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[SOUND]
In
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this video we're gonna take a moment to
just finish off the polish for our game.
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We'll update our title using TextMesh Pro,
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I'll take you through the process
on how to use that and we'll just
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put a little bit of flair into our color
to try to get it to match our fame.
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So let's do some polishing of our game.
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Unity has a lot of goodies that we
can find in our Package Manager.
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So let's go out to Window, and
then scroll down and see Package Manager.
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Click on Package Manager, and you'll
see the first button here, In Project.
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These are the things that we
currently have in our project.
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Click on All, it will show you all of
the available packages that we can access
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to add more functionality to Unity.
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I'm gonna look all the way down the bottom
here I can see TextMesh Pro, click on
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Install, whatever number it says for you
that should be the latest install that.
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Click on that, wait for
it to work its magic.
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It will probably do some importing and
some compiling and
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some just general thinking and
grinding behind the scenes.
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When it's finished doing that, you will
see In Project you'll see TextMesh Pro.
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After you have TextMesh Pro installed,
close the Packet Manager,
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head up to Window, scroll down and
find TextMesh Pro.
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Now, if like me,
it doesn't exist, it's not there,
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it's not down the bottom of your Window
list here, what I had to just now was
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close Unity and restart Unity and
there it is, TextMesh Pro.
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So if you're not finding it there,
you might need to do a restart.
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So if you've got TextMeshPro,
click on the Font Asset Creator.
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And again we'll have another
set of importing to do.
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It asks us to import the TMP,
TextMesh Pro, essentials.
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Click on Import.
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Again, wait for it to work its magic.
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This is all stuff that's useful but
takes a little bit of time to do.
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Little bit of time to set up.
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Once we've done it once on our project,
we won't need to do it again.
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And just to be thorough and complete
we'll import the other examples and
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extras just in case you want to play
around some more in TextMesh Pro
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will have those imported just so
everything, we've got it all.
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We've got all the things that
we have access to at the moment.
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After that, you can close this
TMP importer window, close that.
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Now we have the Font Creator
window in front of us.
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Now the first thing we need
to do is create some font.
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TextMesh Pro needs to take in font and
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then generate its own
font atlas from that.
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So, let's go find a font to use.
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I've given you a link in the resource
is to dafront and you can search for
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whatever seems to make sense to you.
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So I could search for steam punk for
example cuz that's what I'm using.
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I know that when I search for steam punk
I'm not gonna get a lot of hits, so,
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I just search for punk.
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And I've searched this search
earlier after I searched for punk,
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I found there are a whole
bunch of them and
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I scrolled all the way down the bottom and
found this one.
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It's called the TC Fuzzy punky slippers.
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So, font is a very personal thing.
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Search for what you want, have a look
at what you want, see if it works.
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Try to match it to the theme of your game,
that's pretty important.
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But at the end of the day, it's up to you.
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One thing I will say is that I'm
looking for 100% free fonts.
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Under font, you can see it says 100%
free or free for personal use, or
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donation ware, or you have to pay for it.
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For now I'm just looking for 100% free.
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Make sure you always know the licensing
agreement before you go and
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put your font into your game.
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Make sure you're fair to
the person who created it and
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abide by whatever licensing they ask for.
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So once you found your font,
click on Download.
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That will download your font file.
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Go and find that in the folder
where it's downloaded.
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It's for me, it's over here.
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It will provide a zip file so
we'll unzip that.
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I'm just right click dragging and
saying extract here.
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And if you don't have
a way of unzipping or
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you're not sure how to unzip then that
might be a quick google search for you,
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how to unzip on what particular
platform you're using.
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It's gonna be different on Mac, different
on Windows, you might have something
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installed already so I'm not gonna dig
in to all the different ways to unzip.
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That might be a google
search if you don't.
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If it's not as easy for you as it was for
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me just right clicking it then having
Extract Here or Unzip Here as an option.
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Now that we have our font file,
you can see here our VTC fuzzy
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punky snippets or
whatever your particular font is.
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I'm gonna head back over into Unity.
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Just pop this window out of the way for
a moment and I will find, I'll make a new
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folder actually, new folder,
Create Folder I'll call this fonts.
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Double click on that so
I'm within the fonts folder.
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Jump back to my Windows
where I have the font file.
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I can drag the font into Unity.
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And you can see it's sitting there.
