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These are the user uploaded subtitles that are being translated: 1 00:00:06,656 --> 00:00:12,800 Beginning what time particle effects 2 00:00:13,056 --> 00:00:19,200 And it sounds really complicated I know that I was pretty I guess scared 3 00:00:19,456 --> 00:00:25,600 I heard the particle effects for something that you can do in unity I didn't want to learn something new but the thing about Paris 4 00:00:25,856 --> 00:00:32,000 Text the system that unity has a super easy to learn in really fine so the first thing we need is 5 00:00:32,256 --> 00:00:33,280 New particle 6 00:00:33,536 --> 00:00:34,048 4 7 00:00:34,560 --> 00:00:40,704 So let's go ahead InDesign one in Photoshop so I'm only create a new 8 00:00:41,984 --> 00:00:44,032 In a crate 9 00:00:44,288 --> 00:00:50,432 When we just do pretty big for an hour like 300 pixels by 300 pixels good thing about universe as you can always 10 00:00:50,688 --> 00:00:56,832 Will it down later it's always smart to start with a higher resolution so when I delete this layer in Croydon 11 00:00:57,088 --> 00:01:00,141 In all I'm going to do is let's see here 12 00:01:00,143 --> 00:01:02,491 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 13 00:01:02,492 --> 00:01:04,000 I think a circle is fine for now 14 00:01:04,768 --> 00:01:08,608 And I'm going to make it about like this 15 00:01:09,632 --> 00:01:15,776 And I think what I want to do a scale it down a little bit I'm gonna make sure that uniform I'm going to send 16 00:01:16,288 --> 00:01:22,176 Citing the entire stage with control a of the entire canvas with control a 17 00:01:23,200 --> 00:01:26,528 Make sure my player selected in and just sent it up 18 00:01:26,784 --> 00:01:29,344 With the LINE tools and I'm in a blur it 19 00:01:30,368 --> 00:01:31,648 Just a little bit see that 20 00:01:32,416 --> 00:01:34,208 Don't like that 21 00:01:35,232 --> 00:01:38,304 I think that's pretty cool like in let's go to file save as 22 00:01:39,328 --> 00:01:41,120 Ian Hart 23 00:01:41,376 --> 00:01:45,472 And I'm going to create a new folder and call this particles there we go 24 00:01:46,240 --> 00:01:47,776 And I'm gonna call this 25 00:01:48,288 --> 00:01:52,128 Particle dirt tax year 26 00:01:52,384 --> 00:01:53,408 Capital letters 27 00:01:53,664 --> 00:01:54,944 A nice space 28 00:01:55,200 --> 00:02:01,344 And I'm not starting with a specific word starting with a generic word and then I'll be coming 29 00:02:01,600 --> 00:02:06,720 Specific pathway of every type particle in the search bar in unity I can see all my particles 30 00:02:06,976 --> 00:02:09,024 What is going to be called particle dirt 31 00:02:09,280 --> 00:02:12,608 Where about particle of dust Merida 32 00:02:12,864 --> 00:02:16,960 To say that out and noticed it's white I'm also going to trim it 33 00:02:17,472 --> 00:02:23,616 Cemetery in the top bottom left and right so that we just get this nice clean image here 34 00:02:24,896 --> 00:02:28,992 So what we gonna do is open up our player variant prefab 35 00:02:29,504 --> 00:02:31,040 Create a new 36 00:02:31,808 --> 00:02:32,832 Game object 37 00:02:33,088 --> 00:02:33,856 Effects 38 00:02:34,112 --> 00:02:35,392 Particle system 39 00:02:35,648 --> 00:02:36,672 There we go 40 00:02:36,928 --> 00:02:40,768 And then we're going to select a particle dust here and will create a new material 41 00:02:41,024 --> 00:02:47,168 Now there's a tonne of information about materials that I could share with you but not to worry 42 00:02:47,424 --> 00:02:53,568 Too much with this tutorial because working in 2D 2D you can use materials with 2D and materials 43 00:02:53,824 --> 00:02:55,872 Basically define how late in iraq's 44 00:02:56,128 --> 00:03:02,272 With specific settings with your material and I don't worry about that too much all I will tell you is you need 45 00:03:02,528 --> 00:03:06,624 Materials for your particles ok this one particle dust 46 00:03:07,136 --> 00:03:12,768 Anyway change the shader and a shader is basically you know the properties of a material 47 00:03:13,280 --> 00:03:19,424 I'm not going to worry about explaining all