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These are the user uploaded subtitles that are being translated: 1 00:00:06,656 --> 00:00:12,800 So what the heck are we looking at 2 00:00:13,056 --> 00:00:18,176 I know it's confusing it's really not that confusing so basically what happened was 3 00:00:18,688 --> 00:00:19,456 Unity 4 00:00:19,712 --> 00:00:21,504 Put together a template for us 5 00:00:21,760 --> 00:00:26,368 This is basically a c-sharp template this is how all of your script to go to start 6 00:00:26,880 --> 00:00:27,904 When you create the 7 00:00:28,928 --> 00:00:29,696 First 8 00:00:30,208 --> 00:00:35,328 Appear when I get a worry too much about what's going on but these are just called namespaces 9 00:00:35,584 --> 00:00:39,168 Honestly were just gonna scroll down I just ignore it for now 10 00:00:39,680 --> 00:00:41,216 So this is really 11 00:00:41,472 --> 00:00:42,752 The meat of our Sky 12 00:00:43,520 --> 00:00:45,568 Basically what happening is 13 00:00:45,824 --> 00:00:46,592 You're saying 14 00:00:47,104 --> 00:00:48,896 There is a class or 15 00:00:49,152 --> 00:00:51,456 Another way of thinking of it is there is a script 16 00:00:51,712 --> 00:00:54,784 Dad public in will talk about what public and private mean 17 00:00:55,040 --> 00:00:56,576 That's called player 18 00:00:58,112 --> 00:01:00,653 This calling means it extends to the monobehaviour 19 00:01:00,655 --> 00:01:03,131 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 20 00:01:03,132 --> 00:01:03,488 The manor behaviour is basically 21 00:01:03,744 --> 00:01:04,768 In layman's terms 22 00:01:05,280 --> 00:01:07,840 The foundation or the root level 23 00:01:08,096 --> 00:01:08,608 Of 24 00:01:08,864 --> 00:01:12,704 What makes a unity script in unity c-sharp script 25 00:01:12,960 --> 00:01:17,056 There's certain properties that we can use because we're extending 26 00:01:17,312 --> 00:01:18,592 To the Manor behaviour 27 00:01:18,848 --> 00:01:20,384 When I got way too much about it 28 00:01:20,896 --> 00:01:27,040 I know that already that sounds confusing why is this a colon why is that green what's a monobehaviour 29 00:01:27,296 --> 00:01:28,576 Why is the class blue 30 00:01:28,832 --> 00:01:34,976 Used to all these Colours as you continue writing scripts and don't get too bogged 31 00:01:35,232 --> 00:01:37,024 Down in the minute details right now 32 00:01:37,536 --> 00:01:42,656 All you need to know is that unity created a script for us and that's script through this 33 00:01:42,912 --> 00:01:44,704 Template in front of us 34 00:01:45,216 --> 00:01:47,264 In that template basically said 35 00:01:47,520 --> 00:01:48,800 Hey this is a script 36 00:01:49,056 --> 00:01:50,080 Call Claire 37 00:01:50,848 --> 00:01:53,152 And it is a monobehaviour 38 00:01:54,176 --> 00:01:55,712 Can you tell me TVs curly brackets 39 00:01:55,968 --> 00:01:59,040 Does an opening and closing bracket as well 40 00:01:59,552 --> 00:02:01,344 The dad of lime here to show 41 00:02:01,600 --> 00:02:07,744 Hey all of this is one set here and what is that set well it's the public class play 42 00:02:08,512 --> 00:02:12,096 So this curly bracket is immediately going to start telling unity 43 00:02:12,608 --> 00:02:14,912 Hey all of this continent here 44 00:02:15,168 --> 00:02:17,728 Is part of the public class player 45 00:02:17,984 --> 00:02:22,080 You let mine and make perfect sense but just bear with me when she keep going 46 00:02:22,336 --> 00:02:28,480 Before we talk about what voidstar does in void update us explained 47 00:02:28,736 --> 00:02:31,040 How unity read The Script 48 00:02:31,552 --> 00:02:32,832 Pic of universe 