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So now we're going to work on our first script and we're going to get our camera to start moving.
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This is one of the reasons why we imported a package called Joystick Pack.
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OK, so for DoubleClick and Joystick Pack does have some documentation which you are free to read to
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explain to us to use this.
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We do have a number of prefabs.
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OK, so the one that we want to go with is a fixed joystick.
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The difference between these dynamic joystick will appear wherever you press your finger floatin joystick
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can float anywhere as well.
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And the variable joystick obviously is variable.
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You can change those items fixed will always stay in the same position, or at least that's as far.
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That's what I understood when I read the documentation.
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So in order to work with a fixed joystick, we need it to be a UI element or a user interface.
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All of your UI elements are going to fit on the canvas.
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So we need to create ourselves a canvas.
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So let's click game object UI and then you canvas.
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As soon as you do that, you get cumbersome to event system.
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The event system is basically what is going to detect your touchin of the items and interacting with
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those elements using the standalone input module.
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OK, if you ever wanted to switch on the view UI elements of just basically uncheck that you can no
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longer interact with your canvas.
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OK, well, I'm quite happy to do so and so canvas.
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The first thing that we notice about it is that the randomly is screen space overlay.
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So that basically means it will always be exactly the same and render over everything.
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If you did change that to screen space camera basically means it's only available on certain camera.
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So you could switch cameras in the UI and disappear or worldspace means you could actually have a canvas
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inside of the world that takes on the 3D location.
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That's useful.
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For example, if you wanted like a health bar over your characters, work in the to stick with screen
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space overlay and targets play.
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Always make sure it's display one.
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That's what we're using up here if we want to display, too.
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That's what we show in 3D.
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It's literally nothing rendering there.
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So let's make sure it stays on display.
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One additional shaded channels.
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Yeah.
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Just leave it.
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Nothing.
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Now, very importantly, I kambah scalar at the moment, UI scale mode is constant pixel size.
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So even though this is 12, Racheli, 720, if we create a UI and get it all lined up and then somebody
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has got a mobile device that's capable of running a full three thousand eight hundred and sixty pixels.
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And what's going to happen is UUA is going to be absolutely tiny.
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Right.
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So small, you're not being able to interact with it.
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So I'm going to change this to scale with screen size.
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And I'm going to use our dimensions as a default reference resolution.
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So 12, 18 by 720.
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So that's where it's going to start out with.
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Now, if somebody's screen is way bigger than that, what he's going to do, it's actually going to
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scale up this UI.
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So it fits the screen size.
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Or for some reason, if somebody has got like a really little mobile device, he's going to actually
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scale down as well.
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Now, on the mobile devices, we do want a much width or height.
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And we probably want to match the height actually on this one.
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And and our reference pixels per unit, it's about 100, which is fine graphics.
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Recasner basically means that we can actually touch things on the canvas.
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All right.
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And so what we're now going to do is we're going to take a fixed joystick, click and drag onto the
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canvas, and then we go, all right.
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Now, got this.
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And we can move this around in 3D space by using a pulse X, pulse y.
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So I'm just going to kind of click and drag over to the left hand side, click and drag down into the
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bottom left hand corner.
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Now, what I would recommend doing at this moment in time is going over to your simulator, rotate it
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loops like this, making sure it looks OK on the screen.
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This is what it currently will look like.
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Also recommend checking it out and a lot of different devices as well.
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So if it's, for example, an iPad Fifth-Generation, this is what it would look like.
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As you can see, with cutting out little bits of the side of the screen, the iPod.
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And if it's an iPod pro Apple, iPhone 11, we've got a little bit more of the screen there.
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We've also got this little bubble there as well.
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But we can definitely still interact with this iPhone six, etc. So it's a Google Pixel three.
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It's going to show you what this is going to look like.
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And it's pretty accurate representation as well.
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So just go through quite a few of them and see what they look like, make sure that it's not excluded
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in any way or it's halfway through the screen or something.
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Yeah.
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OK.
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That's an interesting screen size.
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That's the very last one as well.
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OK.
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Yes, I'm quite happy with that.
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So I'm going to go back to my Samsung Galaxy seven.