the stuff your guys because I made games for 10 years until I 48 00:03:19,680 --> 00:03:25,824 Really using materials usually used materials with 3D games I'm just getting 49 00:03:26,080 --> 00:03:27,872 This material to particles 50 00:03:28,896 --> 00:03:30,432 How many changes material to mobile 51 00:03:30,688 --> 00:03:36,832 Particles and an affinity additive dragging my spray to the texts 52 00:03:37,088 --> 00:03:41,184 Field there we go and I'm a drug that particle dust particle system here 53 00:03:42,464 --> 00:03:46,816 There we go be sure you're dragging the material not display 54 00:03:47,328 --> 00:03:52,704 So this is my particle effect and I know what you're thinking Thomas that looks 55 00:03:53,216 --> 00:03:59,360 Terrible and that's right it really does so this is the particle system can't 56 00:03:59,872 --> 00:04:06,016 Look how complicated this is guys I highly recommend maybe watching some additional 57 00:04:06,272 --> 00:04:11,392 On the particle system I'm not going to go through every single particle system setting here 58 00:04:11,904 --> 00:04:18,047 A lot of them are you no just a parent what they do in the pre basic but if you want to learn 59 00:04:18,303 --> 00:04:24,447 I would recommend just playing around with them having fun with them particle systems are really really fun and also guys 60 00:04:24,703 --> 00:04:30,847 Just go ahead and maybe watch some tutorials on unities website they have a tenner free at Orioles and there's a lot 61 00:04:31,103 --> 00:04:32,895 On the particle system you can watch 62 00:04:33,151 --> 00:04:33,919 But 63 00:04:34,175 --> 00:04:38,271 Feel free to follow along as I create this particle system step 64 00:04:39,295 --> 00:04:42,623 So first office change the radius there we go 65 00:04:43,647 --> 00:04:47,999 And also the angle we can scale up just a bit there we go 66 00:04:49,279 --> 00:04:55,423 And I'm going to change the size of the particle so we can actually do to 67 00:04:55,679 --> 00:05:01,823 Like that or we could do random so if you click a Solero hear you do random between two constants 68 00:05:02,079 --> 00:05:04,383 We can do too 69 00:05:04,895 --> 00:05:06,431 2.7 70 00:05:07,711 --> 00:05:13,855 Let's change the start colours alpha to little bright ok that's good 71 00:05:14,367 --> 00:05:17,183 And I see here what else 72 00:05:17,439 --> 00:05:22,559 Maybe a gravity modifier so they don't just continue going in the air have 0.3 73 00:05:23,583 --> 00:05:26,399 .5 is prior better option 74 00:05:27,423 --> 00:05:31,775 Or maybe even one there we go 75 00:05:32,543 --> 00:05:35,359 And I'm just going to have the colour of the light time change 76 00:05:35,871 --> 00:05:40,479 To make sure you turn that on click the colour in this is basically just gonna be a gradient 77 00:05:40,991 --> 00:05:43,039 In what this means if this is the start 78 00:05:43,807 --> 00:05:45,599 And this is the end of its life 79 00:05:45,855 --> 00:05:47,903 So when you coming down the alpha 20 80 00:05:48,159 --> 00:05:54,303 And you can see they're just still going and they slowly fade out all the way down there 81 00:05:54,559 --> 00:05:57,375 Lifetime rates of withdrawal the way the top here 82 00:05:57,631 --> 00:06:00,703 How do you change the lifetime to one in the direction to one 83 00:06:02,239 --> 00:06:04,287 Ok we're getting there we're getting there 84 00:06:04,543 --> 00:06:10,175 So we could probably make the speed at which they come out not so intense right 85 00:06:10,431 --> 00:06:14,783 So that actually changed the starts Peter 12 86 00:06:15,039 --> 00:06:16,319 Close 3 87 00:06:16,831 --> 00:06:17,855 That looks great 88 00:06:18,111 --> 00:06:22,719 What time is still little bit long so right now guys with just guessing and checking 43 89 00:06:23,487 --> 00:06:24,255 Pt3 90 00:06:25,023 --> 00:06:26,559 Ok that looks pretty cool 91 00:06:27,327 --> 00:06:31,935 Can I get a life so here's the thing we're not going to Amit 92 00:06:32,447 --> 00:06:33,471 Like a turd 93 00:06:33,983 --> 00:06:40,127 Assault rifle just shooting out bullets hurt shooting of dust it's going to be more like a shark 94 00:06:40,639 --> 00:06:43,455 Somerset ta20 in bursts 95 00:06:44,479 --> 00:06:45,503 Here we go 96 00:06:46,015 --> 00:06:49,855 That's what it's gonna look like so we can have a burst of 10 see that 97 00:06:51,135 --> 00:06:52,415 Ok 98 00:06:52,671 --> 00:06:54,207 That kind of would have been a look like 99 00:06:54,463 --> 00:07:00,351 Show me kits at the count to 0 in be sure to change the particle system to 100 00:07:00,863 --> 00:07:01,887 Particles 101 00:07:02,911 --> 00:07:03,423 Dust 102 00:07:03,935 --> 00:07:05,983 Step having bad time 103 00:07:06,239 --> 00:07:08,287 I'm going from generic 104 00:07:08,543 --> 00:07:10,847 Anna left and getting more and more specific 105 00:07:11,103 --> 00:07:12,383 They say that now 106 00:07:12,895 --> 00:07:14,431 In Gainsborough can handle this 107 00:07:14,687 --> 00:07:17,247 Emission of the particles Wigan 108 00:07:17,503 --> 00:07:20,063 Tell the animation 109 00:07:20,575 --> 00:07:22,367 To omit those particles 110 00:07:22,623 --> 00:07:24,159 Everytime We Touch the ground 111 00:07:24,671 --> 00:07:29,535 I'm going to do that with the animated function script with double click on the enemies in the middle function script 112 00:07:30,047 --> 00:07:31,327 Enjoy heading get started 113 00:07:32,095 --> 00:07:38,239 So let's go ahead and create a new header for our animator function script here we're going to 114 00:07:38,495 --> 00:07:39,775 To call this 115 00:07:40,543 --> 00:07:41,567 Articles 116 00:07:42,335 --> 00:07:46,175 We're gonna have the ability to 117 00:07:46,431 --> 00:07:47,967 Reference a 118 00:07:48,991 --> 00:07:50,527 Private 119 00:07:50,783 --> 00:07:54,623 Particle system in particle system 120 00:07:54,879 --> 00:07:57,183 Analyst new particle system one 121 00:07:57,695 --> 00:08:03,839 Because I know that I want to do multiple particle systems for various Innovations 2 122 00:08:04,095 --> 00:08:08,959 Doesn't matter if it's just going to be one particle system on a player's feet 123 00:08:09,215 --> 00:08:15,359 Hey we might have a punch particle system we might have a breath particle system coming out of his mouth who knows 124 00:08:15,615 --> 00:08:18,687 How many particle systems we want to create so just keep that in mind 125 00:08:19,455 --> 00:08:22,271 So let's come on down here in let's just create a new script 126 00:08:22,783 --> 00:08:23,807 Can you function 127 00:08:24,575 --> 00:08:29,439 I can be very similar to our play sound functions where do void 128 00:08:31,231 --> 00:08:33,535 Emit particles 129 00:08:34,303 --> 00:08:35,071 And 130 00:08:36,351 --> 00:08:39,423 I'm going to do here is type particle system one 131 00:08:39,679 --> 00:08:45,823 And there is a function that allow us to emit particles in that is simply you guessed it 132 00:08:46,079 --> 00:08:46,847 You met 133 00:08:49,151 --> 00:08:54,015 We can just simply say how many miles we can say 10 here 134 00:08:54,271 --> 00:08:56,063 Or we can do is say 135 00:08:56,831 --> 00:08:58,367 Emit amount 136 00:08:58,623 --> 00:08:59,391 1 137 00:08:59,647 --> 00:09:03,487 Just like we did with the sounds we could just add a 138 00:09:03,743 --> 00:09:06,303 Feel down here serializefield 139 00:09:07,327 --> 00:09:08,863 Private integer 140 00:09:09,375 --> 00:09:10,911 Emit amount 141 00:09:11,167 --> 00:09:11,679 1 142 00:09:12,191 --> 00:09:12,959 Right 143 00:09:13,215 --> 00:09:15,775 If we jump into unity 144 00:09:16,799 --> 00:09:17,823 We can see now 145 00:09:18,591 --> 00:09:21,407 Your animator functions so be quicker than Claire variant 146 00:09:21,919 --> 00:09:24,479 We'll see that break here that we have a new particles 147 00:09:24,991 --> 00:09:27,039 Section for animator functions 148 00:09:27,295 --> 00:09:29,599 We can drag the particle of dust 149 00:09:29,855 --> 00:09:33,439 Two particle system one in the amount we want a minute 150 00:09:33,695 --> 00:09:38,559 So it could be something like 10 days and then what to do 151 00:09:38,815 --> 00:09:40,351 Is it going to play Run 152 00:09:41,119 --> 00:09:43,679 And when his feet hit the ground 153 00:09:44,191 --> 00:09:45,727 Create a new 154 00:09:45,983 --> 