49 00:02:33,088 --> 00:02:34,368 Being here really 50 00:02:34,624 --> 00:02:36,160 Fast speed reader 51 00:02:37,184 --> 00:02:42,816 Is going to read using system start collections then is going to jump to using systems that collections that generic 52 00:02:43,072 --> 00:02:45,888 He's going to move down to using unity engine 53 00:02:46,400 --> 00:02:48,192 And then he's going to hit this 54 00:02:48,448 --> 00:02:49,728 He was going to say ok 55 00:02:49,984 --> 00:02:51,520 The something called a player 56 00:02:51,776 --> 00:02:54,336 M&S going to hit this 57 00:02:54,848 --> 00:02:55,872 Which is the star 58 00:02:56,640 --> 00:03:02,784 In basically what this function does in unity this function through pretty much every c-sharp script you write 59 00:03:03,296 --> 00:03:06,624 The very beginning working at tell unity 60 00:03:06,880 --> 00:03:09,696 To do something the moment we hit the start button 61 00:03:10,208 --> 00:03:11,744 Tell us about a quick script here 62 00:03:12,000 --> 00:03:15,840 Don't get too in the weeds here just follow along as best you can 63 00:03:16,352 --> 00:03:17,120 Debug 64 00:03:17,888 --> 00:03:18,656 That log 65 00:03:21,216 --> 00:03:21,728 Hello 66 00:03:23,776 --> 00:03:28,128 And you'll see a red squiggly there that means we need to close out this 67 00:03:28,384 --> 00:03:29,152 Sentence 68 00:03:29,408 --> 00:03:29,920 Or 69 00:03:30,176 --> 00:03:30,944 Statement 70 00:03:31,200 --> 00:03:32,480 With a semicolon 71 00:03:35,296 --> 00:03:36,832 I would say about the Script 72 00:03:37,344 --> 00:03:38,880 And you're back in the universe 73 00:03:40,928 --> 00:03:41,952 Wait for it to compile 74 00:03:43,232 --> 00:03:47,072 Everything was good will have any errors being thrown in the console that's good 75 00:03:48,352 --> 00:03:50,400 Now I want to do before we hit play 76 00:03:50,656 --> 00:03:54,752 Is it gonna make sure we drag this script onto a game on 77 00:03:55,008 --> 00:03:56,032 Search create 78 00:03:58,080 --> 00:03:58,848 3D object 79 00:03:59,616 --> 00:04:00,896 What's a ECU 80 00:04:02,432 --> 00:04:04,480 Let's put it as 000 81 00:04:06,016 --> 00:04:09,088 How to make sure camera is also a 0 position 82 00:04:10,368 --> 00:04:12,160 -10 z-axis is good 83 00:04:12,416 --> 00:04:15,232 You must be sure to rename rq player 84 00:04:16,768 --> 00:04:17,791 I'm going to drag x 85 00:04:21,375 --> 00:04:23,423 And as you can see the player script 86 00:04:24,191 --> 00:04:27,775 Is on the inspector tab so now it's a component 87 00:04:28,031 --> 00:04:30,847 I've player so we have the mesh filter of the mesh renderer 88 00:04:31,359 --> 00:04:34,431 The box Collider and also the player script we just create 89 00:04:35,711 --> 00:04:36,735 Square head in hip play 90 00:04:37,759 --> 00:04:39,807 As you can see in the console window 91 00:04:40,319 --> 00:04:41,087 We have 92 00:04:41,343 --> 00:04:47,231 Printed the word hello in print is just a fancy word of saying display or right 93 00:04:50,047 --> 00:04:51,327 So that's what this 94 00:04:52,351 --> 00:04:55,167 Wirral line Deirdre debug.log 95 00:04:55,423 --> 00:04:55,935 Hello 96 00:04:56,447 --> 00:05:00,287 By the way too much have the same tax year just know that that was the point 97 00:05:00,799 --> 00:05:02,591 Of this function start 98 00:05:03,615 --> 00:05:07,199 Unity will read this and go ok I need to do something 99 00:05:07,455 --> 00:05:09,759 When we start the unity player 100 00:05:10,783 --> 00:05:15,647 Any me later read this and say you know what I'm gonna print hello in the console 101 00:05:16,927 --> 00:05:20,255 Unity is never going to fire this function again