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These are the user uploaded subtitles that are being translated: 1 00:00:03,470 --> 00:00:07,640 So now I want to continue to add a few extra elements to our scene. 2 00:00:08,150 --> 00:00:13,520 All right, so once again, I'm just going to drag my game view over this side so I can see that. 3 00:00:15,240 --> 00:00:19,930 And I actually won the moon in the background, so. 4 00:00:20,060 --> 00:00:24,890 Well, I'm going to do here is click game object, 3D object and just a new quote. 5 00:00:26,360 --> 00:00:27,620 OK, that's fine. 6 00:00:27,620 --> 00:00:28,220 Where it is. 7 00:00:28,580 --> 00:00:36,590 I'll just name this room and in the assets that I gave you. 8 00:00:37,340 --> 00:00:39,740 Mobile game resources. 9 00:00:39,740 --> 00:00:42,430 We've obviously got our texture of our movie moments. 10 00:00:42,440 --> 00:00:43,490 It's just a texture. 11 00:00:43,700 --> 00:00:46,010 We do need to convert this into a material. 12 00:00:46,400 --> 00:00:54,830 So right click choose create a new material called it moon mapped the moon material. 13 00:00:55,550 --> 00:01:00,350 And most materials when you first create them are the standard shader. 14 00:01:00,950 --> 00:01:04,700 OK, we actually want this to be mobile and on light. 15 00:01:07,310 --> 00:01:13,430 Now we can just drag this sprite directly into the base, or rather it's a texture, rather. 16 00:01:13,880 --> 00:01:17,780 And then we've got a 3-D physical move going on there. 17 00:01:17,930 --> 00:01:18,290 OK. 18 00:01:19,120 --> 00:01:25,130 And so now I can just drag this material directly onto there. 19 00:01:25,430 --> 00:01:28,100 Now, let me just see what's up in there. 20 00:01:28,110 --> 00:01:32,600 It's not got the transparency. 21 00:01:32,810 --> 00:01:35,210 So let me click mobile. 22 00:01:41,970 --> 00:01:43,520 No, don't vertex. 23 00:01:43,710 --> 00:01:44,460 That's not as good. 24 00:01:45,360 --> 00:01:46,180 Uh. 25 00:01:51,920 --> 00:01:58,220 Particles and most tipline know that's not very good. 26 00:01:59,090 --> 00:02:01,850 And particles and additive. 27 00:02:02,360 --> 00:02:05,270 Oh, that's so great either. 28 00:02:07,870 --> 00:02:08,950 Alpha blended. 29 00:02:09,460 --> 00:02:10,390 We go, OK. 30 00:02:10,780 --> 00:02:17,440 Now, basically, it's got the dark background and with a texture like that one with placing it onto 31 00:02:17,440 --> 00:02:20,290 three element, particularly when we're using mobile. 32 00:02:20,770 --> 00:02:24,660 And a lot of them will not recognize the alpha elements. 33 00:02:24,660 --> 00:02:26,590 So we're just using the particle one. 34 00:02:26,950 --> 00:02:33,940 And so it's going to basically always be up against this black background black background element. 35 00:02:34,540 --> 00:02:36,250 It shouldn't cause any sort of an issue. 36 00:02:36,880 --> 00:02:41,950 So at the moment, it's not random because it's too far away from camera. 37 00:02:44,470 --> 00:02:51,040 So what we want to do with this motion is basically just bring it forward until we can see it and bring 38 00:02:51,040 --> 00:02:54,010 it up, and then I'm just going to make the size of this a little bit bigger. 39 00:02:54,020 --> 00:02:56,980 Let's try five, five, five. 40 00:02:58,560 --> 00:03:03,180 No, it's not, but maybe three by three. 41 00:03:03,480 --> 00:03:03,990 That's better. 42 00:03:07,040 --> 00:03:11,360 And then just get into a position where you like its position on the screen. 43 00:03:12,530 --> 00:03:13,430 Now we've got the moon. 44 00:03:13,790 --> 00:03:14,180 All right. 