00:09:46,751 Event 155 00:09:47,263 --> 00:09:52,895 Where to find that function emit particles let's go ahead into replay mode and see how everything looks 156 00:09:53,919 --> 00:09:54,943 Alright 157 00:09:55,967 --> 00:10:01,228 So we have our particles coming out of our feat couple of things here we can move it towards the centre a little bit more 158 00:10:01,229 --> 00:10:03,784 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 159 00:10:03,785 --> 00:10:07,231 And also you'll notice that the particles seem to move with the player 160 00:10:07,487 --> 00:10:11,071 It's almost like they're in another like dimension or something 161 00:10:12,607 --> 00:10:16,447 The devil doesn't look good so there's a simple way to fix that 162 00:10:16,959 --> 00:10:23,103 What you do is go to iPlayer here a particle that step and remember we want to move it a little bit more towards 163 00:10:23,359 --> 00:10:25,663 Go to run here you can actually see 164 00:10:26,431 --> 00:10:26,943 There we go 165 00:10:28,223 --> 00:10:33,343 So what we're going to do is actually just going to a particle system here 166 00:10:33,599 --> 00:10:35,135 Instead of the 167 00:10:35,903 --> 00:10:42,047 Instead of the simulation space being local meaning in a mythical and that particle will 168 00:10:42,303 --> 00:10:43,071 Follow the player 169 00:10:43,839 --> 00:10:45,119 You wanted to be world 170 00:10:45,887 --> 00:10:46,911 Almost like it 171 00:10:47,423 --> 00:10:53,567 Not going to be local to the player by little bit in the world coordinates I know that might not make sense 172 00:10:53,823 --> 00:10:55,359 My shave 173 00:10:56,383 --> 00:10:57,407 Now when we run 174 00:10:57,663 --> 00:11:00,223 It leaves behind the particle see that 175 00:11:00,735 --> 00:11:05,855 And that my friend is a really nice game feel honestly my mistake need to tweak it 176 00:11:06,623 --> 00:11:10,463 I'm really liking actually 177 00:11:11,743 --> 00:11:16,863 To the jumping as well so we can use that particle emission 178 00:11:17,119 --> 00:11:18,655 For the jump as well 179 00:11:19,167 --> 00:11:25,311 Something create another event I could put it on top of these two here but sometimes it gets so crowded on one 180 00:11:25,567 --> 00:11:29,151 One frame then I'm going to do that I'm gonna put the right here how many colours 181 00:11:30,943 --> 00:11:31,455 Where is 182 00:11:31,711 --> 00:11:32,735 Emit particles 183 00:11:33,759 --> 00:11:37,599 And let's see if we can actually get particles to make when we jump 184 00:11:38,879 --> 00:11:39,647 Here we go 185 00:11:43,231 --> 00:11:43,743 Perfect 186 00:11:45,279 --> 00:11:46,303 I like it a lot 187 00:11:48,607 --> 00:11:54,751 So we have particles in moving from the feet let's go ahead and create another particle system that Emits from the 188 00:11:55,007 --> 00:11:55,775 French 189 00:11:56,287 --> 00:11:58,847 So we know we like these particles right 190 00:11:59,103 --> 00:12:04,479 Why not just create a prefab out of them in reuse them and then we can treat them if we need to 191 00:12:04,735 --> 00:12:07,807 So what I'm going to do is just drag these particle does steps 192 00:12:08,063 --> 00:12:09,855 Into just a prefabs folder 193 00:12:10,111 --> 00:12:10,879 There we go 194 00:12:11,391 --> 00:12:12,927 Happy please 195 00:12:13,183 --> 00:12:16,255 Play some again I'm going to call these particle dust 196 00:12:16,511 --> 00:12:17,279 Punch 197 00:12:20,095 --> 00:12:22,143 Alright so we're going to put our punch 198 00:12:22,399 --> 00:12:24,447 I just punch particles about right 199 00:12:24,703 --> 00:12:25,471 Here 200 00:12:25,983 --> 00:12:31,615 So basically where the player actually put his first so somewhere about right there is good 201 00:12:31,871 --> 00:12:35,711 I'm gonna go ahead and create an event in that event is going to be 202 00:12:35,967 --> 00:12:38,271 Sorry mate articles two functions 203 00:12:39,295 --> 00:12:40,063 So 204 00:12:41,087 --> 00:12:43,647 If we say this prefab and got a play mode 205 00:12:43,903 --> 00:12:46,975 You can see that the particles now emit 206 00:12:47,487 --> 00:12:48,767 To wear a matching 207 