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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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