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Original subtitles

0 Hello Mark. 1

I I'm in this video. 2

We're going to be creating our Start Menu our game over menu putting in our text and creating our buttons 3

so that we can do things such as logging on START and Starting our game. 4

So things that we've done before about superimportant to make sure that we've got a four game loop so 5

that's jumping to get started. 6

This video's going to be structured as a big challenge for you. 7

So the challenge is to connect the scenes. 8

What I mean by that is to create a Start menu scene and a game overseen that we can connect with our 9

games screen and the buttons you all need on the Start menu are a start game and quit an on the game 10

overseen you need a player in end main menu so make sure you've got that functionality. 11

And we need to have a level dot C S where we write our public methods. 12

We need to have a load game over method load games scene loads start menu and quick game. 13

Now what I'd like to say is that I'm going to do this in a very simple way. 14

I'm just going to literally say load the game over scene by using a string reference and just that part 15

of the reason to do that is so that we can use it because we haven't used it before and to see what 16

the pros and cons are of doing that. 17

If you want to do something that's more sophisticated or more complicated or more scalable then absolutely 18

go ahead and doing that. 19

To do that particularly if you're a bit more experienced. 20

Sorry take on that challenge and see you back here soon. 21

Okay so the first thing to do is just to make sure that everything is prefabbed so that I can easily 22

create new scenes knowing that I have my prefabbed items my Starfield closeness staff feel fine need 23

to drag into my prefab for is one at a time. 24

Starfield There we go. 25

Roger that's hanging out my saying I'm going to get rid of him now. 26

I think we need him. 27

Thank you so much Roger for your support. 28

And we're ready to roll also right click in the hierarchy create empty. 29

I will rename this to be level as a level game object would be level controller or level loading but 30

I was going to court level reset the transform by right clicking on level. 31

I need to add a script so into my scripts folder right click create a C sharp script which I will call 32

level. 33

Again this could be level loading because that's all it's doing. 34

But until we have more functionality just calling it level is totally fine. 35

So drag level over onto our level game object and we're ready to roll. 36

Double click on that. 37

Which will open up visual studio. 38

I am going to remove my start and update method and create a few public methods in here that we can 39

call so. 40

First of all public volleyed What shall we do first. 41

I will do star load so low. 42

Start menu. 43

And then open those parentheses curly braces. 44

We need to use the scene management so using unity engine Dort seen management semicolon make sure we 45

are using that and then what are we doing in our load's start menu while I'm going to do a very literal 46

way of working through this. 47

I'm going to say just load this particular scene. 48

It's not super scalable and it's something you can get stuck. 49

If you do it the wrong way. 50

But I want to show you a slightly different way to what we've done in other videos and what we're going 51

to do and other sections of the course loads start menu. 52

I know in my game that start menu is always going to be the very first scene in my game so I'm going 53

to say. 54

Scene manager daut Load scene and then in parentheses I'm going to put 0. 55

Because I know this will absolutely be seen as zero. 56

The very first scene I know that for a fact if it was in the first scene then things would not go well 57

so it's just fine. 58

Bear in mind take the next method public and avoid load. 59

What are we learning. 60

Load the MAIN game again. 61

I've only got one level in my game if you have a game where you complete the level and you go the next 62

level. 63

Next level then you need to do something similar to what we did and block break. 64

But I've just got the one game scene sorry in here. 65

Actually I don't call it. 66

I'm just going to call it load game because in my scenes it's actually called who did it. 67

It seems called game so I just call that load game and then parentheses. 68

And in our ops in our calibrators he is seen manager dot. 69

Seen. 70

And I'm going to do this slightly differently. 71

Then I did my load. 72

The start menu just to show you a different way of doing this. 73

I'm going to use a string reference for this where I have in my quotations game and then semicolon. 74

So you can load something based upon the scene index or based upon the name of the scene. 75