ever 102 00:05:20,767 --> 00:05:22,303 He's never going to do this again 103 00:05:22,559 --> 00:05:25,375 It only happens when I seen loads 104 00:05:25,631 --> 00:05:27,167 So that's the benefit of start 105 00:05:27,423 --> 00:05:29,471 Wigan position the player here 106 00:05:29,727 --> 00:05:31,519 We can spawn DayZ object 107 00:05:31,775 --> 00:05:33,567 We can set the health to zero 108 00:05:34,079 --> 00:05:37,919 We do all sorts of cool things the moment the game begins 109 00:05:39,455 --> 00:05:42,015 Now the update function is pretty much 110 00:05:42,271 --> 00:05:44,063 The opposite of what started is 111 00:05:44,831 --> 00:05:49,183 Update says do this over and over and over again 112 00:05:49,439 --> 00:05:50,975 60 frames per sec 113 00:05:51,743 --> 00:05:54,559 Again ticket unity as a really fast speed reader 114 00:05:54,815 --> 00:05:58,143 Once unity gets passed the start function 115 00:05:58,655 --> 00:06:00,191 He continues to read down 116 00:06:00,703 --> 00:06:01,471 He says 117 00:06:01,983 --> 00:06:03,263 Here is an update function 118 00:06:03,775 --> 00:06:05,567 I'm going to read this 119 00:06:05,823 --> 00:06:06,335 Forever 120 00:06:06,591 --> 00:06:09,919 And ever and ever at 60 frames per second 121 00:06:10,175 --> 00:06:11,711 So he's going to read down it 122 00:06:12,479 --> 00:06:13,503 Any backup 123 00:06:14,015 --> 00:06:17,343 Again and again and again and again 124 00:06:18,111 --> 00:06:20,671 The question is why on earth would we want to do that 125 00:06:20,927 --> 00:06:25,279 Any engineers well that's how we actually have stuff happening in a game 126 00:06:25,535 --> 00:06:29,119 To resemble we can move the position of the player 127 00:06:29,631 --> 00:06:30,911 Every iteration 128 00:06:31,167 --> 00:06:36,031 Search write a script to better understand what the update function is actually do 129 00:06:37,055 --> 00:06:41,919 First begin to write a little comment here the way you comment in a script is 130 00:06:42,175 --> 00:06:43,199 Two slashes 131 00:06:44,991 --> 00:06:45,759 Move 132 00:06:46,015 --> 00:06:47,807 Me to the right 133 00:06:48,319 --> 00:06:49,599 One you 134 00:06:51,647 --> 00:06:57,791 So there's a comment so now let's try and write a script that achieves that comment obviously 135 00:06:58,047 --> 00:06:59,583 How to read a comment for every screen 136 00:06:59,839 --> 00:07:02,911 But comments help you better understand what you're writing 137 00:07:03,423 --> 00:07:06,751 To the way we do this is something like transform 138 00:07:08,543 --> 00:07:09,311 That position 139 00:07:10,847 --> 00:07:11,615 Equals 140 00:07:12,383 --> 00:07:14,175 New vector3 141 00:07:14,431 --> 00:07:14,943 1 142 00:07:15,199 --> 00:07:15,967 0 143 00:07:16,223 --> 00:07:16,735 Zara 144 00:07:17,759 --> 00:07:18,783 And just remember 145 00:07:19,295 --> 00:07:21,855 You want to end every statement with a semicolon 146 00:07:24,159 --> 00:07:24,927 Theresa Lee 147 00:07:25,183 --> 00:07:27,231 We cannot access the transformer components 148 00:07:27,743 --> 00:07:28,767 My inspector 149 00:07:29,023 --> 00:07:34,399 And we can access the position portion of that transform so that's transformed at position 150 00:07:34,655 --> 00:07:35,935 And we're going to set it to 151 00:07:36,959 --> 00:07:40,543 A vector3 in what a vector3 is basically a position 152 00:07:40,799 --> 00:07:42,079 Acts of 1 153 00:07:43,359 --> 00:07:45,407 Why is 0nz a 0 154 00:07:45,663 --> 00:07:47,967 We had save jump back in the universe 155 00:07:49,759 --> 00:07:50,527 The notice 156 00:07:50,783 --> 00:07:54,111 We'll have any errors as go ahead in clear the