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The next thing when I do is really create the player
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Cisco to gameobject
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Create an empty gameobject
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McKenna Man City game objectives
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Is the train from coronavirus
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You know that it positioned in all kind of weird spots
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0 Adele
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I like to start
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Everything is 0 and we're going to rename this game object
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What's
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Now a player
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Is going to have certain components on it that
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Milli specific to the type of game you create
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The player is actually a really complicated game object
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Text me when the most complex game on
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In your game
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And I guess that's not surprising considering
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There's so many functions associated
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Being a player being able to jump move collect items
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Attack enemies talk to characters
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Subtitled by
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Save
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In inventory system that is probably going to be attached to your player or at least related to your player for a game manager
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So we're going to start
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Proclaim here
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First thing we're gonna add is a rigidbody 2D
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Don't have the rigid-body this is actually 3D rigidbody2d is what we need for our 2D plaits
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Now what is a rigidbody
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What is really cold tall anytime you add a component
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This is not a question mark right here
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Opening reference
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Onions website
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What exactly are rigidbody2d is
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Ok so let's read what I read about in 2 years
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Battery component places in object under the control of a physics engine
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Any Concepts familiar with the standard rigidbody component carry over to rigidbody2d
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The differences are about to die objects can only move in the XY plane
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Is it only rotate
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On an axis perpendicular to the plane
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Electrical staff here
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But basically
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Original body
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Has Gravity Falls in it moves
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What type of a white rigid body is
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Tax and getting idea what it is about 2 years
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What is the component allows a gameobject to be effect
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Assimilated
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Another Force
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Make sense
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That sounds like something we actually had to our player
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Question back in the unit
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And if that doesn't make sense
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Don't worry
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Rigid bodies are still a little bit of an abstract concept 2 even me and having making games for 10
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Just admitted by the here and there's a couple things we want to change about a rigidbody
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I actually don't want to be any angular drag
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Don't worry when I get really worried
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What that even is just said it is here
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And gravity scale
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Actually we don't we want this at 0 and that's because our physics objects
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Is actually going to control the gravity
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Just said that 20 that's really important
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And then you want to set your collision detection
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Continuous
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You could keep it at discrete but continuous means that it's going to have a much more precise collision detection
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The ground at the end
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Is my slow your game down a little bit
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And
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You definitely want to be having collision detection be continuous
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On all of your game objects
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Will you play I want to be
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That continuous
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What my rigid body to go to sleep and what that means as I never want it to
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I guess star
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Being a ridgeback
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This is good
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Ok game be a little smoother maybe increase the frame rate a little bit
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But for our player we don't ever want to go to sleep so let's go to never sleep
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And then water in preparation to be
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Interpol
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So you might be confused white some of these actually mean what are some of these variables were they mean
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I'll be honest a lot of times I don't even know what I mean
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Interpolating for example it's really hard for me to describe what that even is
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And I'll be honest it's pretty abstract in my head
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It's not for grounded understanding what inequality is
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If you have over it it says the perfume update mode for the body
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Tell that still doesn't really make sense to me so again if we just
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Put the question here
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Actually search ctrl F
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Search the page for interpolate
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I'm showing you guys this because it's really important you know Hardy jumping over to the unity manual
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And no had a look for things really quickly
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Nobody on earth can fully understand everything in Hindi
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So you need to know how to go into the menu
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This says
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The interpolating is
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Define had a game objects movement is interpolate between the physics updates
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Useful when motion tends to be jerky ok that makes sense that makes sense
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No movement smoothing is applied and that by default
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But we just select it is moving it is smooth based on the game object positions in previous frame
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Ok
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That sounds great
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That sounds like something you really
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For your player because you're going to be looking at the player
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All the time so we definitely not wanted to be jerky jittery
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So we have a smooth so let's set our interpretation
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You Interpol
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Fr Richard body
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Let's go ahead and do the next
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That is the capital
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Collider
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And we're going to make sure it's not the capsule Collider 3D which that's the 3D one
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There's no
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3D next to her dad's actually B31
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Do we need a capsule Collider 2D
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What's the like that
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What is a capsule Collider well that's click the question mark and take a look at what the capsule Collider is
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Take the capsule Collider is a component
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Init a 2D physics primitive
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Meaning it's a simple shape
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Back in a long day in either a Virgo or a horizontal Direction
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The cast of shape has no vertices corners it has a continuous circumference
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Which doesn't easily get car on other Collider corners ok so that's what we want our play Attack
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Play had a capsule Collider
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NR8 Square
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Collider
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The capsule Collider is solid to other Collider 2DS there are fully inside of the capital are considered to be in
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With the capital
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Are forced out of it overtime
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Don't worry too much about your dad is all we really need to know
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Is every room in here
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We have
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A nice smooth
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Green
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Anytime you see a green shape
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That means there is a Collider
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Music in collide
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What other objects
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If you can recall
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Round 1 also contains a Collider in this case is the polygon Collider
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But a polygon Collider can actually interact
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The capital
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The next thing you know what add to a player is a player script
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Go ahead
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And
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Create a new script
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And we'll call this new
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Player
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Can't player but I like to call it new
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Alright
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Win a drag this new player script
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Do iPlayer
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So now you'll see that there are four components on the player
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Already the most complicated
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In our scene
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The transformed component obviously is added to every game object
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There's a rigidbody 2D which allows for force being added to a game object
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My gravity and pushing it to the left and right
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Is a capsule Collider which allows us to actually collide with things without this we would fall straight to the ground
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And then is also the new player script which is just a blank screen
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That we're going to be raining in the next video
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