45 00:03:14,180 --> 00:03:19,290 So it makes it slightly more realistic now because you actually believe that that's a night sky. 46 00:03:19,340 --> 00:03:20,900 Not just the black background. 47 00:03:22,310 --> 00:03:24,050 Once again, that he's never going to move. 48 00:03:24,200 --> 00:03:29,000 So let's make sure that this static doesn't need a mesh collider. 49 00:03:29,030 --> 00:03:33,950 Mesh collider is basically a physics object, will stop other objects from passing through it. 50 00:03:34,820 --> 00:03:35,420 No need. 51 00:03:35,450 --> 00:03:36,980 Nothing's ever going to get close to it. 52 00:03:37,400 --> 00:03:39,620 So let's right click and remove that. 53 00:03:40,700 --> 00:03:43,610 OK, I'm just going to parent the moon to the ground. 54 00:03:44,000 --> 00:03:45,860 Another thing about static batching. 55 00:03:47,240 --> 00:03:51,500 If you've got these objects, even though they may be marked as static, but they're in separate positions 56 00:03:51,500 --> 00:03:55,670 on the hierarchy, sometimes it will not be static botched. 57 00:03:56,030 --> 00:04:02,940 Whereas if you parent them molt one object, it has to read them sequentially like this, and then basically 58 00:04:02,940 --> 00:04:05,180 it will static batch them all together. 59 00:04:08,170 --> 00:04:10,750 Now, what they want is basically some border walls. 60 00:04:11,410 --> 00:04:19,520 So and that's what I want the dungeon for, if I can find where that is. 61 00:04:19,540 --> 00:04:25,150 I think it might be Gitmo known, the cartoon effects. 62 00:04:28,120 --> 00:04:30,490 Stylized and painted dungeon free. 63 00:04:30,710 --> 00:04:34,300 So if you go to the prefabs, we should have one that's called the wall. 64 00:04:34,660 --> 00:04:34,890 All right. 65 00:04:34,960 --> 00:04:40,030 Which is basically going to use this as and you can like listen to the scene. 66 00:04:43,510 --> 00:04:49,480 And the over this side just here like this. 67 00:04:52,990 --> 00:04:56,770 And maybe just make this a little bit bigger instead of one. 68 00:04:57,040 --> 00:05:03,160 Let's make this a scale of two to on the one. 69 00:05:03,440 --> 00:05:04,930 Oh, it's it's a really tall wall. 70 00:05:06,610 --> 00:05:09,340 And then I just want to rotate this one around. 71 00:05:10,420 --> 00:05:12,880 So these round 90 degrees on the Y. 72 00:05:14,680 --> 00:05:15,280 And there we go. 73 00:05:15,520 --> 00:05:15,910 All right. 74 00:05:16,570 --> 00:05:18,940 Now it is using the standard material shader. 75 00:05:18,940 --> 00:05:22,630 So and it is basically just one texture. 76 00:05:22,630 --> 00:05:23,490 That's all it is. 77 00:05:23,500 --> 00:05:25,330 It doesn't have any extra elements. 78 00:05:26,020 --> 00:05:32,080 So let's click on Mobile and Unlet and instantly it looks a lot nicer. 79 00:05:33,730 --> 00:05:36,280 And we're just going to basically piece these together now. 80 00:05:36,280 --> 00:05:38,530 So we need multiple items of these walls. 81 00:05:39,250 --> 00:05:42,100 So let's control and duplicate. 82 00:05:42,490 --> 00:05:48,460 And if you've seen my other free tutorial on modular designs, you'll know how to do this very easily. 83 00:05:49,060 --> 00:05:52,660 You just basically add a little bit of a gap between them. 84 00:05:52,780 --> 00:05:56,890 And we old V on the keyboard allows us then to vertex snap. 85 00:05:57,370 --> 00:06:01,390 And in this little square, we just click and drag until it snaps together. 86 00:06:02,950 --> 00:06:03,280 All right. 