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Now we're almost ready to export the game.
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In fact, at this point in time, I would actually recommend that you do a file, build settings and
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actually build what you've got, make sure you've got your main menu and your menu main scene in there
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and actually build.
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And then check on your mobile device.
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Just make sure that you are it in roughly about 60 frames per second.
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There may be some times where it just drop below that.
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Just make sure it's not dropping below 30 frames per second too often, you know, and definitely make
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sure that your phone's not locking up because the process is getting to act.
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Just make sure that it's running.
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All right.
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And if it's not running, all right and you are getting really, really low frame rates, chances are
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there's too much happening on the screen.
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So then you have to start thinking about how do I slow things down?
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OK, so then you've got to make a few decisions on our you actually change the script according to whatever
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device you're using.
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Now, I've already done that and they've already checked through the game as well.
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And there were a couple of things that I found.
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One of them was sometimes a true zombie and it wouldn't actually get destroyed, fallen to the ground
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and then start floating toward the camera.
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OK, which is not good.
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All right.
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Definitely want to destroy the zombie.
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So I'm going to fix that in this video.
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Also at that one time with a bat as well.
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So I'm going to show you how to fix that issue.
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Another issue I found was that when I was reloading the gun, it's just taking far too long.
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Animes is still coming toward you really, really quickly and later levels.
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And it just felt a little bit unfair.
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OK, like I was dying simply because I had to reload.
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So I'm going to fix that issue as well.
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OK, so on the ground, I'm just going to open the main script and the first thing.
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And we need to come down to the shooting and the zombie death and change these times to less than one
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second.
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So zero point six, the zombie in the ground, zero point five for the bat.
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OK.
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And the reason why I'm doing that, the times, which is far too long.
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OK, that's the reason why sometimes zombies would just float along the ground because they weren't
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getting destroyed.
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It's technically waiting too long before it destroys the characters.
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And by that time, you've already shot a different character and it's lost its link to that particular
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character.
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So it doesn't know to destroy it.
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So that should fix the issue.
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OK.
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Then the next issue that we've got was the reloading.
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OK, so if we take a look at player arms, OK, and arms angle, go into the animator and now reload
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out of ammo.
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The animation speed is just too slow.
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So so I'm going to speed this up.
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I'm going to double the speed.
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It's a lot faster.
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Now, I also need to do that in the script.
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So at the moment where I've got my reloading, we're pausing for three seconds.
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All right.
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So I'm going to halve that.
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So one point five seconds.
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And that's going to be so much faster now either.
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We do have a reload pause elsewhere as well.
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When we come down to the bottom, we're actually loading our enemies we use in this reload pause.
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OK, so now everything's going to be twice as fast.
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So I'm going to create a new weight for seconds called low pause.
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And I'm just copy paste it into here.
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Don't worry about the red line simply because it doesn't exist yet.
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I'll write it in a second and just put this into the OK.
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So now if we scroll back up to the top where we have all switching on, enemies will simply create a
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new wait for seconds.
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So wait for seconds.
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I will call it load pause.
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You expelled exactly the same as the one below equals new.
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Wait.
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Four seconds.
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Here we go.
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And it's going to be back to the original three seconds, because that's pretty good for loading the
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enemies.
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OK.
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OK.
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I've spelt pause from there.
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And let me put you there.
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It's a good thing to check that.
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OK.
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Just going to say that.
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And that should now fixed all of our issues.
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Also want to double check that.
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The sounds are working OK as well.
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So I'm just going to go back to game, switch off my mute audio so I can hear it.
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And let's test this now.
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So first thing, I just want to shoot a zombie, make sure we have all these.
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Oh, OK.
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I've actually destroyed the ground there, which is interesting.
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So if I click on ground, we can see that it's got a mesh collider, OK?
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And it's on the layer of default.
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Right.
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So let's.
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Let's make this let's add a new layer, let's just call it ground and back to the ground.
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And I'm going to put it on there.
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So the reason why not this object?
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Only the reason why the object disappeared.
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The ground object is because it was on the default layer.
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I was shooting, thought it was an enemy, and so it knew how to destroy it.
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OK, so now, no matter how many times I shoot the ground, it shouldn't affect it.
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OK, but let's just double check to make sure.
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Right.
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OK, great.
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So the ground doesn't get destroyed now, so it's a good thing just to check, to do any kind of book,
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check in, make sure everything's working all right.
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Basically, try and break the game.
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Fact, something like these walls, for example, just make sure that the walls don't colliders on them,
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which they don't.
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If they do, you could technically shoot them.
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It's only a default and it will disappear.
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All right.
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Same thing with these objects, if any of them of colliders, they don't at the moment, and they're
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only a default.
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You could shoot them and recognize them as an enemy, sort of, and it would destroy it.
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The reason why on the damage, it's basically doing an on trigger enter collider other and then right
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at the bottom is of the game watchit so that it defaults doesn't need to compare a tag when it destroys
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an object.
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Only for one in the specific code.
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OK, so I think we're almost ready.
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So in the next video, we'll go over actually exporting this for Android.
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