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And what I want to do is I want to make sure that this item is always targeted to the bottom left hand
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corner can do so by using these anchors, and it's automatically done that for me.
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Which bottom left?
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If I did top right, it would always be anchored to the top right of the screen.
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But bottom left means that if the screen gets bigger, it will always try and stay in the bottom left
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hand corner, which is what it's doing.
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And so let's take a look.
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Make sure that this script always stays switched on.
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You can change these items if you want, but I'm not going to I'm quite happy with what I've got at
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the moment.
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This outer ring moment is a little bit too light for my liking.
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So I'm going to click on this and I'm going to make it a black ring.
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OK.
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And it does need to be a rakas target so that we can interact with it.
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Musker bullets.
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Well, then we get a handle on the inside.
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That's this little circle.
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Now what I'm going to do them to click on Antil Plain and you'll see that you got a whole bunch of different
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things.
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I like this Andal ridged the drug, that one.
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And he looks a little bit more effective now because it's Halloween style.
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I want something that looks a bit more pumpkin like.
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So I'm going to click on this and I'm going to make it like a really interesting sort of orange color.
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Once again, Rakaa tailgate and musket ball.
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All right.
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Excellent.
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That's it.
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We're set up with our joystick.
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So now it's time to actually write a script.
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Going to go back to our sets and the right click, create a new folder.
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I'm going to call it my scripts.
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Double click inside, right click, choose create new Souchak script.
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This one, I'll call it main.
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Just mate.
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All right, and it comes out as may not see us as a C sharp double click in order to open in.
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Visual Studio, there we go, may take a while for that to open.
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If this is the first time you're opening a Visual Studio, give it the rights to action to get online,
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etc. And you will also have to log in using your unity ID, your version of Visual Studio might be like
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a white background.
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Well, I actually changed mine by going to where it was at.
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We remember how to do this.
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Uh, I'm looking for properties.
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There we go.
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But you wouldn't know.
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Oh, nope.
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Properties, OK, project and looking for some sort of settings.
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Don't think his options, tools, options.
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That's the one.
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OK, and general color theme dark.
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All right, guys, that's all I've chosen.
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You do get a bunch of different ones if if you want to go with that.
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OK, great.
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So this is what your general script looks like.
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They've already completed a bit of it for you.
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These are a couple of popular methods from the start method runs when the game first, starts the first
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frame and then never runs again.
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The update is called Every Frame.
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So if your game is running like 60 frames a second, the update will be called 60 times a second.
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That's going to be important for us.
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OK, so let's begin.
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So, first of all, we need access to our joystick so we can time public off type joystick that we're
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going to call joystick semicolon on the end to finish.
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Now, what we've done there is we've simply made a slot that's going to be available in the inspector
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by making it public means that it's going to be visible in the editor if it was private.
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It won't be visible in the editor of type.
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When it goes green, it basically means it recognizes as a type of a joystick.
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And we've given it a specific name.
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So if I were to save that now.
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Wait for that to compile.
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In other woods is converting it into machine language or whatever it needs.
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I'm going to go to uh I'm going to go to ground, I think, and I'm just going to drag me directly onto
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ground.
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OK, that's it.
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And that's what we've created.
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We've created this little slot.
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OK, now we can take our joystick, just drag it directly in there so that now it can talk directly
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to that joystick.
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And now I need access to the camera so I can move that so public.
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Of type game object.
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And you can just present it to autocomplete or return and I'll call this camp.
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OK, once again, we've made another slot, so let's just say this.
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And then let's take our main camera, drag that into come.
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So that's now what we're going to be manipulating the movie.
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OK, and then and what we need to know now is the rotation amount.
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So this time, we don't need to define this in the inspectors film to make this private.
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It's going to be of type float.
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Float is basically a decimal number.
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I'm going to call this.
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Let me start off with a lowercase letter.
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So, Robert, as in reputation, capital H, capital a what?
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A H amounts.
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OK.
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So in other words, rotation, horizontal amount, an amusing camel case here, which basically means
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you start off with a lowercase letter and every time you change the word, you use, not the case letter
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whenever you use these names.