87 00:06:03,290 --> 00:06:08,040 And then you can't notice that if you don't notice difference between control and dig. 88 00:06:08,050 --> 00:06:10,210 And let's move this one over here. 89 00:06:10,390 --> 00:06:14,080 Once again, let's just press V and click and drag. 90 00:06:14,440 --> 00:06:14,830 All right. 91 00:06:14,830 --> 00:06:15,550 And it snaps. 92 00:06:16,480 --> 00:06:19,810 So we're going to create a big wall on this side. 93 00:06:19,810 --> 00:06:23,530 So I take all three of those walls. 94 00:06:26,730 --> 00:06:29,640 Control Indy and less drag it this way. 95 00:06:31,110 --> 00:06:31,790 Get close. 96 00:06:32,010 --> 00:06:34,380 Press TV and snap. 97 00:06:36,240 --> 00:06:40,710 And once again, let me take all three of these control de. 98 00:06:46,770 --> 00:06:48,300 Press B and snow. 99 00:06:49,200 --> 00:06:51,960 Okay, I think that should be enough going that way. 100 00:06:52,590 --> 00:06:54,010 So now we've got all those walls. 101 00:06:54,010 --> 00:07:01,260 So I'm just going to take this last one control and they just going to rotate it back. 102 00:07:01,260 --> 00:07:03,300 So it's zero on the Y. 103 00:07:07,910 --> 00:07:14,390 To bring this down to the bottom here, and then I'm just going to kind of snap the corner a bit together. 104 00:07:16,720 --> 00:07:28,990 So it's just on this way, let's old the and not the bottom in place there, but we've got a little 105 00:07:28,990 --> 00:07:29,730 bit of a gap. 106 00:07:29,740 --> 00:07:33,790 So what I'm going to do manually just force that forward. 107 00:07:35,410 --> 00:07:36,280 All right, there we go. 108 00:07:38,290 --> 00:07:42,610 Now, you'll notice you can't tell the difference between the corner pieces. 109 00:07:43,450 --> 00:07:43,930 It's good. 110 00:07:44,230 --> 00:07:48,160 So if you've rotated your camera and you're looking behind you, all you'll see is a wall. 111 00:07:48,400 --> 00:07:48,730 All right. 112 00:07:48,730 --> 00:07:51,160 It's not going to look unusual or anything. 113 00:07:53,170 --> 00:07:53,820 And D. 114 00:07:54,520 --> 00:07:55,690 It's this way. 115 00:07:55,690 --> 00:07:58,570 And then you snap these Silvy and snap together. 116 00:07:59,960 --> 00:08:05,090 Take most of these items, control the snap together again. 117 00:08:05,240 --> 00:08:06,050 Just hold V. 118 00:08:09,330 --> 00:08:12,660 Let's take all four of these from the. 119 00:08:18,200 --> 00:08:27,360 An old fee and just snap, you know, still need a few more, so I'll take maybe all four of these control 120 00:08:27,360 --> 00:08:27,920 and the. 121 00:08:32,530 --> 00:08:34,440 And then old V and just now. 122 00:08:35,080 --> 00:08:36,100 All right, very good. 123 00:08:36,620 --> 00:08:40,150 And now basically I'm just going to create another wall like that one. 124 00:08:40,690 --> 00:08:42,430 So let's take the very last one. 125 00:08:42,430 --> 00:08:46,180 The number, oh, 119. 126 00:08:46,190 --> 00:08:48,370 For some reason, this is the last one control. 127 00:08:48,370 --> 00:08:53,740 And they rotate around again and this time to go back to 90. 128 00:08:54,220 --> 00:08:57,850 They are exactly the same texture on both sides. 129 00:09:00,840 --> 00:09:06,540 And I'm just going to drag this back here and up here and then basically just snap the corners together. 130 00:09:12,080 --> 00:09:16,790 Here we go, and I'm just going to manually push that one forward until I get the edge. 131 00:09:17,340 --> 00:09:17,660 We go. 132 00:09:19,580 --> 00:09:21,230 Let's start going forward again. 133 00:09:21,530 --> 00:09:25,640 So drone deal is putting this forward. 