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These are the user uploaded subtitles that are being translated: 1 00:00:06,656 --> 00:00:12,032 Is there some scripts that are so hyper specific 2 00:00:12,288 --> 00:00:18,432 Community that I don't really see the need to write out all of these scripts for you and I know 3 00:00:18,688 --> 00:00:24,832 Understand a lot of the aspects of the scripts myself so I'm just going to ask you guys to just go ahead and die 4 00:00:25,088 --> 00:00:26,880 Low described in the previous section 5 00:00:27,136 --> 00:00:28,928 That is so here is the Script 6 00:00:30,208 --> 00:00:31,488 Call camera effects 7 00:00:31,744 --> 00:00:34,560 In this game affects all that really includes currently 8 00:00:34,816 --> 00:00:40,192 Is just a screenshot of functionality and functionality is related to cinemachine 9 00:00:40,448 --> 00:00:46,592 So none of this is really cast on this is just a script that you can use for a lady to cinemachine so going 10 00:00:46,848 --> 00:00:47,616 Copy that 11 00:00:48,640 --> 00:00:51,968 And I'm going to go ahead in peace that into my Core here 12 00:00:52,224 --> 00:00:54,784 So I'm gonna open up one of these scripts in the core 13 00:00:55,040 --> 00:00:58,368 And then I was going to paste in the camera effects script 14 00:00:58,880 --> 00:01:02,061 So when I go back in the unity and you can see here we have an air why is that 15 00:01:02,063 --> 00:01:04,567 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 16 00:01:04,768 --> 00:01:05,792 Double click on it 17 00:01:06,048 --> 00:01:12,192 We can see here we have this one script here that's giving us a problem and it says new player incidents 18 00:01:12,448 --> 00:01:14,240 Camera effects equal this 19 00:01:14,752 --> 00:01:20,896 All this Air really means as well we don't really have a variable called camera effects so many got a new player here 20 00:01:22,176 --> 00:01:24,224 And I nearly got my reference section here 21 00:01:24,992 --> 00:01:26,784 Angular create a new reference 22 00:01:27,040 --> 00:01:30,624 For camera effects new public 23 00:01:32,160 --> 00:01:33,184 Camera effects 24 00:01:33,952 --> 00:01:35,744 America like camera effects 25 00:01:36,000 --> 00:01:37,024 Weather lower case c 26 00:01:37,792 --> 00:01:42,144 Say that out right we're also going to need to add the camera effect script 27 00:01:42,400 --> 00:01:43,936 To our virtual camera 28 00:01:44,192 --> 00:01:49,312 We don't want to add it to the main camera I'm going to add it to the virtual camera so that we can interact 29 00:01:49,568 --> 00:01:51,616 With the cinemachine virtual camera here 30 00:01:52,128 --> 00:01:54,432 I'm going to do is add my camera effects script 31 00:01:55,712 --> 00:01:56,480 And 32 00:01:57,248 --> 00:02:03,392 Then also when I need to do is add a noise profile guys without a noise profile when actually 33 00:02:03,648 --> 00:02:08,512 Have any screen shaking so there's a noise field here in the cinemachine virtual camera 34 00:02:08,768 --> 00:02:09,792 I'm gonna add that 35 00:02:10,048 --> 00:02:12,352 Add a basic multi-channel Perla 36 00:02:12,864 --> 00:02:19,008 And I can explain that cos I'll even really care I know exactly what it is I know that 37 00:02:19,264 --> 00:02:23,872 Girl is going to add some noise for a SIM is going to like that and then I want to select a noise profile 38 00:02:24,384 --> 00:02:30,528 You want to add the 60 Sheikh ok don't do the handheld ones that are going to cost 39 00:02:30,784 --> 00:02:36,928 We are parallaxing issues 60 shake is going to do just great for it and then make sure you take your frequency again 40 00:02:37,184 --> 00:02:40,000 20 otherwise is going to start shaking immediately 41 00:02:40,256 --> 00:02:46,400 And don't forget guys before you hit play we need to remember to add the camera effects 42 00:02:46,656 --> 00:02:47,168 Reference here 43 00:02:47,424 --> 00:02:49,216 So we can use this track 44 00:02:50,240 --> 00:02:51,776 This virtual camera here 45 00:02:53,056 --> 00:02:54,592 In the camera effects field 46 00:02:55,616 --> 