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Hello Mark.
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I I'm in this video.
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We're going to be creating our Start Menu our game over menu putting in our text and creating our buttons
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so that we can do things such as logging on START and Starting our game.
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So things that we've done before about superimportant to make sure that we've got a four game loop so
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that's jumping to get started.
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This video's going to be structured as a big challenge for you.
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So the challenge is to connect the scenes.
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What I mean by that is to create a Start menu scene and a game overseen that we can connect with our
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games screen and the buttons you all need on the Start menu are a start game and quit an on the game
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overseen you need a player in end main menu so make sure you've got that functionality.
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And we need to have a level dot C S where we write our public methods.
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We need to have a load game over method load games scene loads start menu and quick game.
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Now what I'd like to say is that I'm going to do this in a very simple way.
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I'm just going to literally say load the game over scene by using a string reference and just that part
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of the reason to do that is so that we can use it because we haven't used it before and to see what
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the pros and cons are of doing that.
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If you want to do something that's more sophisticated or more complicated or more scalable then absolutely
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go ahead and doing that.
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To do that particularly if you're a bit more experienced.
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Sorry take on that challenge and see you back here soon.
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Okay so the first thing to do is just to make sure that everything is prefabbed so that I can easily
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create new scenes knowing that I have my prefabbed items my Starfield closeness staff feel fine need
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to drag into my prefab for is one at a time.
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Starfield There we go.
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Roger that's hanging out my saying I'm going to get rid of him now.
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I think we need him.
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Thank you so much Roger for your support.
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And we're ready to roll also right click in the hierarchy create empty.
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I will rename this to be level as a level game object would be level controller or level loading but
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I was going to court level reset the transform by right clicking on level.
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I need to add a script so into my scripts folder right click create a C sharp script which I will call
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level.
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Again this could be level loading because that's all it's doing.
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But until we have more functionality just calling it level is totally fine.
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So drag level over onto our level game object and we're ready to roll.
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Double click on that.
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Which will open up visual studio.
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I am going to remove my start and update method and create a few public methods in here that we can
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call so.
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First of all public volleyed What shall we do first.
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I will do star load so low.
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Start menu.
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And then open those parentheses curly braces.
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We need to use the scene management so using unity engine Dort seen management semicolon make sure we
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are using that and then what are we doing in our load's start menu while I'm going to do a very literal
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way of working through this.
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I'm going to say just load this particular scene.
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It's not super scalable and it's something you can get stuck.
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If you do it the wrong way.
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But I want to show you a slightly different way to what we've done in other videos and what we're going
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to do and other sections of the course loads start menu.
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I know in my game that start menu is always going to be the very first scene in my game so I'm going
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to say.
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Scene manager daut Load scene and then in parentheses I'm going to put 0.
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Because I know this will absolutely be seen as zero.
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The very first scene I know that for a fact if it was in the first scene then things would not go well
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so it's just fine.
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Bear in mind take the next method public and avoid load.
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What are we learning.
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Load the MAIN game again.
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I've only got one level in my game if you have a game where you complete the level and you go the next
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level.
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Next level then you need to do something similar to what we did and block break.
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But I've just got the one game scene sorry in here.
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Actually I don't call it.
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I'm just going to call it load game because in my scenes it's actually called who did it.
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It seems called game so I just call that load game and then parentheses.
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And in our ops in our calibrators he is seen manager dot.
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Seen.
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And I'm going to do this slightly differently.
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Then I did my load.
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The start menu just to show you a different way of doing this.
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I'm going to use a string reference for this where I have in my quotations game and then semicolon.
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So you can load something based upon the scene index or based upon the name of the scene.
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Why don't we like string references.
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Well if I went and changed the name of game to B.
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I don't know.
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Level 1 for example or WIPs or main game or any of those sorts of things.
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Then my string reference in here won't update and it won't know what's going on but I wanted to do it
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so that we've seen how it is done.
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OK.
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Next up another public method public void and we will do in here.
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The load game over.
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Parentheses and then our curly braces again.
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Seen manager.
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Dot load's seen and I know always my game over it is going to be called Game Over.
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So I'll put that in my quotations.
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Very cool.
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And then the last thing we need in here public voyt Aid.
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What are we going to call this quits game.
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Parentheses And then my colleague bracers work in a tight application dot quipped.
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Parentheses semicolon.
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We've got quit game load game over load game and load start menu that's all look pretty good.
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Now let's go and make ourselves some scenes.
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And I'm going to create my scenes two different ways again to show you two different ways.
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You might have done at one or you might have done it the other way before I forget.
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I'm going to prefabbed my level game object set sitting in there so everything is blurry That means
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everything's being prefect.
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OK.
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So within scenes a right click create scene if I find scene there it is scene.
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We'll call this start menu.
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Start menu Exel want and then with my start menu double click on that save Yeah I'll save whatever we
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chose we made to game.
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Okay now if I go in a prefabs I should be able to drag all of the relevant prefabs in.
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So I've got a background although this one looks like the background and that one says background but
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neither of them have my background script on.
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So this is great.
