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So now going to bake some lighting in order to make this scene look a little bit more effective.
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And so in our scene view, I just basically want to add some lights.
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So game object light and a point light.
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OK, just going to get into a position where I think I want this point light, let's say somewhere like
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here.
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As long as you got my point light selected game object and aligned with you, then it puts it into that
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same position.
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Just switch on your gizmo's if you need to see that.
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OK.
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And so I'm going to make the range of this about 45.
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That might be a bit too much, about 35.
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So you can see how far that light is actually extending.
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And then I'm going to make the color of this relatively warm color.
14
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So I want it to be like a pretty intense orange.
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Well, it changes mode to Bakht so that when we bait the light, it'll actually bait that color into
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everything, its intensity going to set to about a three.
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And it's indirect.
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Multiply that one.
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OK.
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Don't need any shadows.
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I'm fine.
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Now, you're not going to see the light show up at the moment, because all of these textures that we're
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using are unlet textures.
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So they're not affected by lights.
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So I'm just going to take this to the point.
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Light control, Andy.
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Let's move it over to the other side.
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And this one might have a sort of a bluish light, so I'm just going to change this to a blue and bear
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in mind that these two colors sit and opposite sides to each other on a color wheel.
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So I'm using a little bit of color theory there in order to kind of warm everything up.
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These are supposed to be complimentary colors to each of us.
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They work in tandem and they're quite useful together.
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I'm going to make the intensity of this one about a four point five and its range to about 65.
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So it's pretty big.
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OK.
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Once again, no shadows and it should be a bakht light.
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And then I'm going to take this point light again.
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Control and the duplicate.
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I'm just going to bring this one up into the air and kind of obvious that over the top of everything
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and I want to color this one, a red, deep kind of red color.
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The intensity of this one, I'm going to make about a two point one.
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But the range to make about a 55.
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So the three callers should team work together in the scene.
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Now, my directional light, I want to change the mode from mixed bakht, the intensity.
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I'm just going to raise this a little bit.
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But one point three, OK, so that whitens everything, OK?
47
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Because as you know, at the moment, everything is really, really dark.
48
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And the more you light in the direction of light, the more it will sort of filter out the other colors.
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So if you feel that the other colors are a bit too strong, just keep increasing that intensity of that
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directional light.
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OK, now I only want the colors to affect the central objects, but not this wall.
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I want to keep the wall at this kind of a color.
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So to do that.
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I'm going to go to the ground and I'm going to take all of these wall elements.
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It's going to hold shift and select them all.
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I'm just going to unmarked them is static.
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So anything that is not static does not get affected by any like baking.
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OK, I'll put those back later.
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Just for the moment, I'm going to switch those off.
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And so now we're going to actually bake the lighting, so if you go to window rendering and lighting
61
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and we drag our lighting top over here, first of all, we need a light setting.
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I'm just coming to the my scenes folder, and this is where it will save our new light settings.
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Let's just do that.
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Not now gives me access to all this so that I can actually bake.
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And if you find that you've got auto generate checked on and it's already baked a bunch of lights.
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Just uncheck that and then click the dropdown, choose clear baked data.
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You'll find out if it's baked in the data, because if you come over to the baseline labs, there will
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probably be some textures in here.
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You just basically need to get rid of those.
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By doing what I just showed you.
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OK.
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And if you've got a good graphics card, probably move over to progressive GPU.
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It's a lot faster.
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And for the purpose of testing, I'm going to lower my light resolution down to about one.
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All right.
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So it's really, really low.
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And this is this will be extremely fast.
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Not very good quality.
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Much like map size.
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I'm going to yeah, I'm going to keep it on about 1024.
81
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That should be OK for a light map.
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If it was a texture, I'd lower that down to about 512.
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This should be fine.
84
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OK, and then finally, my light, my parameters go as low as you can default.
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Very low resolution.
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OK, so now I'm simply going to click generate lightning.
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It will go through the same thing and it will now light it.
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And there we go.
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OK, so now it's made a bunch of changes in my simulator.
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I can now see that everything's a little bit brighter, looks a little bit nicer and.
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Yep.
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OK, so quiet without not necessarily getting that much red.
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So I'm just going to click on this.
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Right, and move it down a bit.
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And I'm just going to increase it to about two point six.
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And I may very well actually just move this forward a bit just over here.
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And the orange intensity, I just want this to be a little bit more intense, so I'm going to go with
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about five and my blue intensity is already pretty good at 4.5.
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OK, so I want to once again rebate.
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So what I'm going to do is and metalic, women generate light in this clear debate data.
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And I'll show you what bait light maps look like.
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Just looks like this.
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OK, it's just one single image, 128 pixel by 128 pixel image.
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So I'm going to clear the data and then once again, generate lighting.
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It's going to relight everything so I can see what it now looks like through my simulator.
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I quite like to look at that.
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Uh, I think the colors could be more intense.
108
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OK, so once again, I'm going to go to my orange light here.
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I'm really going to push this up now.
110
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So about about a seven range increase to about forty five point one, which is the blue.
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And I'll go up to about a six point five indirect multiplier.
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Yeah, increase that to a two.
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And then the red lights.
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She only looks like this effect in this back area.
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Woman ring back up here, maybe range.
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Let's go with eighty five.
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And I'm going to go with a for this one.
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My directional for light and everything up just a little bit more.
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So we go from point four.
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OK.
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I'm also going to switch off any shadows or shadows over to my lighting now.
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Going to clear all my data.
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Once again, just generate lighting.
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You can see everything's got a little bit lighter now, we can really see those elements.
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I think they're quite nice.
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All right.
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Coming out very illuminated.