00:12:49,279 --> 00:12:50,815 Doesn't look great 208 00:12:51,071 --> 00:12:53,631 So we're going to go to player 209 00:12:53,887 --> 00:12:56,191 I'm just going to eat those particles just a little 210 00:12:58,239 --> 00:13:02,591 Send me a job down the start colour to be about something like that 211 00:13:03,359 --> 00:13:06,943 And then I'm going to go ahead in actually change the shape 212 00:13:07,711 --> 00:13:11,039 What you do is actually make a box where we go 213 00:13:11,807 --> 00:13:16,415 And I can't week the scale of this box to be something like this 214 00:13:16,927 --> 00:13:19,743 And it's wrote a little bit so it's something like that 215 00:13:20,767 --> 00:13:23,327 What's Tuesday admission to see how this looks 216 00:13:25,375 --> 00:13:26,143 Perfect 217 00:13:26,655 --> 00:13:28,447 So we're going to get a lot of 218 00:13:28,703 --> 00:13:32,287 Missed around the arm area so something like that 219 00:13:33,567 --> 00:13:36,639 Maybe we can shrink down that box just a little bit 220 00:13:38,431 --> 00:13:39,455 Mercia 221 00:13:41,247 --> 00:13:43,295 Something like that 222 00:13:45,087 --> 00:13:47,391 Change the radio x 20 223 00:13:48,159 --> 00:13:49,951 And save this 224 00:13:50,463 --> 00:13:51,743 Can I see if this works 225 00:13:54,815 --> 00:13:55,583 There we go 226 00:13:56,095 --> 00:13:57,887 I have a cold pint of x 227 00:13:58,399 --> 00:13:59,167 Forearm 228 00:14:00,959 --> 00:14:02,751 Not perfect will be tweeting 229 00:14:03,263 --> 00:14:04,287 I love this stuff 230 00:14:04,799 --> 00:14:07,615 Episodes by overall Close pretty cool 231 00:14:07,871 --> 00:14:10,943 We're going to go ahead and just copy that 232 00:14:12,223 --> 00:14:17,855 After we make it a prefab variant to remember of this step is our original prefab 233 00:14:18,367 --> 00:14:20,671 Create a prefab variant 234 00:14:22,719 --> 00:14:27,839 From the dust so now we have this punch prefab I can actually create 235 00:14:29,119 --> 00:14:29,631 Punch 236 00:14:30,143 --> 00:14:30,911 Up 237 00:14:31,679 --> 00:14:32,447 Prefab 238 00:14:35,263 --> 00:14:36,543 Gameobject as well 239 00:14:37,823 --> 00:14:43,199 And I can actually just wrote it so let's make sure the shape is right yeah so we'll wrote it up 240 00:14:44,479 --> 00:14:46,271 This will be our punch up 241 00:14:46,527 --> 00:14:47,807 Particles 242 00:14:49,855 --> 00:14:50,879 I like this 243 00:14:57,535 --> 00:14:58,559 I like that 244 00:15:01,119 --> 00:15:02,143 Fairy garden 245 00:15:05,983 --> 00:15:07,775 Annie guest 246 00:15:10,847 --> 00:15:12,895 We're going to jump into enemy the functions 247 00:15:13,407 --> 00:15:15,455 Images create another particle system 248 00:15:15,967 --> 00:15:16,735 To control 249 00:15:21,599 --> 00:15:26,463 And again I know all of this is redundant for those of you who are professional coders 250 00:15:26,975 --> 00:15:31,327 You probably have a much better way of doing this but this is the way that I like to do it 251 00:15:31,583 --> 00:15:34,143 Because it's very visible in easy to see 252 00:15:34,655 --> 00:15:36,703 And helps me long term 253 00:15:37,471 --> 00:15:40,799 How many go.to.my innovative functions now 254 00:15:42,847 --> 00:15:45,919 Intra particle system II I'm going to do the Punch up 255 00:15:46,943 --> 00:15:47,967 I'm going to make it 256 00:15:48,479 --> 00:15:48,991 15 257 00:15:50,783 --> 00:15:52,063 And then we're going to make sure 258 00:15:52,831 --> 00:15:54,879 We had that event as well 259 00:15:55,135 --> 00:15:56,671 You make particles 3 260 00:15:57,951 --> 00:15:59,487 Say that out hopefully 261 00:16:02,047 --> 00:16:02,815 Take a look here 262 00:16:09,727 --> 00:16:10,751 Awesome 263 00:16:13,823 --> 00:16:14,591 Very good 264 00:16:16,895 --> 00:16:18,431 And finally 265 00:16:18,687 --> 00:16:19,711 The downward kick 266 00:16:20,479 --> 00:16:22,015 We had some missed as well 267 00:16:23,551 --> 00:16:26,111 Now that one I don't see why we can't just do 268 00:16:29,183 --> 00:16:32,511 Paracord 1 ft 269 00:16:38,143 --> 00:16:39,167 That's fine for now 270 00:16:42,751 --> 00:16:46,079 Now you may notice that if I punch up