00:02:28,780 --> 00:02:36,670 create me a second one mobile to zero one, and then I can pull one up here maybe a bit further back. 29 00:02:37,080 --> 00:02:39,190 Maybe you can just rotated around a little bit. 30 00:02:41,050 --> 00:02:42,490 Maybe I'll up another one as well. 31 00:02:42,490 --> 00:02:43,690 So controlling D. 32 00:02:45,990 --> 00:02:46,920 Just a little bit here. 33 00:02:52,220 --> 00:02:53,370 This one for the bit. 34 00:02:53,720 --> 00:02:54,260 That's good. 35 00:02:55,130 --> 00:02:55,950 My tree. 36 00:02:56,210 --> 00:02:57,680 I just moved back a bit. 37 00:02:59,000 --> 00:03:01,970 Now, one of the few trees you can control in the. 38 00:03:05,730 --> 00:03:06,490 Rolande. 39 00:03:06,930 --> 00:03:08,910 And you can use multiple trees if you want. 40 00:03:08,940 --> 00:03:13,440 I mean, there are four variations, but I'm just going to use the same one. 41 00:03:13,650 --> 00:03:14,130 I'm fine. 42 00:03:14,960 --> 00:03:18,900 It brings forward a bit and control the. 43 00:03:19,410 --> 00:03:21,300 OK, just maybe another one. 44 00:03:25,180 --> 00:03:26,240 Something like this. 45 00:03:26,260 --> 00:03:28,000 OK, so it doesn't look so unusual. 46 00:03:29,020 --> 00:03:31,630 Now, this tree, as you can see, is not a real tree. 47 00:03:31,780 --> 00:03:35,070 It's just simply an image that's a simple quad. 48 00:03:35,540 --> 00:03:42,550 So if I go to shaded wireframe, you can just see that is so basic, so simple. 49 00:03:42,550 --> 00:03:45,280 It's just an image on the simple quad. 50 00:03:46,750 --> 00:03:49,390 All of these items are extremely low poly. 51 00:03:49,930 --> 00:03:52,600 So you can see it's barely got any kind of lines. 52 00:03:52,930 --> 00:03:54,010 I go to wireframe. 53 00:03:54,010 --> 00:03:56,650 You can see how simple these items really are. 54 00:03:57,550 --> 00:03:58,000 All right. 55 00:03:58,150 --> 00:03:59,710 Which is perfect for mobile. 56 00:04:00,760 --> 00:04:08,290 Try and avoid items that, you know, are almost completely black because they've got so many triangles 57 00:04:08,290 --> 00:04:14,710 in them that's just not useful for mobile or you really want to work, be working with very, very low 58 00:04:14,710 --> 00:04:15,940 poly objects. 59 00:04:20,280 --> 00:04:20,650 OK. 60 00:04:21,270 --> 00:04:22,620 Yep, so I'm quite happy with that. 61 00:04:24,570 --> 00:04:25,710 Want to take this one? 62 00:04:26,440 --> 00:04:29,760 Maybe just pull it over here a little bit. 63 00:04:33,700 --> 00:04:40,030 I'm going to switch off my gizmos, don't get in the way as I'm working, so with my mobile gravestone, 64 00:04:40,030 --> 00:04:44,350 zero three control, and they should bring this forward a little bit. 65 00:04:45,640 --> 00:04:49,690 You know, maybe one could even just rotate that around just a little bit. 66 00:04:52,830 --> 00:04:58,260 And to my original one, again, just click on the control and the. 67 00:05:01,780 --> 00:05:03,360 You yourself were not there as well. 68 00:05:03,590 --> 00:05:04,820 Moved back a little bit. 69 00:05:06,220 --> 00:05:09,110 Then we have this one. 70 00:05:12,230 --> 00:05:16,830 Going to bring these ones forward a little bit closer to the camera. 71 00:05:21,140 --> 00:05:22,100 Control and D. 72 00:05:27,920 --> 00:05:28,760 Troll Andy. 73 00:05:34,590 --> 00:05:35,460 Trouble in the. 74 00:05:40,490 --> 00:05:43,400 OK, then I've got this one. 75 00:05:50,410 --> 00:05:50,530 And. 76 00:05:58,280 --> 00:06:02,120 Control and make sure that it is visible in the frame if he gets out here. 77 00:06:02,600 --> 00:06:08,840 Not really visible, but we are going to be doing some rowth tatian on the camera a little bit later 78 00:06:08,840 --> 00:06:10,880 so that it will be a bit more visible. 79 00:06:11,520 --> 00:06:16,220 And I'm going to put this another one over this side this time. 80 00:06:18,650 --> 00:06:19,430 From the. 81 00:06:25,560 --> 00:06:28,860 OK, and then we've got this one that's all broken. 82 00:06:29,280 --> 00:06:31,320 So to put this one on this side. 83 00:06:34,920 --> 00:06:35,460 Here we go. 84 00:06:37,370 --> 00:06:44,370 Control and they bring this one over to this side, in fact, actually, I might put it in that big 85 00:06:44,370 --> 00:06:45,690 space at the back here. 86 00:06:48,090 --> 00:06:49,530 Just make sure that it is visible. 87 00:06:49,650 --> 00:06:52,380 If it's not visible, there's not really much point to put in there. 88 00:06:52,390 --> 00:06:54,930 It's just kind of wasted geometry if you can't see it. 89 00:06:55,910 --> 00:06:57,580 And what else do we have? 90 00:06:57,600 --> 00:06:59,430 We have this little hand. 91 00:07:00,780 --> 00:07:05,270 Let's make sure that that is kind of visible in the screen there. 92 00:07:05,730 --> 00:07:07,680 It's not so small that you can't really see it. 93 00:07:08,300 --> 00:07:16,710 It's maybe put another and somewhere over here in to my she bring this a little bit closer so we can 94 00:07:16,710 --> 00:07:18,120 see that it looks pretty cool. 95 00:07:19,110 --> 00:07:22,350 And then we've got a little skull here. 96 00:07:23,280 --> 00:07:27,690 And now I think it's facing the wrong way at the moment, if I can find it. 97 00:07:30,300 --> 00:07:30,780 It is. 98 00:07:30,870 --> 00:07:33,930 So I need to rotate around its face in the camera. 