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These are the user uploaded subtitles that are being translated: 1 00:00:06,656 --> 00:00:11,520 The next thing when I do is really create the player 2 00:00:11,776 --> 00:00:13,568 Cisco to gameobject 3 00:00:14,336 --> 00:00:16,640 Create an empty gameobject 4 00:00:17,152 --> 00:00:18,944 McKenna Man City game objectives 5 00:00:20,480 --> 00:00:22,016 Is the train from coronavirus 6 00:00:22,272 --> 00:00:25,344 You know that it positioned in all kind of weird spots 7 00:00:25,600 --> 00:00:26,368 0 Adele 8 00:00:27,904 --> 00:00:28,672 I like to start 9 00:00:29,184 --> 00:00:32,512 Everything is 0 and we're going to rename this game object 10 00:00:33,024 --> 00:00:33,792 What's 11 00:00:35,328 --> 00:00:36,352 Now a player 12 00:00:36,608 --> 00:00:39,680 Is going to have certain components on it that 13 00:00:40,704 --> 00:00:43,008 Milli specific to the type of game you create 14 00:00:43,776 --> 00:00:46,848 The player is actually a really complicated game object 15 00:00:47,104 --> 00:00:49,152 Text me when the most complex game on 16 00:00:49,408 --> 00:00:50,176 In your game 17 00:00:50,432 --> 00:00:52,224 And I guess that's not surprising considering 18 00:00:52,480 --> 00:00:55,040 There's so many functions associated 19 00:00:55,296 --> 00:00:58,368 Being a player being able to jump move collect items 20 00:00:58,624 --> 00:01:00,269 Attack enemies talk to characters 21 00:01:00,271 --> 00:01:02,619 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 22 00:01:02,620 --> 00:01:01,696 Save 23 00:01:01,952 --> 00:01:08,096 In inventory system that is probably going to be attached to your player or at least related to your player for a game manager 24 00:01:08,608 --> 00:01:09,632 So we're going to start 25 00:01:09,888 --> 00:01:10,912 Proclaim here 26 00:01:11,168 --> 00:01:13,984 First thing we're gonna add is a rigidbody 2D 27 00:01:14,752 --> 00:01:20,128 Don't have the rigid-body this is actually 3D rigidbody2d is what we need for our 2D plaits 28 00:01:20,896 --> 00:01:23,712 Now what is a rigidbody 29 00:01:23,968 --> 00:01:26,784 What is really cold tall anytime you add a component 30 00:01:27,040 --> 00:01:28,832 This is not a question mark right here 31 00:01:29,344 --> 00:01:30,624 Opening reference 32 00:01:30,880 --> 00:01:32,160 Onions website 33 00:01:32,416 --> 00:01:35,232 What exactly are rigidbody2d is 34 00:01:35,488 --> 00:01:38,048 Ok so let's read what I read about in 2 years 35 00:01:38,560 --> 00:01:42,656 Battery component places in object under the control of a physics engine 36 00:01:42,912 --> 00:01:47,008 Any Concepts familiar with the standard rigidbody component carry over to rigidbody2d 37 00:01:47,264 --> 00:01:50,848 The differences are about to die objects can only move in the XY plane 38 00:01:51,360 --> 00:01:52,640 Is it only rotate 39 00:01:52,896 --> 00:01:55,200 On an axis perpendicular to the plane 40 00:01:55,712 --> 00:01:57,504 Electrical staff here 41 00:01:58,528 --> 00:01:59,296 But basically 42 00:01:59,808 --> 00:02:00,576 Original body 43 00:02:01,088 --> 00:02:03,904 Has Gravity Falls in it moves 44 00:02:04,416 --> 00:02:06,464 What type of a white rigid body is 45 00:02:06,720 --> 00:02:08,768 Tax and getting idea what it is about 2 years 46 00:02:09,024 --> 00:02:12,096 What is the component allows a gameobject to be effect 47 00:02:12,608 --> 00:02:13,888 Assimilated 48 00:02:14,144 --> 00:02:15,168 Another Force 49 00:02:15,680 --> 00:02:16,448 Make sense 50 00:02:16,960 --> 00:02:19,008 That sounds like something we actually had to our player 51 00:02:19,264 --> 00:02:20,544 Question back in the unit 52 00:02:21,056 --> 00:02:22,592 And if that doesn't make sense 53 00:02:22,848 --> 00:02:23,616 Don't worry 54 00:02:23,872 --> 00:02:30,016 Rigid bodies are still a little bit of an abstract concept 2 even me and having making games for 10 55 00:02:31,296 --> 00:02:35,392 Just admitted by the here and there's a couple things we want