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It knows that it's a font file, wonderful.
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Bring back my Font Creator window here.
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We can navigate to Window,
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TextMeshPro, Font Asset Creator
if you happen to misplace it.
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Here we go.
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Now, I drag in the font that I found
into where it says Font Source.
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Or I could have clicked
the selector as we usually do.
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And I will leave everything default,
generate font atlas.
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Again, a little bit more thinking.
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There’s a lot of thinking [LAUGH].
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Thinking, importing, and
creation in this process.
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But once we’ve got it done,
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we won’t have to do any more
of this thinking and creating.
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It will be done.
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Okay, there we go we've
created our font atlas.
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Now we can do a save.
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It will ask us where we want it to save.
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I'm gonna save it into
fonts just as it is, Save.
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Wonderful, now we have a font atlas
that is a .asset file that has all
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of the information in it that TextMesh Pro
needs to be able to work its magic.
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Back over into our canvas,
I am going to right-click and
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create UI > TextMesh Pro text,
that will give us a new piece of text.
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I will just resize my windows a little
bit here so I can see it nice and easily.
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Drag it up over to where we
currently say My Name Game.
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What if we called
My Game Name here Title Text.
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I'm going to delete Title Text, we don't
need that anymore, thank you very much.
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And our TextMesh Pro Text I'm
gonna rename that to Title Text.
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You are now the champion of Title Text,
you've ousted the pretender.
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[LAUGH] Here it it.
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And once again we can type
into the box just in here.
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We can type in whatever our
game is gonna be called.
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For now I'm still waiting for
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you guys to let me know what you
think my game should be called.
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For now I'll call it steam,
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no that's a little bit too obvious,
we'll call it air ship.
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No, I'm gonna call it the injured pilot,
there we go.
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That was part of what I
had in my design document.
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The injured pilot, why not.
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It doesn't really tell us anything
about the steam punkiness of it.
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But for now that shall be my placeholder.
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A lot of things,
when you're making a game.
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You'll have these titles and
you'll have the name of your project.
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Don't get too attached to it at the start.
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Wait until you've had people play your
game and you get a feel for it and
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then you can do your name later on.
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Name something I find you don't
really lock in until the very end.
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Okay, same with before.
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We've got our usual kind
of font settings in here.
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We can send for
a line by finding our alignment button.
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We can align within the middle of the box.
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I'm gonna make a little bit more
room right now [INAUDIBLE] so
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you can see it all.
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We can select the middle,
change the font size.
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We'll make the font size here what, 80?
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You know what I should do is select the
font that we just took all that time to
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bring into our project.
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Going to drop down our properties
down here so it's not in the way.
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Let's see, where do we find our font.
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It's right in here, Font Asset.
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Click on our Button selector.
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We’re looking for
VTC Fuzzy Punky Slippers or
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whatever your font was
that you just brought in.
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Double-click on that and
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then you can see a much more
interesting font than we’ve got here.
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I think again it needs to be a little
bit larger so I’ll pop mine up to 120.
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Okay, there we go.
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I’m not gonna finesse too much on
camera cuz you can finesse yours.
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It doesn’t need to look
exactly the same as mine.
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But there we go.
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We've got some interesting font.
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You could do the same
thing with your text font,
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I'd recommend not doing the same heading
font as you do for your text font.
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You wanna have it a little bit different,
this needs to be a lot more readable,
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this is more sort of for
the theme and the style of it.
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Before we jump off TextMesh Pro, I should
show you a couple of other things in here.
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There's a whole lot of,
if I'm clicked on title text,
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there's a whole lot of other options in
here so we can change the color of it.
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I can change the color
to maybe a dark red.
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I'm gonna get to colors in
this video in a moment.
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We can have an outline on our font here.
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I'm going to change the thickness of it,
so it's nice and thick.
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We can have and underlay,
a bevel, lighting.
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So, that lighting will give
a little bit of a sheen to it and
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change where the lighting is coming from.
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Maybe a yellow and
we'll do the light angle over this way.
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And then what we need to do, which I
often forget to do is click the Enable.
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When you click enable then that will
allow this particular setting to
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actually be used.
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And so when you move things around you
might see a little bit of difference,
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there we go, now I'm seeing a little bit,
not a lot using this lighting setting with
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the way that I've got
my other things set up.
