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We can also make the
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Animate is well so what I'm going to do as I'm going to go into my enemy prefab
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I'm going to create
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In animation
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A new folder
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And we'll call this enemies
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And this first enemy type is going to be a walker
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I'm going to call this Walker
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Lock
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So what I'm going to do is just have him sort of squish right so you click the record button here
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And all he's going to do it squish up and down up and down so I can simply
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Have him start about here
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Go to 1 seconds and squished down like this as his wishes down
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I'm also going to squish
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Horizontally so it's almost like he's compressing see that
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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How many copies of the first frame based at 2 seconds
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Ian is a little extreme
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Bring him up a little
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And I do something like
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This is here
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There we go
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Alright
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That looks great
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When you can see the attack box
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Is squishing as well which is totally fine
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Alright so that is
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Simple walking state in let's go ahead in create
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A hurt state
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Remember you only use the same sort of naming conventions in your game whenever you're creating a new animation or a new character
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The Script are we speaking at naming conventions and syntax so with the player
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It's cold player hurt
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Just go ahead into the enemy
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Create a new animation called Walker
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Hurt
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Emily use the same sort of mentality here we're going to disable the sprite
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For a brief second
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Come back and see her after half a second and that's a little too slow
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So something like this maybe
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Yeah that would be great so
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The Sprite renderer is disabled in the Pops back on
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Such as a symbol indication that he has been hurt
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And because you and I know
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Slightly what we want to do here with this in American dollar
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When you slept on the enemy you can see now we have a new in American troller just like we had with the player right
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Well let's take a look here
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If for example we won in the
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Walker for some reason to start out as hurt the moment
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Press play gashi right click and save set as layer default state
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And Hill start as Walker hurt
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But we definitely want to start as Walker walk I just wanted to show that that's what you can do it you can
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Change which one is orange which means that the default state that's what we start at
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Ok so it creates a minute here what do a trigger and it's going to be
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Hurt right now please be careful here
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Do we want our premises to be uppercase
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Remember guys if you're working with the team or if you just working with yourself for the long-term you when I have proper syntax
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I think I may have been a mistake here
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I think it might need to be a lowercase w double check your let's go to a player
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And look at his premises
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Those are all lowercase just like a variable so always be careful with your parameters in Odyssey
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Is your premises they should be lowercase all the time
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Because the basically variables variables are always lowercase
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Functions in classes are always uppercase
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Ok just go back to it enemy here
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Change this to lowercase
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Hurt
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Then we're going to create a new transition
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Make transition
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And do we want
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Hurt to be looped
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Note so I can double click on the animation
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Turn off the time
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Go back to a transition here
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Nsp condition if hurt
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Then go to The Hurt animation
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Do we want to wait
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4
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The Walker walk in a mission to complete meaning do we want exit time no turn it off
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We're having an immediate transition very fast and snappy when we get hurt
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Or when the water gets hurt then we're going to get another train station back to Walker walk do we
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An exit I'm sure something like .3
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Transition duration
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I don't think we need one
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That's fine
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Any snow conditions for that
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And also guys
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We want to make sure that there is an interaction right so if were transitioning back to walk and you punch the Walker again
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Do you want to immediately
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Cancel this transition and go to this
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Absolutely
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Does turn on in Russian tortoise is going to be the next date
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Alright save it out here and then finally
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We're going to go to the enemy script
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Here we go we have this heart function here so what we need to do first is go up to you are references in the enemy script
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I'm going to do is alphabetically we gonna start of the top tier of the references section
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I'm going to go serializefield
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It's going to be private
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It's going to be an animator class
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Animator is the name
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Abacus and then lowercase
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For the name then we go down to our hurt function
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I'm going to type animator set
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Trigger
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What's the trigger
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Say that out in the back in the Unity
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N1 final thing guys
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We want to make sure that are animator
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Is define right so let's go to our enemy script here
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Dental references
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Looks like animator is not defined so we argue just drag in a meter and again guys just to review
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Technically we can also
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We defined it in the start here we could do a animator equals
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Getcomponent
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Animator
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Something like that too but I seen a reason why we can't just drag and drop it
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Selco hip play here
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And see what happens
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For some reason error
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Enemy disappear
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Why is that well is down here
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This is actually a common problem and I wanted to addressed in these tutorials basically what's happening
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Look at that his position is being set why is that
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What is because in a walker walk in a nation look we didn't just adjust the scale looks like we all
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For some reason
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Adjusted the position
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So his position is constantly being set to this value here
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If I turn off the animator go actually go about his business
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So what's really happening to jump into the enemy
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Emily show you what happened
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When do you use the right tool
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2 scale things
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Well
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Are falcons at the centre so unity is doing some kind of mafia to keep his position at the rights but you can't even
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Jittery right here
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It's actually moving
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The object isn't that weird look at the Y position
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As a skillet
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My position is changing
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So what happens if I delete the enemy position properties from the animation
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This is what he actually looks like
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When we scale him
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We don't really want this because like his legs are rising up he's not actually stuck to the ground
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So how do we address this how do we make the fulcrum at the bottom
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Well
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Where could do is actually go
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Select my enemy Sprite here
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City graphics hearing quick spray editor
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How many go to this
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I'm going to go find my enemy here
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Where are you and he's somewhere
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Is somewhere to go ahead and selectors enemy here
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Address Lee drag
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Fulcrum or the pivot
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To that right here to that
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Basically app .5 let's move it out here and then 0
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And then I'm going to apply
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Alright what exit out of spray editor here
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And luck
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Now he's centrepoint
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Is actually
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Hear insides pushing him up
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What's go ahead
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And make a scale
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Just a perfect one
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And look I want to make sure that were not in preview mode
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Ok exit preview mode going to say his scale to one by one by one that is default original scale
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Ok
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So
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Now his Attax boxes down there so it's actually just move it up just like that
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So now when you look at the scale look
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He still squishing but we're not changing the position that's what I want ok good if I did make sense
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As I totally get it it's one of those things can a weird with unity when you change the pitch of a spray then it does
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What's a shift
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The exposition if that makes sense I would recommend just watching that portion over in really trying to understand what's
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Ok
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So now hopefully when we have play here
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So he's kind of working but for some reason covering why is that well you want to be careful guys
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When you go on and change the pitch of a Sprite
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It's going to change other things as well like the rigid body
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And a capsule Collider so let's take a look at the castle I see
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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So we really need to position the wire up to about right here
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Ok
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I say that out
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And hopefully your fault of the ground now
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Barry goes
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There's nobody
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So
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Again I told you any any minor tweak to the right
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Is it a whole lot of the weirdest shoes take a look
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Now our raycasts are at his feet so he's barely touching this in heaters
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Ring stuck
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Amies pieces of ground
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So what we need to do is we need to tweak
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Is raycast offset right member of the raycast offset
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We can see here checking
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We can see here checking for the right and left wall
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He needs to be
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Also adding
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The rake S2 offset
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Ok so we need a
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We need AD
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Raycast
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Offset why
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How many do the same for this one here
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Ok
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And that's for checking for the right in the left wall
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And also just make sure you do it for the debug as well
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Alright say that
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Alright you're back in the universe here
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And
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Win a set of raycast are set to .5
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If this is working for us
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Till the tiger anime is
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Sort of salary moving
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As he walks around
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What about punching him
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Looks good there's also an effect when he gets punched
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Great
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The next video we're gonna talk about it is particle effects for destroying enemies for footprints
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Punch effects
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And I'll see you guys in the next video
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