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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:03,072 We're making good progress on our game but I'm 2 00:00:03,328 --> 00:00:04,608 To take a brief detour 3 00:00:04,864 --> 00:00:08,448 To go through some of the project settings that were going to want to have 4 00:00:08,704 --> 00:00:09,216 In place 5 00:00:09,472 --> 00:00:10,752 Before we can't in 6 00:00:11,008 --> 00:00:14,336 So if you're playing a game you may notice that there's a lot 7 00:00:14,592 --> 00:00:15,616 Happened 8 00:00:15,872 --> 00:00:16,896 With the camera 9 00:00:17,152 --> 00:00:19,968 If you speed up and slow down you can see that there is a bunch 10 00:00:20,480 --> 00:00:22,528 Shifting and it's not really 11 00:00:23,040 --> 00:00:26,112 Clear why exactly this happening this is because of 12 00:00:26,368 --> 00:00:27,904 The default rendering behave 13 00:00:28,416 --> 00:00:29,440 When you're running again 14 00:00:29,696 --> 00:00:31,488 Your nose to these can 15 00:00:31,744 --> 00:00:32,512 Fractional 16 00:00:32,768 --> 00:00:33,536 Pixel corner 17 00:00:34,048 --> 00:00:35,328 So I could be at 18 00:00:35,584 --> 00:00:37,376 2.4 in the ass 19 00:00:38,144 --> 00:00:38,912 Add 5PT 20 00:00:39,168 --> 00:00:39,680 In the 21 00:00:39,936 --> 00:00:41,472 And it's fractional something 22 00:00:41,728 --> 00:00:42,240 Corner 23 00:00:42,496 --> 00:00:44,544 Are what causes the rendering 24 00:00:44,800 --> 00:00:45,312 To become 25 00:00:45,824 --> 00:00:46,336 Luckily 26 00:00:46,592 --> 00:00:47,616 We can fix this 27 00:00:47,872 --> 00:00:49,920 By snapping the Transformers 2 28 00:00:50,176 --> 00:00:51,456 The whole integer 29 00:00:51,968 --> 00:00:53,760 Pixel we don't need to write any code 30 00:00:54,272 --> 00:00:55,296 We can just go to Prague 31 00:00:56,320 --> 00:00:57,088 Project set 32 00:00:57,600 --> 00:00:59,392 When a scroll down until you see 33 00:00:59,904 --> 00:01:00,525 The rendering section 34 00:01:00,527 --> 00:01:02,875 Subtitled by online-courses.club We compress knowledge for you! 35 00:01:02,876 --> 00:01:02,208 Click on 2D 36 00:01:02,464 --> 00:01:05,280 And this action right here snap to die 37 00:01:05,536 --> 00:01:06,048 The pixel 38 00:01:06,304 --> 00:01:07,072 Glen Turner 39 00:01:07,584 --> 00:01:08,352 If you want 40 00:01:08,864 --> 00:01:11,424 Make sure that you have advanced settings tile on 41 00:01:11,680 --> 00:01:12,192 Right 42 00:01:12,704 --> 00:01:14,752 So snap 2D transforms to pixel 43 00:01:15,008 --> 00:01:15,520 In the 44 00:01:15,776 --> 00:01:16,544 Rendering 45 00:01:16,800 --> 00:01:17,568 Turn on the products 46 00:01:18,080 --> 00:01:19,104 Now it's getting running 47 00:01:19,360 --> 00:01:21,664 And you should notice an immediate improve 48 00:01:21,920 --> 00:01:22,432 In terms of 49 00:01:22,944 --> 00:01:24,224 Jitteriness everything 50 00:01:24,480 --> 00:01:25,504 Horse stable 51 00:01:26,784 --> 00:01:27,296 Nisa 52 00:01:27,552 --> 00:01:30,880 Ok so that's how to address the jitteriness 53 00:01:31,136 --> 00:01:32,672 If we go to The Deep 54 00:01:33,952 --> 00:01:35,232 At the bottom of the window 55 00:01:35,488 --> 00:01:38,560 You may see these errors being printed can't 56 00:01:39,072 --> 00:01:41,888 And this area is the perimeter delta is never you 57 00:01:42,144 --> 00:01:45,728 In the function process or in our case other area 58 00:01:45,984 --> 00:01:47,008 Being used in the 59 00:01:47,264 --> 00:01:50,336 By the way if you see any errors in your console 60 00:01:50,592 --> 00:01:51,872 Or warnings in this 61 00:01:52,128 --> 00:01:56,992 You can expand the error or warning and it will show you what line at 62 00:01:57,248 --> 00:01:58,784 Script and you can actually just clicked 63 00:01:59,040 --> 00:02:00,576 To be brought directly to 64 00:02:00,832 --> 00:02:01,856 The problematic 65 00:02:03,136 --> 00:02:04,672 