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So now I want to continue to add a few extra elements to our scene.
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All right, so once again, I'm just going to drag my game view over this side so I can see that.
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And I actually won the moon in the background, so.
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Well, I'm going to do here is click game object, 3D object and just a new quote.
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OK, that's fine.
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Where it is.
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I'll just name this room and in the assets that I gave you.
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Mobile game resources.
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We've obviously got our texture of our movie moments.
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It's just a texture.
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We do need to convert this into a material.
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So right click choose create a new material called it moon mapped the moon material.
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And most materials when you first create them are the standard shader.
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OK, we actually want this to be mobile and on light.
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Now we can just drag this sprite directly into the base, or rather it's a texture, rather.
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And then we've got a 3-D physical move going on there.
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OK.
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And so now I can just drag this material directly onto there.
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Now, let me just see what's up in there.
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It's not got the transparency.
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So let me click mobile.
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No, don't vertex.
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That's not as good.
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Uh.
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Particles and most tipline know that's not very good.
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And particles and additive.
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Oh, that's so great either.
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Alpha blended.
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We go, OK.
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Now, basically, it's got the dark background and with a texture like that one with placing it onto
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three element, particularly when we're using mobile.
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And a lot of them will not recognize the alpha elements.
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So we're just using the particle one.
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And so it's going to basically always be up against this black background black background element.
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It shouldn't cause any sort of an issue.
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So at the moment, it's not random because it's too far away from camera.
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So what we want to do with this motion is basically just bring it forward until we can see it and bring
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it up, and then I'm just going to make the size of this a little bit bigger.
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Let's try five, five, five.
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No, it's not, but maybe three by three.
41
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That's better.
42
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And then just get into a position where you like its position on the screen.
43
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Now we've got the moon.
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All right.
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So it makes it slightly more realistic now because you actually believe that that's a night sky.
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Not just the black background.
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Once again, that he's never going to move.
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So let's make sure that this static doesn't need a mesh collider.
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Mesh collider is basically a physics object, will stop other objects from passing through it.
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No need.
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Nothing's ever going to get close to it.
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So let's right click and remove that.
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OK, I'm just going to parent the moon to the ground.
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Another thing about static batching.
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If you've got these objects, even though they may be marked as static, but they're in separate positions
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on the hierarchy, sometimes it will not be static botched.
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Whereas if you parent them molt one object, it has to read them sequentially like this, and then basically
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it will static batch them all together.
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Now, what they want is basically some border walls.
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So and that's what I want the dungeon for, if I can find where that is.
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I think it might be Gitmo known, the cartoon effects.
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Stylized and painted dungeon free.
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So if you go to the prefabs, we should have one that's called the wall.
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All right.
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Which is basically going to use this as and you can like listen to the scene.
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And the over this side just here like this.
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And maybe just make this a little bit bigger instead of one.
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Let's make this a scale of two to on the one.
69
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Oh, it's it's a really tall wall.
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And then I just want to rotate this one around.
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So these round 90 degrees on the Y.
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And there we go.
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All right.
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Now it is using the standard material shader.
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So and it is basically just one texture.
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That's all it is.
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It doesn't have any extra elements.
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So let's click on Mobile and Unlet and instantly it looks a lot nicer.
79
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And we're just going to basically piece these together now.
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So we need multiple items of these walls.
81
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So let's control and duplicate.
82
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And if you've seen my other free tutorial on modular designs, you'll know how to do this very easily.
83
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You just basically add a little bit of a gap between them.
84
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And we old V on the keyboard allows us then to vertex snap.
85
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And in this little square, we just click and drag until it snaps together.
86
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All right.
87
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And then you can't notice that if you don't notice difference between control and dig.
88
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And let's move this one over here.
89
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Once again, let's just press V and click and drag.
90
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All right.
91
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And it snaps.
92
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So we're going to create a big wall on this side.
93
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So I take all three of those walls.
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Control Indy and less drag it this way.
95
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Get close.
96
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Press TV and snap.
97
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And once again, let me take all three of these control de.
98
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Press B and snow.
99
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Okay, I think that should be enough going that way.
100
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So now we've got all those walls.
101
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So I'm just going to take this last one control and they just going to rotate it back.
102
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So it's zero on the Y.
103
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To bring this down to the bottom here, and then I'm just going to kind of snap the corner a bit together.
104
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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
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bit of a gap.
106
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So what I'm going to do manually just force that forward.
107
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All right, there we go.
108
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Now, you'll notice you can't tell the difference between the corner pieces.
109
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It's good.
110
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So if you've rotated your camera and you're looking behind you, all you'll see is a wall.
111
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All right.
112
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It's not going to look unusual or anything.
113
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And D.
114
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It's this way.
115
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And then you snap these Silvy and snap together.
116
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Take most of these items, control the snap together again.
117
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Just hold V.
118
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Let's take all four of these from the.
119
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An old fee and just snap, you know, still need a few more, so I'll take maybe all four of these control
120
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and the.
121
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And then old V and just now.
122
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All right, very good.
123
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And now basically I'm just going to create another wall like that one.
124
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So let's take the very last one.
125
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The number, oh, 119.
126
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For some reason, this is the last one control.
127
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And they rotate around again and this time to go back to 90.
128
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They are exactly the same texture on both sides.
129
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And I'm just going to drag this back here and up here and then basically just snap the corners together.
130
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Here we go, and I'm just going to manually push that one forward until I get the edge.
131
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We go.
132
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Let's start going forward again.
133
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So drone deal is putting this forward.
134
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The snap.
135
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Take both of those items controlling the.
136
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Press B and snow, take all four items, control and the forward.
137
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Press B and snow.
138
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Now, there we go.
139
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Pretty much roughly about online.
140
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And so, yeah, now we've got a nice surrounding walls.
141
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So when our cameras rotating, we're going to see is walls on both sides.
142
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And it's going to look like we're actually inside of some sort of a cemetery.
143
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If you wanted to carry those walls on, obviously you could do what?
144
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I think she'll be fine.
145
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Now, all of those walls, two of the exact same texture.
146
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And it is a slightly different texture, a different material to these items.
147
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So it doesn't want that extra set, Pascoal.
148
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And it will also add one extra Dracul, as long as we do all of these static.
149
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So let's just select all of these items, smite them all the static, and then let's drag them all onto
150
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the ground.
151
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Great keeps them all together, sequential.
152
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So now in the game, even though we can only see one of them, they're in a profiler.
153
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Just want to double check, make sure there's no issues.
154
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So let's just press play.
155
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I think get started a bit and then for us, pause like anywhere and rendering and we've now got six
156
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draw calls.
157
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OK, so don't forget we added the moon as well.
158
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So we've got a five that pascals.
159
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That's the ground.
160
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These items, the trees, the moon and the wall.
161
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OK, and then obviously six separate draw calls because there's all the Draco also has to draw the background
162
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as well.
163
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OK, that's why there's always one extra.
164
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Exactly the same amount of triangles and vertices roughly only slightly more.
165
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And we've got backstroker calls of twenty four, which is interesting, but we've got to botches this
166
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time.
167
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OK, I wonder if I got exactly twenty four walls.
168
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That's weird.
169
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OK.
170
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The use textures is around 10 megabytes.
171
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It's only using five textures, which is great.
172
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And keeping that really small and render textures has gone up to roughly 55 megabytes issues in seven.
173
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All right.
174
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Excellent.
175
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Yes, I'm quite happy with that.
176
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So what we're going to do in the next video is actually camera to start moving.
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