console 157 00:07:54,879 --> 00:07:56,671 That's it play and see what happens 158 00:07:57,183 --> 00:08:03,327 Noticed that his position is now set to 1 so did exactly what we wanted it to whatever you wanted to have it 159 00:08:03,583 --> 00:08:04,863 Move to the right 160 00:08:05,375 --> 00:08:08,447 Over and over and over again currently 161 00:08:08,959 --> 00:08:10,751 It's just been set to 1 162 00:08:11,263 --> 00:08:15,615 It's not actually moving what the way we achieve this is when we move it 163 00:08:15,871 --> 00:08:21,247 Over 1 unit relative to its previous position to the way we will do that is 164 00:08:21,503 --> 00:08:22,527 Transform 165 00:08:23,295 --> 00:08:26,111 That position x + 1 166 00:08:28,159 --> 00:08:30,975 Search try and understand what this line actually means 167 00:08:32,511 --> 00:08:34,303 Basically I want my position 168 00:08:34,559 --> 00:08:35,583 2 equal 169 00:08:36,095 --> 00:08:38,143 My current x position 170 00:08:38,911 --> 00:08:39,935 Plus 1 171 00:08:40,703 --> 00:08:41,983 What save this song 172 00:08:43,519 --> 00:08:44,799 And see what happens 173 00:08:47,871 --> 00:08:48,639 There goes 174 00:08:49,151 --> 00:08:50,943 Zoom out really far here 175 00:08:51,199 --> 00:08:52,991 Guess he's moving pretty fast 176 00:08:53,759 --> 00:08:56,319 Now why is he continually doing 177 00:08:57,599 --> 00:09:02,719 Well the reason why is if you jump into the Script what currently happening is 178 00:09:02,975 --> 00:09:04,767 Unity is reading this line 179 00:09:05,023 --> 00:09:05,791 Over 180 00:09:06,047 --> 00:09:07,071 Andover 181 00:09:07,327 --> 00:09:08,351 In over again 182 00:09:08,607 --> 00:09:13,727 Why is he not reading this line well that's because he knows that the start function only happens once 183 00:09:13,983 --> 00:09:16,799 The update function happens 60 frames per second 184 00:09:17,055 --> 00:09:17,823 So 185 00:09:18,591 --> 00:09:20,127 Every time he reads this line 186 00:09:20,895 --> 00:09:22,175 He's going to move 187 00:09:22,687 --> 00:09:24,991 Relative to his current x position 188 00:09:25,759 --> 00:09:26,527 Plus 1 189 00:09:27,039 --> 00:09:29,855 We just keeps going over and over 190 00:09:30,111 --> 00:09:31,135 And over again 191 00:09:31,647 --> 00:09:33,951 And that's what causes a player to move to the right 192 00:09:34,463 --> 00:09:36,511 So that's why you use the update funk 193 00:09:37,279 --> 00:09:40,863 Are you going to write a lot of script inside of the update function 194 00:09:41,119 --> 00:09:44,447 This is where you spend the majority of your time writing scripts 195 00:09:44,703 --> 00:09:45,983 Especially games 196 00:09:46,239 --> 00:09:48,287 A lot of stuff happens within the update 197 00:09:48,543 --> 00:09:49,823 Going to spend a lot of time 198 00:09:50,079 --> 00:09:51,103 Inside of the update 199 00:09:51,615 --> 00:09:54,175 So quick recap year just to clarify 200 00:09:54,687 --> 00:10:00,588 Press the actually write script for a unity game we need to use these namespaces I cannot worry about him too much so 201 00:10:00,589 --> 00:10:02,760 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 202 00:10:02,761 --> 00:10:04,159 Just going down and we're going to declare 203 00:10:04,927 --> 00:10:06,975 A public class called player 204 00:10:07,487 --> 00:10:09,279 That extends to the monarch behaviour 205 00:10:09,791 --> 00:10:12,863 Pretty much every script the right is going to extend to something 206 00:10:13,119 --> 00:10:15,679 Most of them are gonna extend to the money behaviour 207 00:10:16,191 --> 00:10:18,751 You really don't need understand anything more than that 208 