128
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And then when we put our enemies in shortly, I think that will look quite nice.
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All right.
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So I'm up here with up 128 pixels by 120 pixels is not that great for a very light map.
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So I just want to start to increase the quality without making the image too big.
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So what I'm going to do is my light.
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My resolution can increase this to about a full four.
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Texans would probably be good enough to actually render across this element.
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I'm going to change my resolution to a default low resolution.
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So once again, in a clear debate data I'm going to generate, this will take a little bit longer time
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to do this, only slightly longer.
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There we go.
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Let's take telomere with total time of one second.
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So I've now got a 512 by 512 picture like.
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Not necessarily changed how much?
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It's mostly all white, actually.
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But what we can see there is a color like map is right there and a shadow light map is right there.
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There's nothing in the shadow leimer, which is interesting.
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So let me try a baked in direct.
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So there's no shadow and be clear debate data.
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Try it again.
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Generate.
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You'll see the images being populated.
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Here we are.
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For some reason, it's still in the shadow map.
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That's my image with all my colors stored there.
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That will then be applied over the objects.
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And it means that you don't have to use any direct lighting in mobile.
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When you use direct lighting, for example, like this, that's going to kill you.
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Frame rate mobiles hate real time lights.
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They really do affect your frame rate.
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So where possible, don't use any real time lights.
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If you do need to a maximum of one, OK, only one real time like otherwise, it's really going to affect
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your performance.
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OK.
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So I think I'm quite happy without my bait light map is there is only 512, 512 got no Real-Time lights.
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Everything is good.
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Now, if I'm happy with that, I can take my point lights and I can actually now just delete on my directional
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light.
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No longer need to use it so I can just switch it off.
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Notice, it has no effect whatsoever on my seat.
168
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It's all that light is now being baked into that.
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And it's just applied as an image overlay.
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The only issue is obviously adds another Dracul to my profile, and I switch my canvas off to check
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how many draw calls were used on my canvas.
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And let me just give this a quick go on, my profiler.
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Just get it started.
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And as you can see, the wall still looks perfectly fine, no changes there.
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It's only on these elements, but now it's a lot brighter.
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It looks nice.
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Just click anywhere.
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And then I want to come down to rendering.
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OK, so now I've got 18 draw calls, which is still pretty good, to be honest.
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But now I've got my canvas on.
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So, for example, this item and this item and a little bit of text and the moon and all these other
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items are all adding now to my draw calls, including my bait light maps.
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OK, wait, Androcles, it's perfectly fine.
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All right.
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What we're trying to avoid is like a few thousand robocalls and we're still backing all of our elements.
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OK.
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Oh, I forgot to do my.
188
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That's why my backstroke calls are still back down at 12.
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OK, so but let me just double check that.
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So I'm just going to go to ground, just going to make sure that my walls are static once again.
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Probably only reduce it by one, Dracul or something.
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Just click somewhere and on my rendering.
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Oh, yeah, quite a lot, actually.
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Nine Draco's.
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All right.
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Excellent.
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Yes.
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Of half that.
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That's good.
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So now my back shore calls is back to twenty four, and that's with my canvas on there.
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And also the lighting as well.
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All right.
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I've only got six separate calls and now my scene actually looks like it's being fully lit by all sorts
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of lights.
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All right, excellent.
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Yeah, I'm quite happy with that.
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And so what they want to do now is effectively save my scene.
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And they actually want to export this out at the moment as an case so that we can test it on mobiles.
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So if you have a mobile device, I basically want you to test this at the moment just to double check
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that you all get in a good frame rate at this point in time.
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At each stage, you're working through this game with recommend doing an export every now and then checking
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it, double checking to make sure it does work on your phone and that you all get in a good frame rate.
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So to do this, we are going to safe and we're going to go to file and build settings.
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At the moment, there's absolutely no scenes in the scenes and belt, which means it won't actually
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load anything.
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So we have to click and open scenes, which means zero now.
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So now that's all you have to do in order to get that to work.
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So and I'm simply going to click build.
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As you can see, it's going to export and epic.
220
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I'll probably create myself a new folder here called Apex or something and just give it a name.
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And well, it's called Halloween shooter anyway.
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So Halloween test one.
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And that will then explore that.
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Now, it could take a while, but once it's exported, you will never be able to load that up in your
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phone.
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So what I want you to do, if you've got an Android device, you've got an Apple device, don't worry.
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We'll get onto that later.
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And I want you to go on to Google Play and install this app installer or it's completely free.
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And I've been using it for a while.
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It seems to be perfectly fine.
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And it just lets you basically load in your APCs from unity in order to play them.
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And now, normally, if it's not coming from a verified source like Google Play or Apple I iso, and
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you will get these kind of messages.
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So unknown source, will you allow it to actually install?
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What this is worried about is that it may be an APK that's from an untrusted source.
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It might be stealing your data and all that kind of stuff.
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You know, this is a trusted source because you've made it yourself.
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All right.
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It's coming from unity.
240
00:15:25,120 --> 00:15:32,890
So all you have to do there is either click allow or you might have to change something like this.
241
00:15:32,890 --> 00:15:33,430
Where.
242
00:15:36,130 --> 00:15:38,710
Install apps from external sources.
243
00:15:39,040 --> 00:15:40,630
It differs from phone to phone.
244
00:15:41,020 --> 00:15:47,110
OK, now to actually allow your phones to actually install APCs from outside sources.
245
00:15:47,470 --> 00:15:52,030
OK, but once it's on there, you should then be able to fire it up and just double check, see how
246
00:15:52,030 --> 00:15:55,360
many frames per second you're getting to make sure it's all working fine.
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