99 00:07:39,360 --> 00:07:47,790 And I'm going to bring this over like this, so it's maybe this one here that looks pretty cool. 100 00:07:48,090 --> 00:07:50,840 You can actually make it out now you can see on the screen. 101 00:07:50,850 --> 00:07:53,700 So make sure it's not so far away that you can barely see the. 102 00:07:56,920 --> 00:07:58,350 See what we've got so far? 103 00:07:58,740 --> 00:08:00,510 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 00:08:04,630 --> 00:08:09,960 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 00:08:09,960 --> 00:08:13,140 to click and drag in order to raise this up a little bit. 107 00:08:19,210 --> 00:08:21,790 Yeah, I think that looks a little bit by the. 108 00:08:27,650 --> 00:08:35,360 Yeah, OK, I'm fine with that, and I might try just manipulating this texture on the ground a little 109 00:08:35,360 --> 00:08:36,960 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 00:08:44,600 --> 00:08:46,880 let me try 25. 112 00:08:48,100 --> 00:08:49,490 All right, 25. 113 00:08:49,700 --> 00:08:50,750 It's not too big. 114 00:08:51,230 --> 00:08:52,220 Yeah, too big. 115 00:08:53,060 --> 00:08:53,410 All right. 116 00:08:53,450 --> 00:08:55,130 Thirty five this way. 117 00:08:56,170 --> 00:08:58,460 Which over 65 the other way. 118 00:08:59,420 --> 00:09:01,460 It's a bit stretched, isn't it so? 119 00:09:02,540 --> 00:09:03,450 Fifty five. 120 00:09:05,180 --> 00:09:06,620 I 40. 121 00:09:09,830 --> 00:09:11,840 I actually prefer that, I think. 122 00:09:16,430 --> 00:09:20,930 I mean, obviously, you know, you don't want it to be too visible far away, and you've got this nice 123 00:09:20,930 --> 00:09:25,610 kind of blending effect going on there, but you don't want it to get too blended too early. 124 00:09:26,150 --> 00:09:26,600 OK. 125 00:09:27,080 --> 00:09:28,340 I think I think I should be fine. 126 00:09:29,440 --> 00:09:30,010 Yes. 127 00:09:30,260 --> 00:09:31,910 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 00:09:38,600 --> 00:09:39,080 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 00:09:46,910 --> 00:09:47,450 renderer. 132 00:09:47,900 --> 00:09:51,170 And as an old legacy on the machine that we're going to get rid of later. 133 00:09:51,530 --> 00:09:54,170 And it's using mobile, diffuse. 134 00:09:55,670 --> 00:09:57,030 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 00:10:01,670 --> 00:10:08,390 I'm just going to change the shader from the mobile diffuse to mobile unlinked. 137 00:10:10,130 --> 00:10:14,420 OK, you probably won't notice much of a difference, but basically it means that they now won't react 138 00:10:14,420 --> 00:10:15,500 to any kind of lighting. 139 00:10:16,220 --> 00:10:16,550 All right. 140 00:10:16,550 --> 00:10:23,180 So it makes it a lot easier and a lot quicker for a mobile to actually render. 141 00:10:23,390 --> 00:10:26,750 It doesn't have to take into consideration any kind of lighting. 142 00:10:27,320 --> 00:10:29,750 These almost have the lighting painted into them. 143 00:10:31,610 --> 00:10:37,790 Now, at the moment, each of these objects is considered immovable object by unity, simply for the 144 00:10:37,790 --> 00:10:39,800 reason it's not marked static. 145 00:10:40,160 --> 00:10:45,200 Anything not marked as static is considered that these objects could potentially be moving all the time. 146 00:10:45,560 --> 00:10:49,040 And so each one of these items is going to incur its own. 147 00:10:49,280 --> 00:10:58,790 Dracul is is effectively a command from the CPU central processor to the graphics processor. 148 00:10:59,300 --> 00:11:07,160 Each item having its own Dracul means the CPU asked to send the command to the GPU to draw in every 149 00:11:07,160 --> 00:11:07,520 frame. 150 00:11:08,210 --> 00:11:08,630 OK. 151 00:11:09,380 --> 00:11:15,200 As soon as we mark them estatic, it will actually group all of these items together as one piece and 152 00:11:15,200 --> 00:11:21,770 only send one command to the GPU because effectively it knows they're not going to move, knows exactly 153 00:11:21,770 --> 00:11:23,090 what they're going to be every frame. 154 00:11:23,300 --> 00:11:28,550 It's going to instead of sending draw calls for each and every item, she's going to send Wandrille 155 00:11:28,550 --> 00:11:31,600 call, OK, in order to see this. 156 00:11:31,610 --> 00:11:42,900 If we if I just move over here on the game and I just click start, we should leave. 157 00:11:43,100 --> 00:11:47,780 We've only got set pascals moment, which is different to the draw calls. 158 00:11:48,230 --> 00:11:53,180 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 00:11:53,180 --> 00:11:59,330 start to see a lot of the elements going on behind the scenes, stuff to look at, things like draw 160 00:11:59,330 --> 00:12:05,960 calls and batching and textures and all the rest of it and actually see how the computer is rendering 161 00:12:05,960 --> 00:12:10,190 these items and how long each of those items is taking per frame. 14301

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