00:10:19,519 --> 00:10:22,591 Is a public class motorbike about public and private in the future 209 00:10:23,103 --> 00:10:25,919 And unity is going to start reading the Script 210 00:10:26,687 --> 00:10:27,967 The moment you hit play 211 00:10:28,223 --> 00:10:30,527 He's going to restart and he's going to say you know what 212 00:10:31,039 --> 00:10:33,087 I need to write hello into the console 213 00:10:33,599 --> 00:10:37,439 I'm only going to do it once though because the start function only happens once 214 00:10:37,951 --> 00:10:39,999 Is it immediately jump to the update 215 00:10:40,255 --> 00:10:40,767 Function 216 00:10:41,023 --> 00:10:43,327 Because he's constantly in this up 217 00:10:43,839 --> 00:10:48,191 We're going to be able to do things inside this update over and over and over again 218 00:10:48,703 --> 00:10:52,543 So transformed at position is going to equal my current position 219 00:10:52,799 --> 00:10:53,567 Plus 1 220 00:10:53,823 --> 00:10:55,615 Is going to have an over and over and over again 221 00:10:56,639 --> 00:10:57,919 So hopefully that's clear 222 00:10:58,175 --> 00:11:02,527 And we can move on to actually simplifying this line of code a little bit more 223 00:11:03,295 --> 00:11:08,671 Instead of writing transform that position = the transformed up position that x 224 00:11:09,183 --> 00:11:10,975 We can actually just put a plus right here 225 00:11:11,743 --> 00:11:13,023 And then remove this 226 00:11:13,791 --> 00:11:16,863 That is a match simple way of writing 227 00:11:17,119 --> 00:11:19,167 Pretty much exactly what you just saw 228 00:11:19,679 --> 00:11:23,007 Play The Night you gonna use plus equals all the time 229 00:11:23,775 --> 00:11:27,871 A good way of thinking about plus equals is it basically is synonymous with advanced 230 00:11:28,127 --> 00:11:29,407 Now to be clear though 231 00:11:29,663 --> 00:11:33,503 This one unit is actually relative to the speed or the 232 00:11:33,759 --> 00:11:38,111 Efficiency of the computer or console did the players on 233 00:11:38,367 --> 00:11:44,511 So in order to ensure that were not moving at different rates across different frame rates on different computers 234 00:11:44,767 --> 00:11:48,607 Anytime you're iterating like this anytime you're moving something at a speed 235 00:11:48,863 --> 00:11:50,399 You always want to multiply 236 00:11:50,655 --> 00:11:51,679 Bye time 237 00:11:52,447 --> 00:11:53,727 Delta time 238 00:11:54,495 --> 00:11:56,287 Basically that means one second 239 00:11:56,543 --> 00:11:57,823 So we're gonna move it 240 00:11:58,335 --> 00:11:59,103 1 unit 241 00:12:01,407 --> 00:12:07,551 Because I'm a lemon I'm not going to tell you I know what this means I just know that the moment you multiply a number 242 00:12:07,807 --> 00:12:09,087 X x at delta time 243 00:12:09,599 --> 00:12:11,135 It means that the speed 244 00:12:11,647 --> 00:12:13,183 Your object is moving 245 00:12:13,439 --> 00:12:17,023 Or rotating or scaling whatever your iteration is 246 00:12:17,279 --> 00:12:21,375 That speed is no longer dependant on the computer 247 00:12:21,631 --> 00:12:22,655 Or the framerate 248 00:12:22,911 --> 00:12:23,679 That is being you 249 00:12:24,447 --> 00:12:25,471 But it's saviour 250 00:12:25,983 --> 00:12:27,775 Go back in the unity and deploy 251 00:12:29,567 --> 00:12:30,847 So now he's moving 252 00:12:31,103 --> 00:12:32,127 How much lower 253 00:12:32,383 --> 00:12:33,151 But that's ok 254 00:12:33,407 --> 00:12:36,479 Are we going to do is maybe change the speed to what's a bye 255 00:12:37,503 --> 00:12:38,271 It save 18712

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