00:02:57,408 And I was going to go ahead in find 47 00:02:57,664 --> 00:03:00,224 The camera effects script that we just put 48 00:03:00,736 --> 00:03:02,016 On a virtual camera 49 00:03:02,528 --> 00:03:03,040 Radio 50 00:03:03,552 --> 00:03:09,696 Hey guys go ahead and jump into the new players script and all we got to do here is if you remember we have a reference 51 00:03:09,952 --> 00:03:10,720 Camera effects 52 00:03:10,976 --> 00:03:11,488 Script 53 00:03:12,000 --> 00:03:14,048 So we scroll down to our her function 54 00:03:14,560 --> 00:03:15,584 We can actually just 55 00:03:16,096 --> 00:03:16,608 Call 56 00:03:17,376 --> 00:03:18,656 The shake function 57 00:03:19,168 --> 00:03:20,448 From my camera effects script 58 00:03:21,216 --> 00:03:24,032 So let's just say camera effects 59 00:03:25,056 --> 00:03:26,336 Shake 60 00:03:26,592 --> 00:03:29,152 Do we have to prime minister and you can see that there 61 00:03:30,432 --> 00:03:33,504 A little preview is appeared right here and it tells us 62 00:03:35,296 --> 00:03:36,576 The two primers 63 00:03:36,832 --> 00:03:42,720 The first one is the shake with the shake power and so we're going to be five minutes to a length of .5 f 64 00:03:42,976 --> 00:03:49,120 And again we using at because it's a flow and you have to do that with C Sharp syntax 65 00:03:49,376 --> 00:03:49,888 The Script 66 00:03:50,656 --> 00:03:52,192 Alright man hit save here 67 00:03:52,704 --> 00:03:54,240 NN hiplay 68 00:03:57,568 --> 00:03:59,360 See what happens when we get hurt 69 00:04:01,664 --> 00:04:02,688 Yeah there we go 70 00:04:02,944 --> 00:04:04,480 A little bit of a circle shape 71 00:04:05,760 --> 00:04:06,272 There we go 72 00:04:07,296 --> 00:04:09,600 Just enough for the player to feel 73 00:04:15,488 --> 00:04:20,095 The pain right feel the pain just a little bit alright 74 00:04:20,607 --> 00:04:23,423 Now we got a little bit of screen shake when we get hurt 75 00:04:24,191 --> 00:04:27,007 Was going to add a little bit of screen Shake 76 00:04:27,263 --> 00:04:28,031 When the enemy 77 00:04:29,055 --> 00:04:30,335 Dice que 78 00:04:30,847 --> 00:04:33,407 So let's go ahead and just add a little screen shake here 79 00:04:33,919 --> 00:04:35,967 Remember we have the camera effects 80 00:04:36,223 --> 00:04:40,319 Referenced on the new player script tell me the type new player 81 00:04:40,831 --> 00:04:43,135 That instance that camera effects 82 00:04:43,647 --> 00:04:44,927 Shake 83 00:04:45,695 --> 00:04:46,463 And then 84 00:04:46,719 --> 00:04:49,535 Where to do a power of 5 85 00:04:49,791 --> 00:04:51,327 And then a flow of .2 86 00:04:52,351 --> 00:04:55,679 That seems fine with me make sure we are at f here to arklow Purlieu 87 00:04:56,191 --> 00:04:57,215 That's good 88 00:04:57,983 --> 00:04:58,751 Play 89 00:05:05,919 --> 00:05:06,687 There we go 90 00:05:07,199 --> 00:05:07,967 I like that 91 00:05:08,735 --> 00:05:10,527 As you may notice that with some 92 00:05:10,783 --> 00:05:16,927 Games there is a very subtle frise that occurs when you interact with something 93 00:05:17,183 --> 00:05:22,815 Buy die or get hurt or punch something the game of freeze for a split second 94 00:05:23,071 --> 00:05:27,935 This makes you feel like you're sticking to the world so that's really enhances your game feel 95 00:05:28,191 --> 00:05:32,799 Is actually cheap in a very simple way and it actually uses I numerators 96 00:05:33,567 --> 00:05:37,407 I'm going to go back into my new player hear it remember we created this 97 00:05:37,919 --> 00:05:39,711 Di Maria 98 00:05:40,223 --> 00:05:42,527 What's go ahead it just coffee.ie numerator 99 00:05:42,783 --> 00:05:45,855 70 delete all of the Script here except for this year 100 00:05:47,135 --> 00:05:49,183 Call this 101 00:05:49,439 --> 00:05:50,207 Freeze 102 00:05:51,231 --> 00:05:51,999 Affect 103 00:05:52,767 --> 00:05:54,815 Ok that's free effects freeze effect 104 00:05:55,327 --> 00:05:57,375 And we can I have a 105 00:05:57,631 --> 00:05:59,935 Float in this gonna be called length 106 00:06:00,191 --> 00:06:03,775 And then we can also