134 00:09:29,860 --> 00:09:31,390 The snap. 135 00:09:34,000 --> 00:09:36,790 Take both of those items controlling the. 136 00:09:40,430 --> 00:09:49,130 Press B and snow, take all four items, control and the forward. 137 00:09:49,910 --> 00:09:51,710 Press B and snow. 138 00:09:53,140 --> 00:09:55,020 Now, there we go. 139 00:09:55,040 --> 00:09:57,620 Pretty much roughly about online. 140 00:09:58,750 --> 00:10:03,170 And so, yeah, now we've got a nice surrounding walls. 141 00:10:03,530 --> 00:10:09,050 So when our cameras rotating, we're going to see is walls on both sides. 142 00:10:09,320 --> 00:10:12,890 And it's going to look like we're actually inside of some sort of a cemetery. 143 00:10:13,310 --> 00:10:16,280 If you wanted to carry those walls on, obviously you could do what? 144 00:10:16,280 --> 00:10:18,200 I think she'll be fine. 145 00:10:20,190 --> 00:10:24,270 Now, all of those walls, two of the exact same texture. 146 00:10:24,760 --> 00:10:28,020 And it is a slightly different texture, a different material to these items. 147 00:10:28,410 --> 00:10:31,020 So it doesn't want that extra set, Pascoal. 148 00:10:31,410 --> 00:10:36,720 And it will also add one extra Dracul, as long as we do all of these static. 149 00:10:37,200 --> 00:10:44,340 So let's just select all of these items, smite them all the static, and then let's drag them all onto 150 00:10:44,340 --> 00:10:44,940 the ground. 151 00:10:47,300 --> 00:10:49,130 Great keeps them all together, sequential. 152 00:10:49,700 --> 00:10:57,020 So now in the game, even though we can only see one of them, they're in a profiler. 153 00:10:57,620 --> 00:10:59,960 Just want to double check, make sure there's no issues. 154 00:11:00,560 --> 00:11:01,820 So let's just press play. 155 00:11:07,920 --> 00:11:16,550 I think get started a bit and then for us, pause like anywhere and rendering and we've now got six 156 00:11:16,560 --> 00:11:17,340 draw calls. 157 00:11:17,970 --> 00:11:20,310 OK, so don't forget we added the moon as well. 158 00:11:20,700 --> 00:11:22,640 So we've got a five that pascals. 159 00:11:22,650 --> 00:11:23,700 That's the ground. 160 00:11:23,970 --> 00:11:27,570 These items, the trees, the moon and the wall. 161 00:11:28,350 --> 00:11:33,990 OK, and then obviously six separate draw calls because there's all the Draco also has to draw the background 162 00:11:34,170 --> 00:11:34,620 as well. 163 00:11:35,370 --> 00:11:36,900 OK, that's why there's always one extra. 164 00:11:37,800 --> 00:11:41,910 Exactly the same amount of triangles and vertices roughly only slightly more. 165 00:11:42,810 --> 00:11:47,340 And we've got backstroker calls of twenty four, which is interesting, but we've got to botches this 166 00:11:47,340 --> 00:11:47,640 time. 167 00:11:49,450 --> 00:11:52,270 OK, I wonder if I got exactly twenty four walls. 168 00:11:52,300 --> 00:11:52,780 That's weird. 169 00:11:53,500 --> 00:11:53,920 OK. 170 00:11:56,590 --> 00:12:01,070 The use textures is around 10 megabytes. 171 00:12:01,160 --> 00:12:03,430 It's only using five textures, which is great. 172 00:12:03,430 --> 00:12:10,210 And keeping that really small and render textures has gone up to roughly 55 megabytes issues in seven. 173 00:12:11,860 --> 00:12:12,150 All right. 174 00:12:12,160 --> 00:12:12,580 Excellent. 175 00:12:12,610 --> 00:12:13,900 Yes, I'm quite happy with that. 176 00:12:15,160 --> 00:12:19,240 So what we're going to do in the next video is actually camera to start moving. 15069

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