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I think we've forgotten to update our prefabs So let me just go back to my game scene and find the background
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that's in the game.
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You can see that there's bold font because I haven't clicked on our.
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Okay back to start menu.
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Get rid of the main camera.
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We don't need that because we have our own main camera dropped in drop in the background drop in the
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star field the reason I'm doing this is just so the first scene like the start scene looks interesting.
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It's got our background.
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If you don't have to do that you can have something totally totally different.
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You don't have to have all this game stuff in there.
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Don't need the player don't need the enemy.
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Do need the level so we know what we're loading.
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Blue background.
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I think that's all yes pretty good.
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Okay.
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Next up we're going to need our canvas because we need to be putting text and stuff on there.
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But here's one of those exceptions prefab rule we've gone and prefabbed the canvas from our game.
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But if we go and change and put start like kind of stuff on here we don't want that to be applied to
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our game canvas.
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So the prefab canvas we have is actually the game canvas.
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And I can start off with the game canvas as inspiration so I drag that into my scene game canvas.
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I don't want to be applying anything back to it because it'll break the game canvas.
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But what I do want to do is use that as my base so I know that I'm starting off with the right sort
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of screen resolution and scaling etc..
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What we can do here is go up to game object and break prefab instance.
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That means that this is no longer linked to that particular prefab it is now its own thing its now its
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own game object.
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I can rename this from game canvas to start menu Start menu.
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Cambers.
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Hit enter.
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And now I can drag that down a prefab that so it adds its own separate prefab.
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Okay so under Start Menu canvas right click.
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Fine UI text mesh probe using text mesh porro you could just use straight up text if you wanted.
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But I think I'll go a text message broca's the scaling works a little bit better it's a little bit of
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a clean font import if you need to do that you might not need to if your projects already been set up
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with that but it once made it import the essentials.
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Close that window down.
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Now we have new tech sitting in the middle.
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Our rename this to be laser d Friend.
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K. in that voice is very important.
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Just increase the font size for now to say 120 Okay.
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And I will need to double click on my start menu canvas so I can see the canvas itself.
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Click on the text mesh pro text rename that to be heading text heading text and then click on my ARE
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told my T all.
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Drag to the right track to the left.
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Zoom in a little bit drag it up okay.
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Click on my w-2 all drag it up a little bit about them.
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Okay so we need to make our font a little bit nicer than it is at the moment.
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And for me I've gone to duff font and found the what is it best man forever faunt.
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And I think looks pretty neat.
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Downloaded that and I have that as some fonts that I can unzip just here.
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A jump Pogo into unity.
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And I will create a new asset folder.
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Actually a new folder in assets.
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Right click create folder called the folder fonts.
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Within font's open that up.
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Now if I go to my Windows Explorer I can get my two fonts in drag.
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And so the Batmen man forever font had two fonts one is soldered and one is just the outline which looks
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pretty cool so we can use that to good effect.
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You can use whatever font you want you don't have to use the same font as me jump around we've done
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this a couple of times so it should be a pretty familiar process of finding some fonts.
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So within hitting text actually first of all we need to convert these in a text mesh pro fonts so up
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to window text mesh Perro font asset creator.
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This might be a little bit different in future editions as these packages become bit more integrated
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but this is what we do for now.
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Grab the first font drag it into font source Quicken generate font Atlas when it's done.
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We'll click on save as just on the same fonts folder.
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So save as it should already be in the right fonts folder save.
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That's all good.
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And then grab the other font drag that into font source.
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Generate font Atlas.
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Wait for a moment waiting waiting.
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Did a little boo boo boo boo boo boo boo boo.
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Okay, that's all done. Save as. Same spot. Save. I can close down my window in my front.
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Create a window and we have what we need.
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Back over into hitting text.
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Scroll down a little bit.
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Drag trying to.
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I want and I will drag the first one over.
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See how that looks okay.
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That looks pretty awesome.
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Centre my laser defender Tex.
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Give it a bit of a funky colour by scrolling to colour vertex click on that.
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Maybe a little bit more of a bright gaudy kind of lazara.
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There we go.
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Okay nice and bright bright eyes lots of it.
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That's the point.
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And now.
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I think that is cool.
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Going to click on my heading text duplicate make ourselves a sub beheading sub heading and the subheading
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What shall we say in here.
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Just move it down underneath the main heading we'll say.
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Protest.
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Yeah okay.
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And then make this a smaller font maybe 60.
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See how that fits.
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Oh it's pretty good move that down a touch and we'll see how it looks with the other font.
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Protect the earth.
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Okay a little bit the bit harder to read.
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Maskell gives us some possess I will leave that light.
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That is I think.
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Okay now for our buttons so right click again start menu canvas.
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We will create UI and make this our style of making this is a text message pro text and then I'll add
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a button component to it.
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Is text message pro text.
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We will name start but 10.
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Change the font to be the solid Batman font.
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Increase the size to say 100.
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Give ourselves a little bit more space using the teat all drag to the riot drag to the left.
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Okay that looks pretty good.
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And then this is just going to be straight up Start centre a line.
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Find alignment Centre.
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That's pretty good.