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Never leaves spaces.
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OK, it must all be one letter.
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And the second great reason why it's telling me it's not being used.
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Well, not yet, because I've not written anything yet.
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But it's it's good that it actually tells you whether you're using something or not.
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And do the same again, private float.
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This time, it's going to be dropped the amount.
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So then there was the vertical and horizontal.
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OK, then I need to decide exactly how fast am I going to rotate.
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So this is going to be public is available.
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Inspectah, we can change it in the inspector of time.
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Float again, decimal number.
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Call this rotation speed.
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Press equals and set this to about 35.
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OK, so that's exactly how fast we are going to be moving.
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Now, I'm not putting in the start.
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I need to put in the update because I need this to basically update literally every frame.
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And what I want to do is associate the rot H amount and the V amount with movement of the joystick.
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Well, say, what's the amount to begin with?
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Equals joystick.
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Now, as soon as you press, don't we get access to all of the properties that belong to the joystick,
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one of which will be vertical?
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OK, so the vertical input is going to be passed through into this variable here and it's going to store
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that number.
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What's H amount equals?
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And you've guessed it joystick.
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The horizontal.
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There we go.
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So we've just passed those values through.
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Now, what we need to do is move our camera so we can say, can dart transform, dart rotate.
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OK, is capital R.
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And then as soon as we open our brackets, it tells us exactly what its expected is expecting some Oyola
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angles.
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OK, so and what we're going to do is we're going to pass in the minus what the amount into the X.
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OK, and I'm doing minus of it's reversed.
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Otherwise, it's when you move, right, you're going to move left.
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When you move left, you're going to move.
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Right.
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So I'm sort of reversing that and then I'm going to multiply that by the rotation speed.
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OK, so that's the speed at which they're going to rotate.
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Furthermore, I'm going to multiply that by time dot delta time and comma.
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OK, so time dot delta time basically means each and every second.
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All right.
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It's going to do that per second.
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If you don't put time that Delta time in there, what it does, it uses your frame time, seconds.
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So it's running at 60 frames per second.
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It will be doing running that command 60 times a second.
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If your mobile's really not like two frames a second, you're doing that two times a second.
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This ensures that it always runs at the exact same time on every device.
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Always.
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Exactly.
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Once per second.
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OK, then in the middle.
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So if that if that's the X rotation value, this will be the Y rotation value now.
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And I'm going to pretty much do the same.
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So I'm going to say what's h amounts multiplied by rotation.
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Speed multiplied by time, Delta time.
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And then finally on the Z axis, I'm going to say zero.
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Don't want it to move at all on the axis, just semicolon on the end.
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So let's take a look at that.
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So on that main camera.
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We have to transform.
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We've accessed we've got a rotation, we've accessed and we're saying move these values on the X and
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the Y according to our we're and moving our joystick, whatever values we have coming from there, we're
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going to pass through into this X and Y.
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And that's going to then rotate our camera according to that.
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Now, the moment it's not going to work correctly.
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I'm going to show you why and then I'm going to give you a task, see if you can fix it.
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And I will be showing you how to fix it, by the way.
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But for now, that is going to get a camera working perfectly fine.
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All right.
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So and let me just click on ground, make sure that all my slots are all perfectly felt and make sure
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that none of those are saying none, because if any of those are saying non, you're going to get a
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read error.
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And it's going to be a null reference exception error that you get.
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OK.
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So make sure that you're in simulator mode and we can press play.
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Our mouse is going to act like our finger on the mobile device.
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It's going to allow us to manipulate this.
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So let's press play.
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Here we go.
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Now, when I move, I'm moving my camera.
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But if I move up, it does move up.
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If I try moving both at the same time, whoa, check out what happened.
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I'm sort of getting this weird angle going on, which is which is not what you want.
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All right.
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You want it always to stay straight upright and not to be doing this weird angle.
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So I want to give you a task, see by the next video, if you can figure out a solution to get that
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fixed so that when you move left and right, it moves left and right perfectly.
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And when you move up and down, it moves up and down perfectly.
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The two did not work together to get this weird angle.
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Angular motion is going on.
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