Why don't we like string references. 76

Well if I went and changed the name of game to B. 77

I don't know. 78

Level 1 for example or WIPs or main game or any of those sorts of things. 79

Then my string reference in here won't update and it won't know what's going on but I wanted to do it 80

so that we've seen how it is done. 81

OK. 82

Next up another public method public void and we will do in here. 83

The load game over. 84

Parentheses and then our curly braces again. 85

Seen manager. 86

Dot load's seen and I know always my game over it is going to be called Game Over. 87

So I'll put that in my quotations. 88

Very cool. 89

And then the last thing we need in here public voyt Aid. 90

What are we going to call this quits game. 91

Parentheses And then my colleague bracers work in a tight application dot quipped. 92

Parentheses semicolon. 93

We've got quit game load game over load game and load start menu that's all look pretty good. 94

Now let's go and make ourselves some scenes. 95

And I'm going to create my scenes two different ways again to show you two different ways. 96

You might have done at one or you might have done it the other way before I forget. 97

I'm going to prefabbed my level game object set sitting in there so everything is blurry That means 98

everything's being prefect. 99

OK. 100

So within scenes a right click create scene if I find scene there it is scene. 101

We'll call this start menu. 102

Start menu Exel want and then with my start menu double click on that save Yeah I'll save whatever we 103

chose we made to game. 104

Okay now if I go in a prefabs I should be able to drag all of the relevant prefabs in. 105

So I've got a background although this one looks like the background and that one says background but 106

neither of them have my background script on. 107

So this is great. 108

I think we've forgotten to update our prefabs So let me just go back to my game scene and find the background 109

that's in the game. 110

You can see that there's bold font because I haven't clicked on our. 111

Okay back to start menu. 112

Get rid of the main camera. 113

We don't need that because we have our own main camera dropped in drop in the background drop in the 114

star field the reason I'm doing this is just so the first scene like the start scene looks interesting. 115

It's got our background. 116

If you don't have to do that you can have something totally totally different. 117

You don't have to have all this game stuff in there. 118

Don't need the player don't need the enemy. 119

Do need the level so we know what we're loading. 120

Blue background. 121

I think that's all yes pretty good. 122

Okay. 123

Next up we're going to need our canvas because we need to be putting text and stuff on there. 124

But here's one of those exceptions prefab rule we've gone and prefabbed the canvas from our game. 125

But if we go and change and put start like kind of stuff on here we don't want that to be applied to 126

our game canvas. 127

So the prefab canvas we have is actually the game canvas. 128

And I can start off with the game canvas as inspiration so I drag that into my scene game canvas. 129

I don't want to be applying anything back to it because it'll break the game canvas. 130

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 131

of screen resolution and scaling etc.. 132

What we can do here is go up to game object and break prefab instance. 133

That means that this is no longer linked to that particular prefab it is now its own thing its now its 134

own game object. 135

I can rename this from game canvas to start menu Start menu. 136

Cambers. 137

Hit enter. 138

And now I can drag that down a prefab that so it adds its own separate prefab. 139

Okay so under Start Menu canvas right click. 140

Fine UI text mesh probe using text mesh porro you could just use straight up text if you wanted. 141

But I think I'll go a text message broca's the scaling works a little bit better it's a little bit of 142

a clean font import if you need to do that you might not need to if your projects already been set up 143

with that but it once made it import the essentials. 144

Close that window down. 145

Now we have new tech sitting in the middle. 146

Our rename this to be laser d Friend. 147

K. in that voice is very important. 148

Just increase the font size for now to say 120 Okay. 149

And I will need to double click on my start menu canvas so I can see the canvas itself. 150

Click on the text mesh pro text rename that to be heading text heading text and then click on my ARE 151

told my T all. 152

Drag to the right track to the left. 153

Zoom in a little bit drag it up okay. 154

Click on my w-2 all drag it up a little bit about them. 155

Okay so we need to make our font a little bit nicer than it is at the moment. 156

And for me I've gone to duff font and found the what is it best man forever faunt. 157