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Doesn't really we'll call centre line though does it.
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Not compared to that.
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What have we done wrong here.
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Maybe it just needs to be moved into the actual centre so it looks centred.
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Okay let's be sure this drag out text box all the way to the side all the way it is so I could do some
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anchoring here but I'm going to do a little bit fast and loose.
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We've gone through ide's.
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The one above that's not so right.
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We'll done through this a few times.
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I'm not going to do it the super deliberate careful explain everything why I'm going to do more of the
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fast reminder way.
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And if you've got any problems at all.
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Throw me in the Q and A and we can help you out.
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OK so let's start.
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I'm gonna make start huge because I think it needs to have super duper important So 160.
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There we go start.
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Very clearly what we need to do and then we need to turn this into a button so I'm going to collapse
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the text message pro text claps my material.
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A component which is a button.
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Enter now this.
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But when E is going to be.
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Where we will keep our functionality so you'll see on click.
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List is empty.
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Click on the little plus symbol there change from runtime only to Ed and run time drag over our level
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game object into our Says none.
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Object no function game changer from no function to level.
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And what do we want to do on a load the game or find.
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Load game book.
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There we go.
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Now it's duplicate stuff.
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Barton changed the name of it from start button to quit button.
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Cook on my debut tour move it down a little bit change the size of the font so I'm going to open up
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my text mesh pro.
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You g.i. element drop it down to say 80.
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So quick isn't as obvious or as prominent.
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And then maybe change the colour to grey it out a little bit.
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Gay and then obviously change the font.
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Sorry change the name so it says quit.
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Okay.
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Pretty good start and quit.
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Now the quick functionality again collapse my text prush Text mesh pro use G you I can find my button
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and now functionality on click we need to change that from level load gain to level.
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What will this be.
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Quit application was.
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Q. Quit game.
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There you go.
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Excellent save.
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Now if this is all worked well there's one more thing we need to do.
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Actually we need to go up to file build settings and we need to say what the scenes are in our game.
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We've created one new scene which is the start menu drag that up a bar of our game scene so now we have
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a index of zero an index of 1.
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Close our build settings click on Play.
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Now when we click on start it should take us to.
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No where.
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OK let's have a look at the start button it looks like for some reason our start button has a small
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footprint on it so I click on my.
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My t tool just drag it and drag it drag it to the extremes.
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Could it be that my hit area has gone and made itself really small for some reason.
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So when I click on Play Now.
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Click on START.
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It loads is the starter Gatwick of course that worked it was just that our Biton had gone in got nice
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and small and we couldn't see it so if you click on the quick but you can see around the outside we've
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got this area need to make sure that covers all of where your button is going to be.
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Have it reasonably centred.
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Okay I can see a little circle there and it's lined up with where our middle line is.
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Okay so we've got to start with got quit that's working pretty well and a save all of this now I created
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the start menu from scratch but there's a lot of the font in the background is gone.
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Good stuff there.
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I want to keep some going to duplicate the start menu control deal or kamandi the rename.
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This is game over.
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Very important that it's game over so it matches whatever we wrote in our string reference here.
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Yes it does.
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Game over.
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Double click on that looks the same because it's being duplicated.
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We need to change some of the font some of the headings so the heading takes us no longer leza defender.
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It's going to be game over are okay change the fonts.
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It's a little bit different.
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More make a bit on.
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The orange yellow side of things that's pretty good instead of protect the earth so this is our subheading.
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Change it to something like.
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Ah.
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Better luck next time.
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Cheeky.
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Okay just move that up a little bit.
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Clicking on my w-2 all up.
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But pop.
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There we go.
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Better luck next time and change the front of that as well maybe make it a more bright yellow.
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Bright yellow.
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Okay but like next time doesn't quiet fit doesn't look super good blunt going to finesse it too far
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I just want to show you the structure of what I'm going through here and make sure that you've got the
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tools you need and we can compare notes like kind of stuff.
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Sorry but next time we have a start button let's change this to play again play again button in our
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text.
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We will change it to play again.
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Make that a little bit smaller so its on the springing of say 130.
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That is good.
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And then instead of a quick button I'm going to put into mine a main menu button.
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Change the colour of main menu so it's more of a valid colour.
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If you're just white as well so play again or main menu just a line though so they look a little bit
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more like actual buttons.
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Okay that seems decent.
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Now with the functionality of the play again but in the quick but needs to be renamed scrotum main menu
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button cuts have a look at the functionality of the play again button Well that used to be the play
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buttons so load game that's still valid play a game and then play again.
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Main Menu button should instead of being quit game.
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It should be level and low.
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Start menu.
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Load start menu.
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There we go.
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Okay save that up.
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Click on play just to check that we've got our play again working.
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Come play again.
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Yes that does work.
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I don't have the death hooked up at the moment so it's not going to take me to the game over a screen
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and then click on main menu yet that takes us to start screaming start takes this time there.
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Okay cool.
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OK.
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There's one more thing to do which is to have our game over screen load when the player dies.
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We've already spent a ton of time on this video so I'll wrap it up now and I will see you in the next
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video.
32999
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