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And bump map we're not gonna dig
into too much at the moment,
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Glow is the other thing that I
find actually has an impact.
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So we click the Enable and
scroll in a little bit here.
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You can see that there is a little bit of
this green glow if I offset it a little
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bit, then it's moved around.
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So, I'm not really going for something
that I think will look good just at
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the moment, I'm just showing you some of
the functionality and how to enable it by
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clicking on the box and then just
twiddling around with the sliders.
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So this is an introduction to TextMesh
Pro, as opposed to an intermediate, or
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advanced, how do we make our text look,
award winning.
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We're just getting to the point
where we know how to use the tool.
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So this is my font for now.
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What I need to do next is figure out
how I'm gonna manage all my colors.
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So I know it shouldn't have a bright
green outline, probably not.
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And let's talk about colors
a little bit for a moment.
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First thing I'm going to do is show you
where I get some inspiration for colors,
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so jumping over to the Adobe Color Picker.
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I call it the Adobe Color Picker.
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I don't think it's its official name,
but Adobe Color CC.
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I've given you the link for
this in the resources as always.
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You can see in here it shows some
harmonious color relationships, so
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we've got these five colors
as Imove the sliders around,
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we kind of get this sort
of feel that I'm going for.
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If we select it on Complementary,
it will show me complementary.
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If I select on say Monochromatic, it will
show me all of the similar kind of color.
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And there as we move this around and
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then you can see below is where we capture
the information for each of these.
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What I'm gonna do is search for a color
scheme cuz I'm not much of a color wizard.
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So I'm gonna come out to Explore,
you see a search box up here,
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I'm gonna type is steam punk and stand on
the shoulders of giants as they say and
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I like this particular theme over there.
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These colors are like those colors.
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So if you click on Edit Copy
you can come in here,
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see the colors that have been selected.
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Click on a particular one.
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We're after the hex value.
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Highlight the hex value,
copy that, jump back into Unity.
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What shall we have is that dark green.
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Maybe we will have our
camera background that.
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So my main camera,
click on the background.
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And down the bottom of our color
selector we have our hex of decimal,
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blink, there we go.
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We've got a greeny color.
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And back over into hue, what shall
we have is some of our other colors.
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We'll go with this other
different greeny color.
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Grab that, copy, back over into Unity,
we'll do that for maybe for our heading.
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Find the story back note,
the title background.
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Well named, thank you.
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And paste in there for our hex value and
that looks pretty gross but
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we haven't changed the color
on our heading just yet.
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So I'm gonna finesse mine a little bit,
play around with it.
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You don't need to see the exact
values that I'm using,
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cuz I don't want you
to match mine exactly.
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I want you to play around
with your own colors and
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do something that you think that works.
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But I'm gonna take a couple of
minutes to play around with my values.
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I'd like you to do the same.
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I've got a challenge for
you which is Polish The Look of your Game.
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Consider colors, consider your theme.
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If it's a steampunk theme,
you might wanna search for
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steampunk colors as I've just done.
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Use TextMesh Pro, at least for the title,
also for the main font if you would like.
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And then any other details you would like.
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Play around with it.
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Add some flares, add some finess, and
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then please I beg of you share
a screenshot in our Facebook group or
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our GameDev.tv community site cuz I
would love to see what you've come up.
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I would love to see your creation.
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So post a video, jump in,
do a bit of finessing with that.
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When you come back I'll just briefly
show you what I've done, and so
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you can see the conclusion of my polish.
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See you in a moment.
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Okay, welcome back.
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I've gone for a bit of a brown theme here.
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I've added these rectangles at the back.
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I've just called them story backgrounds,
stripe 1 and 2.
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Just to put a little flair back there.
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Click on the Play button
to show you full screen.
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And this is how my game looks.
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Played around with TextMesh Pro it takes,
so the colors aren't critical, you don't
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need to copy the colors that I have used,
use whatever colors your heart desires.
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I'm deliberately not showing them
to you to force you to go ahead and
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pick your own colors and create this
the way that you want it to look rather
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than just doing a copy and
paste of what I have done.
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So now that we finished polishing
our colors and putting a little bit
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of detail on our text, that concludes
the functionality aspect of this section.
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So great work,
you’ve made yourself a game engine.
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It looks pretty good, and
you can give this to people to play so
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they’ve got a full game experience.
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Well done, and
I’ll see you in the next video.
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