And I think looks pretty neat. 158

Downloaded that and I have that as some fonts that I can unzip just here. 159

A jump Pogo into unity. 160

And I will create a new asset folder. 161

Actually a new folder in assets. 162

Right click create folder called the folder fonts. 163

Within font's open that up. 164

Now if I go to my Windows Explorer I can get my two fonts in drag. 165

And so the Batmen man forever font had two fonts one is soldered and one is just the outline which looks 166

pretty cool so we can use that to good effect. 167

You can use whatever font you want you don't have to use the same font as me jump around we've done 168

this a couple of times so it should be a pretty familiar process of finding some fonts. 169

So within hitting text actually first of all we need to convert these in a text mesh pro fonts so up 170

to window text mesh Perro font asset creator. 171

This might be a little bit different in future editions as these packages become bit more integrated 172

but this is what we do for now. 173

Grab the first font drag it into font source Quicken generate font Atlas when it's done. 174

We'll click on save as just on the same fonts folder. 175

So save as it should already be in the right fonts folder save. 176

That's all good. 177

And then grab the other font drag that into font source. 178

Generate font Atlas. 179

Wait for a moment waiting waiting. 180

Did a little boo boo boo boo boo boo boo boo. 181

Okay, that's all done. Save as. Same spot. Save. I can close down my window in my front. 182

Create a window and we have what we need. 183

Back over into hitting text. 184

Scroll down a little bit. 185

Drag trying to. 186

I want and I will drag the first one over. 187

See how that looks okay. 188

That looks pretty awesome. 189

Centre my laser defender Tex. 190

Give it a bit of a funky colour by scrolling to colour vertex click on that. 191

Maybe a little bit more of a bright gaudy kind of lazara. 192

There we go. 193

Okay nice and bright bright eyes lots of it. 194

That's the point. 195

And now. 196

I think that is cool. 197

Going to click on my heading text duplicate make ourselves a sub beheading sub heading and the subheading 198

What shall we say in here. 199

Just move it down underneath the main heading we'll say. 200

Protest. 201

Yeah okay. 202

And then make this a smaller font maybe 60. 203

See how that fits. 204

Oh it's pretty good move that down a touch and we'll see how it looks with the other font. 205

Protect the earth. 206

Okay a little bit the bit harder to read. 207

Maskell gives us some possess I will leave that light. 208

That is I think. 209

Okay now for our buttons so right click again start menu canvas. 210

We will create UI and make this our style of making this is a text message pro text and then I'll add 211

a button component to it. 212

Is text message pro text. 213

We will name start but 10. 214

Change the font to be the solid Batman font. 215

Increase the size to say 100. 216

Give ourselves a little bit more space using the teat all drag to the riot drag to the left. 217

Okay that looks pretty good. 218

And then this is just going to be straight up Start centre a line. 219

Find alignment Centre. 220

That's pretty good. 221

Doesn't really we'll call centre line though does it. 222

Not compared to that. 223

What have we done wrong here. 224

Maybe it just needs to be moved into the actual centre so it looks centred. 225

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 226

anchoring here but I'm going to do a little bit fast and loose. 227

We've gone through ide's. 228

The one above that's not so right. 229

We'll done through this a few times. 230

I'm not going to do it the super deliberate careful explain everything why I'm going to do more of the 231

fast reminder way. 232

And if you've got any problems at all. 233

Throw me in the Q and A and we can help you out. 234

OK so let's start. 235

I'm gonna make start huge because I think it needs to have super duper important So 160. 236

There we go start. 237

Very clearly what we need to do and then we need to turn this into a button so I'm going to collapse 238

the text message pro text claps my material. 239

A component which is a button. 240

Enter now this. 241

But when E is going to be. 242

Where we will keep our functionality so you'll see on click. 243

List is empty. 244

Click on the little plus symbol there change from runtime only to Ed and run time drag over our level 245

game object into our Says none. 246

Object no function game changer from no function to level. 247

And what do we want to do on a load the game or find. 248

Load game book. 249

There we go. 250

Now it's duplicate stuff. 251

Barton changed the name of it from start button to quit button. 252

Cook on my debut tour move it down a little bit change the size of the font so I'm going to open up 253

my text mesh pro. 254

You g.i. element drop it down to say 80. 255

So quick isn't as obvious or as prominent. 256

And then maybe change the colour to grey it out a little bit. 257

Gay and then obviously change the font. 258

Sorry change the name so it says quit. 259

Okay. 260

Pretty good start and quit. 261

Now the quick functionality again collapse my text prush Text mesh pro use G you I can find my button 262

and now functionality on click we need to change that from level load gain to level. 263