like that 271 00:16:47,359 --> 00:16:52,223 Reading particles emitting from our feet as definitely not what we want right 272 00:16:52,991 --> 00:16:58,879 Functional ladder for ways you can see there's just put those step particles are coming on my feet why is that 273 00:16:59,391 --> 00:17:02,207 What is because if you recall in the animator 274 00:17:02,719 --> 00:17:03,743 Controller here 275 00:17:05,023 --> 00:17:11,167 After we punch up we go to playlist and but if I'm in there it will be bypassed in go immediately to play a job 276 00:17:11,423 --> 00:17:12,959 The same is true for player cake 277 00:17:13,471 --> 00:17:17,823 We're gonna play a cake and then immediately got a player jump because we're mid-air right 278 00:17:18,079 --> 00:17:19,615 Well 279 00:17:20,127 --> 00:17:21,151 If you remember 280 00:17:22,175 --> 00:17:23,455 Jumping 281 00:17:24,479 --> 00:17:26,271 Has the Emmett particles function in 282 00:17:26,783 --> 00:17:28,831 So we're going to see that way to me x 283 00:17:29,087 --> 00:17:30,623 So sometimes guys 284 00:17:30,879 --> 00:17:37,023 Animation events are not your perfect solution sometimes you have to do it in a different way 285 00:17:37,279 --> 00:17:39,327 How many delete their animation event 286 00:17:39,583 --> 00:17:41,887 In what I want to do is I'm going to go into my player script 287 00:17:42,399 --> 00:17:43,679 My new player script 288 00:17:44,447 --> 00:17:45,215 Double click on it 289 00:17:45,727 --> 00:17:46,495 Unlock 290 00:17:46,751 --> 00:17:48,031 What I can do is actually 291 00:17:48,287 --> 00:17:49,311 Go ahead in 292 00:17:49,823 --> 00:17:51,103 Had a reference 293 00:17:52,895 --> 00:17:54,687 For my animator functions 294 00:17:54,943 --> 00:17:56,991 Creda serializefield 295 00:17:57,759 --> 00:18:00,831 Private animator functions 296 00:18:01,087 --> 00:18:03,391 Cm functions 297 00:18:06,719 --> 00:18:08,767 And I'm gonna scroll on down 298 00:18:09,023 --> 00:18:11,071 To wear my jumper cos here this 299 00:18:11,327 --> 00:18:15,679 So we're going to type animator functions that in Mid particles 300 00:18:16,447 --> 00:18:17,215 1 301 00:18:19,263 --> 00:18:21,311 Well that's how we getting there here 302 00:18:22,079 --> 00:18:25,407 The reason is because in animator functions with scroll down 303 00:18:25,663 --> 00:18:26,943 Two are functions here 304 00:18:27,455 --> 00:18:28,479 Fire particles 305 00:18:30,527 --> 00:18:35,903 Defaulting to private if you don't specify whether it's public it's going to by default be private 306 00:18:36,159 --> 00:18:38,975 Search go ahead and cry missions 307 00:18:39,743 --> 00:18:41,791 Functions to public 308 00:18:42,047 --> 00:18:45,887 That way we can access our particle functions 309 00:18:46,143 --> 00:18:47,423 From the new player script 310 00:18:47,679 --> 00:18:49,727 Here we go so now 311 00:18:50,751 --> 00:18:52,287 You should work just fine 312 00:18:52,543 --> 00:18:53,311 Remember 313 00:18:54,079 --> 00:18:55,359 We now have 314 00:18:55,871 --> 00:18:58,431 Access to a Native function scriptwriter 315 00:18:58,687 --> 00:18:59,711 I need the dragbat 316 00:19:00,479 --> 00:19:02,527 Intuit field and then save it 317 00:19:02,783 --> 00:19:05,087 Because we've added that to the new player script 318 00:19:05,343 --> 00:19:06,879 When we hit the spacebar 319 00:19:07,135 --> 00:19:08,415 It's going to say 320 00:19:08,671 --> 00:19:11,487 Animator functions of particles of 1 321 00:19:11,743 --> 00:19:13,279 What's particles 1 322 00:19:13,791 --> 00:19:15,839 The one sex with feet 323 00:19:17,119 --> 00:19:18,143 ScotRail ballot 324 00:19:19,935 --> 00:19:21,727 Casino I can kick 325 00:19:22,751 --> 00:19:24,799 Kicking the air and punching the air 326 00:19:25,567 --> 00:19:27,871 But because I'm not grounded 327 00:19:29,151 --> 00:19:30,943 And I'm not hitting the spacebar 328 00:19:33,759 --> 00:19:39,135 Does are not occurring 329 00:19:40,159 --> 00:19:43,231 Can I confusing so what I'm going to do is go on iPlayer 330 00:19:43,999 --> 00:19:48,351 How many go ahead in a one More perfect how many holidays 331 00:19:48,607 --> 00:19:50,143 Punch down 