to change about a rigidbody 56 00:02:36,160 --> 00:02:39,488 I actually don't want to be any angular drag 57 00:02:39,744 --> 00:02:41,280 Don't worry when I get really worried 58 00:02:41,536 --> 00:02:44,352 What that even is just said it is here 59 00:02:44,864 --> 00:02:46,400 And gravity scale 60 00:02:46,912 --> 00:02:51,264 Actually we don't we want this at 0 and that's because our physics objects 61 00:02:51,520 --> 00:02:53,312 Is actually going to control the gravity 62 00:02:53,568 --> 00:02:55,616 Just said that 20 that's really important 63 00:02:56,384 --> 00:02:58,432 And then you want to set your collision detection 64 00:02:58,944 --> 00:02:59,968 Continuous 65 00:03:00,480 --> 00:03:06,624 You could keep it at discrete but continuous means that it's going to have a much more precise collision detection 66 00:03:06,880 --> 00:03:07,904 The ground at the end 67 00:03:08,416 --> 00:03:10,464 Is my slow your game down a little bit 68 00:03:10,720 --> 00:03:11,232 And 69 00:03:11,488 --> 00:03:14,560 You definitely want to be having collision detection be continuous 70 00:03:14,816 --> 00:03:16,608 On all of your game objects 71 00:03:17,376 --> 00:03:19,168 Will you play I want to be 72 00:03:19,936 --> 00:03:21,728 That continuous 73 00:03:22,496 --> 00:03:26,848 What my rigid body to go to sleep and what that means as I never want it to 74 00:03:27,360 --> 00:03:28,128 I guess star 75 00:03:28,384 --> 00:03:29,408 Being a ridgeback 76 00:03:29,664 --> 00:03:30,176 This is good 77 00:03:30,432 --> 00:03:34,016 Ok game be a little smoother maybe increase the frame rate a little bit 78 00:03:34,528 --> 00:03:39,136 But for our player we don't ever want to go to sleep so let's go to never sleep 79 00:03:40,160 --> 00:03:42,208 And then water in preparation to be 80 00:03:42,464 --> 00:03:43,232 Interpol 81 00:03:44,512 --> 00:03:49,632 So you might be confused white some of these actually mean what are some of these variables were they mean 82 00:03:50,144 --> 00:03:53,216 I'll be honest a lot of times I don't even know what I mean 83 00:03:53,984 --> 00:03:57,824 Interpolating for example it's really hard for me to describe what that even is 84 00:03:58,336 --> 00:04:00,896 And I'll be honest it's pretty abstract in my head 85 00:04:01,152 --> 00:04:04,480 It's not for grounded understanding what inequality is 86 00:04:04,736 --> 00:04:08,064 If you have over it it says the perfume update mode for the body 87 00:04:08,832 --> 00:04:11,904 Tell that still doesn't really make sense to me so again if we just 88 00:04:12,416 --> 00:04:13,440 Put the question here 89 00:04:13,952 --> 00:04:15,488 Actually search ctrl F 90 00:04:16,512 --> 00:04:18,303 Search the page for interpolate 91 00:04:19,071 --> 00:04:23,935 I'm showing you guys this because it's really important you know Hardy jumping over to the unity manual 92 00:04:24,447 --> 00:04:26,495 And no had a look for things really quickly 93 00:04:27,519 --> 00:04:30,847 Nobody on earth can fully understand everything in Hindi 94 00:04:31,359 --> 00:04:33,407 So you need to know how to go into the menu 95 00:04:34,175 --> 00:04:35,455 This says 96 00:04:36,223 --> 00:04:37,503 The interpolating is 97 00:04:37,759 --> 00:04:42,111 Define had a game objects movement is interpolate between the physics updates 98 00:04:43,135 --> 00:04:47,487 Useful when motion tends to be jerky ok that makes sense that makes sense 99 00:04:47,999 --> 00:04:51,071 No movement smoothing is applied and that by default 100 00:04:51,583 --> 00:04:56,959 But we just select it is moving it is smooth based on the game object positions in previous frame 101 00:04:57,727 --> 00:04:58,239 Ok 102 00:04:58,751 --> 00:04:59,519 That sounds great 103 00:04:59,775 --> 00:05:01,311 That sounds like something you really 104 00:05:01,823 --> 00:05:04,639 For your player because you're going to be looking at the player 105 00:05:04,895 --> 00:05:08,223 All the time so we definitely not wanted to be jerky jittery 106 00:05:08,991 --> 