What will this be. 264

Quit application was. 265

Q. Quit game. 266

There you go. 267

Excellent save. 268

Now if this is all worked well there's one more thing we need to do. 269

Actually we need to go up to file build settings and we need to say what the scenes are in our game. 270

We've created one new scene which is the start menu drag that up a bar of our game scene so now we have 271

a index of zero an index of 1. 272

Close our build settings click on Play. 273

Now when we click on start it should take us to. 274

No where. 275

OK let's have a look at the start button it looks like for some reason our start button has a small 276

footprint on it so I click on my. 277

My t tool just drag it and drag it drag it to the extremes. 278

Could it be that my hit area has gone and made itself really small for some reason. 279

So when I click on Play Now. 280

Click on START. 281

It loads is the starter Gatwick of course that worked it was just that our Biton had gone in got nice 282

and small and we couldn't see it so if you click on the quick but you can see around the outside we've 283

got this area need to make sure that covers all of where your button is going to be. 284

Have it reasonably centred. 285

Okay I can see a little circle there and it's lined up with where our middle line is. 286

Okay so we've got to start with got quit that's working pretty well and a save all of this now I created 287

the start menu from scratch but there's a lot of the font in the background is gone. 288

Good stuff there. 289

I want to keep some going to duplicate the start menu control deal or kamandi the rename. 290

This is game over. 291

Very important that it's game over so it matches whatever we wrote in our string reference here. 292

Yes it does. 293

Game over. 294

Double click on that looks the same because it's being duplicated. 295

We need to change some of the font some of the headings so the heading takes us no longer leza defender. 296

It's going to be game over are okay change the fonts. 297

It's a little bit different. 298

More make a bit on. 299

The orange yellow side of things that's pretty good instead of protect the earth so this is our subheading. 300

Change it to something like. 301

Ah. 302

Better luck next time. 303

Cheeky. 304

Okay just move that up a little bit. 305

Clicking on my w-2 all up. 306

But pop. 307

There we go. 308

Better luck next time and change the front of that as well maybe make it a more bright yellow. 309

Bright yellow. 310

Okay but like next time doesn't quiet fit doesn't look super good blunt going to finesse it too far 311

I just want to show you the structure of what I'm going through here and make sure that you've got the 312

tools you need and we can compare notes like kind of stuff. 313

Sorry but next time we have a start button let's change this to play again play again button in our 314

text. 315

We will change it to play again. 316

Make that a little bit smaller so its on the springing of say 130. 317

That is good. 318

And then instead of a quick button I'm going to put into mine a main menu button. 319

Change the colour of main menu so it's more of a valid colour. 320

If you're just white as well so play again or main menu just a line though so they look a little bit 321

more like actual buttons. 322

Okay that seems decent. 323

Now with the functionality of the play again but in the quick but needs to be renamed scrotum main menu 324

button cuts have a look at the functionality of the play again button Well that used to be the play 325

buttons so load game that's still valid play a game and then play again. 326

Main Menu button should instead of being quit game. 327

It should be level and low. 328

Start menu. 329

Load start menu. 330

There we go. 331

Okay save that up. 332

Click on play just to check that we've got our play again working. 333

Come play again. 334

Yes that does work. 335

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 336

and then click on main menu yet that takes us to start screaming start takes this time there. 337

Okay cool. 338

OK. 339

There's one more thing to do which is to have our game over screen load when the player dies. 340

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 341

video.

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