have another flow this time scale 107 00:06:04,031 --> 00:06:06,335 Ok this makes sense in just a second 108 00:06:06,591 --> 00:06:10,687 So now I can set my time that time scale this is a really cool 109 00:06:10,943 --> 00:06:15,295 Value we can adjust that slows our game down if we set it to .5 110 00:06:15,807 --> 00:06:19,391 It would cut the games speed in half and do slow motion 111 00:06:19,647 --> 00:06:22,719 So we can actually set this value to the time scale 112 00:06:24,767 --> 00:06:27,583 Then we can wait a certain amount of seconds 113 00:06:27,839 --> 00:06:29,375 So that's going to a link 114 00:06:29,887 --> 00:06:31,423 Images set a time scale 115 00:06:32,447 --> 00:06:34,239 Back to default which is 116 00:06:36,031 --> 00:06:37,055 1 117 00:06:39,359 --> 00:06:41,663 So now we can use this effect 118 00:06:42,431 --> 00:06:44,223 Pretty much anywhere we want 119 00:06:44,735 --> 00:06:47,807 If a player gets hurt hurt function here 120 00:06:48,063 --> 00:06:54,207 So remember when we were calling this item numerator for freeze effect we need to say start a routine 121 00:06:54,719 --> 00:06:57,535 Freeze effect that's how we call 122 00:06:58,047 --> 00:06:58,815 A curry teen 123 00:06:59,327 --> 00:07:01,631 My dad said this 2.9 and 10 124 00:07:02,143 --> 00:07:04,447 How about a timescale of .1 125 00:07:04,703 --> 00:07:05,215 Wait 126 00:07:06,495 --> 00:07:07,519 What's test lol 127 00:07:21,087 --> 00:07:24,159 Hi size you can see a last a little too long 128 00:07:24,415 --> 00:07:30,559 So let's go ahead and adjust these values just a little bit to be a little bit less aggressive so 0.05 129 00:07:31,327 --> 00:07:35,167 Is there a length and then time scale with the Anna pt3 130 00:07:35,423 --> 00:07:39,007 And that works good for us is a little bit higher 131 00:07:39,263 --> 00:07:43,103 And then I can be higher as well so 0.6 I think they will work just fine 132 00:07:45,663 --> 00:07:47,199 Does it play in testa del 133 00:07:51,039 --> 00:07:52,063 That's great 134 00:07:52,575 --> 00:07:55,903 I just closed it down just just a little bit right 135 00:07:56,415 --> 00:07:59,999 And you could try make the length of a little bit longer so point 136 00:08:00,255 --> 00:08:01,023 5s 137 00:08:01,535 --> 00:08:04,607 That's great and then for the enemies we can 138 00:08:05,119 --> 00:08:08,959 Definitely freeze it a little bit here so new player 139 00:08:09,215 --> 00:08:10,751 Start instance 140 00:08:12,287 --> 00:08:18,431 And do that freeze effect now you noticed freeze effect doesn't exist in the current context that's because 141 00:08:18,687 --> 00:08:20,479 Also need to say new player 142 00:08:22,271 --> 00:08:23,295 That incident 143 00:08:23,551 --> 00:08:24,575 That freeze effect 144 00:08:25,087 --> 00:08:25,855 America 145 00:08:26,111 --> 00:08:29,183 And for enemies getting hurt we could probably 146 00:08:29,695 --> 00:08:33,535 Wicked price slow time down just a little bit more than .3 147 00:08:33,791 --> 00:08:36,351 Alyssa just at the point 4 and save it out 148 00:08:36,607 --> 00:08:38,655 So now we can have the player getting hurt 149 00:08:38,911 --> 00:08:40,959 In that causes a freeze frame effect 150 00:08:41,215 --> 00:08:45,055 And also when you blow up an enemy it causes a freeze frame effect 151 00:08:47,359 --> 00:08:48,383 Ego 152 00:08:50,687 --> 00:08:55,295 Good so just a very sticky subtle freeze frame effect 153 00:08:57,855 --> 00:09:00,671 There we go that's great a little bit long there 154 00:09:01,439 --> 00:09:02,975 Let's go ahead and 155 00:09:03,231 --> 00:09:06,815 Make this not so long so how about no 156 00:09:07,327 --> 00:09:08,095 Pt3 157 00:09:10,143 --> 00:09:12,959 Are 0.4 let's go back in the Unity 158 00:09:13,215 --> 00:09:14,751 English test B2 out 159 00:09:25,247 --> 00:09:26,783 Great 160 00:09:27,807 --> 00:09:29,087 Alright 161 00:09:29,343 --> 00:09:34,975 You guys can adjust as values to your liking I'll probably it just those in the future but for now I think that looks great 12470

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