00:05:12,063 So we have a smooth so let's set our interpretation 107 00:05:14,367 --> 00:05:15,391 You Interpol 108 00:05:17,183 --> 00:05:18,463 Fr Richard body 109 00:05:18,975 --> 00:05:20,767 Let's go ahead and do the next 110 00:05:22,815 --> 00:05:24,095 That is the capital 111 00:05:24,863 --> 00:05:25,375 Collider 112 00:05:26,911 --> 00:05:31,775 And we're going to make sure it's not the capsule Collider 3D which that's the 3D one 113 00:05:32,031 --> 00:05:32,799 There's no 114 00:05:33,567 --> 00:05:36,127 3D next to her dad's actually B31 115 00:05:36,383 --> 00:05:38,175 Do we need a capsule Collider 2D 116 00:05:39,199 --> 00:05:40,223 What's the like that 117 00:05:40,735 --> 00:05:45,855 What is a capsule Collider well that's click the question mark and take a look at what the capsule Collider is 118 00:05:46,111 --> 00:05:48,415 Take the capsule Collider is a component 119 00:05:49,183 --> 00:05:50,975 Init a 2D physics primitive 120 00:05:51,487 --> 00:05:53,023 Meaning it's a simple shape 121 00:05:53,535 --> 00:05:57,375 Back in a long day in either a Virgo or a horizontal Direction 122 00:05:58,143 --> 00:06:02,495 The cast of shape has no vertices corners it has a continuous circumference 123 00:06:03,007 --> 00:06:09,151 Which doesn't easily get car on other Collider corners ok so that's what we want our play Attack 124 00:06:09,407 --> 00:06:10,431 Play had a capsule Collider 125 00:06:10,943 --> 00:06:12,479 NR8 Square 126 00:06:12,735 --> 00:06:13,247 Collider 127 00:06:14,271 --> 00:06:20,415 The capsule Collider is solid to other Collider 2DS there are fully inside of the capital are considered to be in 128 00:06:20,671 --> 00:06:21,439 With the capital 129 00:06:21,695 --> 00:06:23,743 Are forced out of it overtime 130 00:06:23,999 --> 00:06:27,071 Don't worry too much about your dad is all we really need to know 131 00:06:29,119 --> 00:06:30,399 Is every room in here 132 00:06:32,191 --> 00:06:32,703 We have 133 00:06:32,959 --> 00:06:34,239 A nice smooth 134 00:06:34,495 --> 00:06:35,263 Green 135 00:06:37,055 --> 00:06:39,103 Anytime you see a green shape 136 00:06:39,871 --> 00:06:41,151 That means there is a Collider 137 00:06:41,663 --> 00:06:42,943 Music in collide 138 00:06:43,199 --> 00:06:44,223 What other objects 139 00:06:44,735 --> 00:06:45,759 If you can recall 140 00:06:46,015 --> 00:06:50,111 Round 1 also contains a Collider in this case is the polygon Collider 141 00:06:50,367 --> 00:06:53,439 But a polygon Collider can actually interact 142 00:06:54,463 --> 00:06:55,231 The capital 143 00:06:56,767 --> 00:07:00,863 The next thing you know what add to a player is a player script 144 00:07:01,631 --> 00:07:02,399 Go ahead 145 00:07:03,679 --> 00:07:04,191 And 146 00:07:04,703 --> 00:07:05,727 Create a new script 147 00:07:06,751 --> 00:07:08,543 And we'll call this new 148 00:07:08,799 --> 00:07:09,311 Player 149 00:07:10,079 --> 00:07:12,383 Can't player but I like to call it new 150 00:07:15,455 --> 00:07:15,967 Alright 151 00:07:16,735 --> 00:07:18,527 Win a drag this new player script 152 00:07:19,551 --> 00:07:20,319 Do iPlayer 153 00:07:20,831 --> 00:07:24,415 So now you'll see that there are four components on the player 154 00:07:24,927 --> 00:07:26,719 Already the most complicated 155 00:07:28,255 --> 00:07:29,279 In our scene 156 00:07:29,791 --> 00:07:33,119 The transformed component obviously is added to every game object 157 00:07:33,631 --> 00:07:37,983 There's a rigidbody 2D which allows for force being added to a game object 158 00:07:38,239 --> 00:07:40,543 My gravity and pushing it to the left and right 159 00:07:41,311 --> 00:07:46,431 Is a capsule Collider which allows us to actually collide with things without this we would fall straight to the ground 160 00:07:47,455 --> 00:07:50,527 And then is also the new player script which is just a blank screen 161 00:07:51,039 --> 00:07:52,831 That we're going to be raining in the next video 12214

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