332 00:19:52,191 --> 00:19:58,079 Crank up the emissions here there we go and it's like your shape so we can actually see it 333 00:19:58,847 --> 00:19:59,871 Alex Kidd 334 00:20:00,895 --> 00:20:01,663 So that's going to be 335 00:20:02,175 --> 00:20:06,015 Punch down or I think I better word will probably kick down right 336 00:20:07,551 --> 00:20:13,439 And you guessed it when you go into our animator functions and it had one more 337 00:20:13,951 --> 00:20:14,975 Function 338 00:20:15,231 --> 00:20:16,511 For a fourth set 339 00:20:16,767 --> 00:20:17,791 Of particles 340 00:20:20,095 --> 00:20:21,887 American Dad 341 00:20:22,655 --> 00:20:24,447 That's it up here as well 342 00:20:25,215 --> 00:20:25,983 We forget the 343 00:20:26,239 --> 00:20:28,287 Set this to particle system for 344 00:20:29,055 --> 00:20:35,199 Do you want to be careful and duplicating your scripts and that's definitely a weakness when it comes to the method I'm using here 345 00:20:35,455 --> 00:20:38,527 Very specific and redundant functions 346 00:20:38,783 --> 00:20:41,599 There can be a problem if you want to be really careful doing that 347 00:20:42,367 --> 00:20:43,647 Can I can drag in 348 00:20:44,159 --> 00:20:47,743 Kick down and then we're going to do 15 particles down 349 00:20:48,511 --> 00:20:50,303 That way when we kick down 350 00:20:51,071 --> 00:20:52,351 Wigan actually just say 351 00:20:53,375 --> 00:20:56,191 My particles for my drive the server just a bit 352 00:20:57,471 --> 00:20:57,983 There we go 353 00:20:59,263 --> 00:21:00,287 And we're going to remove 354 00:21:00,799 --> 00:21:03,359 Female characters one of my dad's footsteps 355 00:21:03,871 --> 00:21:06,175 Are we going on top of each other 356 00:21:06,431 --> 00:21:07,455 And save it out 357 00:21:08,223 --> 00:21:13,599 Any jump back into play mode here and hopefully we're going to have a dust particles working great 358 00:21:14,623 --> 00:21:15,647 When we touch 359 00:21:15,903 --> 00:21:16,928 Looking good 360 00:21:17,440 --> 00:21:18,464 That's awesome 361 00:21:18,976 --> 00:21:24,864 Until one of the benefits of having everything over here is I can quickly quick everything I can do 5 362 00:21:26,144 --> 00:21:27,424 It's good 363 00:21:28,448 --> 00:21:29,728 Music play 364 00:21:34,080 --> 00:21:35,616 Yeah we got a lot better 365 00:21:36,384 --> 00:21:37,664 Feel a lot better 366 00:21:38,176 --> 00:21:39,712 Set saddle 367 00:21:40,480 --> 00:21:44,320 Looks like I'm sort of blasting through the fog I really like that 368 00:21:45,088 --> 00:21:50,464 Really quick guys you definitely want to be careful as you can see here there is mischief I maximise on Play 369 00:21:50,976 --> 00:21:52,768 You can see that there is a saddle 370 00:21:53,024 --> 00:21:54,048 First of bug 371 00:21:54,816 --> 00:21:56,096 Happening right here 372 00:21:56,352 --> 00:21:57,376 What's going on there 373 00:21:57,888 --> 00:21:59,424 Alexa play mode here 374 00:22:00,448 --> 00:22:01,216 Enter the player 375 00:22:01,472 --> 00:22:04,288 And as you can see particle kickdown 376 00:22:06,080 --> 00:22:10,176 Our mission is set to 3.48 by default so it's always happening 377 00:22:10,688 --> 00:22:11,968 That is 0 378 00:22:12,736 --> 00:22:13,504 Alright 379 00:22:13,760 --> 00:22:15,040 Say that out 380 00:22:15,296 --> 00:22:18,368 Animal beginning also do you guys is 381 00:22:18,624 --> 00:22:20,160 Let's go head in create 382 00:22:20,672 --> 00:22:26,816 Some fog that Emits from the player as he flies through the air right so we're going to do particles 383 00:22:27,072 --> 00:22:27,584 First 384 00:22:29,120 --> 00:22:30,144 Fly 385 00:22:30,400 --> 00:22:33,984 Am I going to put that right at the centre point of the player 386 00:22:34,240 --> 00:22:36,288 And by The Fall guys where does going to have 387 00:22:37,568 --> 00:22:39,360 The rate overtime at 0 388 00:22:39,872 --> 00:22:42,944 NN4 are jumping 389 00:22:43,456 --> 00:22:46,528 What we're going to do is actually click the record button here 390 00:22:46,784 --> 00:22:48,832 When we get to the rate over time to 10 391 00:22:51,648 --> 00:22:53,184 And when he's 392 00:22:53,440 --> 00:22:54,208 Standing 393 00:22:55,232 --> 00:22:59,328 Are we going to do it record in and set it back to zero 394 00:23:01,120 --> 00:23:03,424 Seriously with ran just to be extra sure 395 00:23:03,936 --> 00:23:08,288 When he's running we're going to set the rate overtime 20 396 00:23:08,544 --> 00:23:10,848 Tesco head in save and see how it looks 397 00:23:11,104 --> 00:23:11,616 Jump 398 00:23:12,384 --> 00:23:14,944 Call so we can fly through the air with some fog 399 00:23:16,736 --> 00:23:18,784 I think my local if it's behind him 400 00:23:19,296 --> 00:23:21,344 And it lasts a little bit longer 401 00:23:22,112 --> 00:23:28,256 So this is just one of those things with game for your guys even though it's not really realistic they have fog in 402 00:23:28,512 --> 00:23:34,656 Smoke coming out of your back when you're jumping it definitely as an experience of the player so we're going to do it 403 00:23:34,912 --> 00:23:36,704 Go to a particle dust fly here 404 00:23:36,960 --> 00:23:40,544 Let's set the emission to an 020 something so we can see it 405 00:23:40,800 --> 00:23:46,944 It's the first of the shape is fine I think we could try shrink it a little bit 406 00:23:47,200 --> 00:23:48,992 Wider and then 407 00:23:49,760 --> 00:23:51,296 Shrink down Daisy 408 00:23:51,552 --> 00:23:52,320 Derry girls 409 00:23:53,344 --> 00:23:57,952 There we go so what is order in the layer of default 20 410 00:23:58,208 --> 00:24:04,352 Ok great and then also I don't like it how it nearly appears like that so it's going to colour over lifetime 411 00:24:05,120 --> 00:24:08,192 NN shrink down the Alpha and then right here 412 00:24:08,448 --> 00:24:09,216 It's going to be 413 00:24:09,728 --> 00:24:11,264 Maxed out like that 414 00:24:11,520 --> 00:24:12,032 Ok 415 00:24:12,544 --> 00:24:15,872 And also let extended lifetime to about one second 416 00:24:16,640 --> 00:24:21,248 And finally guys we don't want any gravity so it turn off the gravity modifier 417 00:24:21,504 --> 00:24:23,040 Sainsbury share with that we 418 00:24:23,296 --> 00:24:24,576 Go ahead and 419 00:24:24,832 --> 00:24:28,160 Make sure the emissions are set to zero by default 420 00:24:28,416 --> 00:24:29,696 Say it 421 00:24:29,952 --> 00:24:30,976 Any got a plane mode 422 00:24:32,256 --> 00:24:33,536 Awesome 423 00:24:34,304 --> 00:24:35,584 Quite interesting 424 00:24:36,096 --> 00:24:36,864 Brightness 425 00:24:38,144 --> 00:24:42,752 It's really cold in this kind of effect is really popular in games like hollow Knight 426 00:24:44,288 --> 00:24:49,408 Just makes it a little bit funny so it's actually jump into player an increase 427 00:24:50,176 --> 00:24:52,224 The default start colour to something like 428 00:24:52,480 --> 00:24:54,784 95 as a play and see what happens 429 00:24:55,296 --> 00:24:57,600 She say the prefab but obviously 430 00:24:58,368 --> 00:25:03,232 We can make the rate of emission a little bit higher because it's like it's just not 431 00:25:04,000 --> 00:25:05,792 Happening enough for us 432 00:25:06,304 --> 00:25:08,352 Does a little too bright 433 00:25:08,608 --> 00:25:10,912 And a little too infrequent 434 00:25:11,168 --> 00:25:11,680 So 435 00:25:12,704 --> 00:25:16,544 Hope your Friday just spend some time tweaking things guys to look perfect 436 00:25:16,800 --> 00:25:21,920 Remember you got such a I'm going to set the particle emission to 25 437 00:25:22,432 --> 00:25:24,480 That looks great ok 438 00:25:25,248 --> 00:25:26,272 I will say that out 439 00:25:27,552 --> 00:25:29,344 Hey play 440 00:25:29,600 --> 00:25:31,648 There we go that's a lot better 441 00:25:35,744 --> 00:25:38,304 That's fine 442 00:25:38,560 --> 00:25:43,936 Don't underestimate the value of missed informed it makes things look really cool 443 00:25:44,704 --> 00:25:45,728 Alright 444 00:25:46,240 --> 00:25:48,032 So you get some cool particle effects 445 00:25:48,288 --> 00:25:49,312 For our player 446 00:25:49,568 --> 00:25:53,664 Next to my do particle effects for destroying enemies 447 00:25:53,920 --> 00:26:00,064 And collecting coins and hearts 33938

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