This morning I 66 00:02:04,928 --> 00:02:05,696 Is pretty you 67 00:02:05,952 --> 00:02:06,976 What it wants us to do 68 00:02:07,232 --> 00:02:08,256 Is it 1 size to you 69 00:02:08,512 --> 00:02:09,536 What's a discard 70 00:02:09,792 --> 00:02:11,072 What it's saying is that 71 00:02:11,328 --> 00:02:13,376 We have this other area perimeter 72 00:02:13,632 --> 00:02:15,168 In our basic enemy 73 00:02:15,424 --> 00:02:16,448 That's not being you 74 00:02:16,960 --> 00:02:19,520 And I can see how that would be a health warning 75 00:02:19,776 --> 00:02:20,288 However 76 00:02:20,544 --> 00:02:22,848 We're going to run into many situations 77 00:02:23,104 --> 00:02:23,616 Converse 78 00:02:23,872 --> 00:02:25,664 Where we actually don't 79 00:02:25,920 --> 00:02:28,992 Care about the input parameter we just need 80 00:02:29,248 --> 00:02:30,016 To supply 81 00:02:30,272 --> 00:02:32,320 To match the function signature 82 00:02:32,576 --> 00:02:33,344 That 83 00:02:33,856 --> 00:02:34,880 Signal emitter 84 00:02:35,136 --> 00:02:35,648 Expect 85 00:02:35,904 --> 00:02:38,208 I'm actually going to disable this war 86 00:02:38,464 --> 00:02:40,768 It's not clever in the bar area is because 87 00:02:41,024 --> 00:02:42,304 If you leave a bunch of errors 88 00:02:42,560 --> 00:02:44,096 Being printed all the time 89 00:02:44,352 --> 00:02:46,400 You're going to most likely miss 90 00:02:46,656 --> 00:02:48,448 The actual errors in war 91 00:02:48,960 --> 00:02:50,496 That you need to address 92 00:02:50,752 --> 00:02:51,776 Sorry I turned this one 93 00:02:52,032 --> 00:02:53,056 Because you don't care about this 94 00:02:53,312 --> 00:02:53,824 Someone 95 00:02:54,080 --> 00:02:54,592 To Project 96 00:02:54,848 --> 00:02:55,616 Project set 97 00:02:56,128 --> 00:02:58,176 Scroll down to the debug section 98 00:02:58,432 --> 00:02:59,456 And you're the genius 99 00:02:59,968 --> 00:03:01,248 Again make sure you have ed 100 00:03:01,504 --> 00:03:02,528 Settings toggle on 101 00:03:02,784 --> 00:03:04,832 At the top and we have a couple of things 102 00:03:05,344 --> 00:03:07,904 What do you want to look for is the unused parade 103 00:03:08,160 --> 00:03:09,440 If you're unsure 104 00:03:09,696 --> 00:03:13,792 What you can do as you can read the area and it says the perimeter other area 105 00:03:14,048 --> 00:03:14,560 Is never 106 00:03:15,072 --> 00:03:15,840 In the function 107 00:03:16,096 --> 00:03:17,632 And it says on 108 00:03:17,888 --> 00:03:18,400 Perimeter 109 00:03:18,656 --> 00:03:20,192 What is the area code when you expand 110 00:03:20,704 --> 00:03:21,472 So that's the one that 111 00:03:21,728 --> 00:03:23,520 I'm just going to turn this 112 00:03:23,776 --> 00:03:24,544 To ignore 113 00:03:25,056 --> 00:03:26,336 And now I'm Gonna Run the game 114 00:03:26,848 --> 00:03:28,384 We will no longer see any of them 115 00:03:28,640 --> 00:03:29,408 Types of 116 00:03:29,664 --> 00:03:30,176 Warning 117 00:03:30,432 --> 00:03:36,576 So if you encounter any other places during this course where you thinking error is being printed 118 00:03:36,832 --> 00:03:37,856 Or a warning has been 119 00:03:38,112 --> 00:03:39,136 Unnecessarily 120 00:03:39,392 --> 00:03:41,696 You're free come in here and customised you can control 121 00:03:41,952 --> 00:03:45,024 All kinds of Duty script warnings and errors 122 00:03:45,536 --> 00:03:46,048 In here 123 00:03:46,560 --> 00:03:48,096 To customise it to your liking 124 00:03:48,352 --> 00:03:52,960 Will be doing some more exploration of the project settings in the future as we built up the game 125 00:03:53,216 --> 00:03:56,288 What does a 2 quick things that I thought would be good to address now 126 00:03:56,544 --> 00:03:58,080 And will continue 127 00:03:58,336 --> 00:03:59,360 Building the game 128 00:03:59,616 --> 00:04:00,128 Mechanics 7831

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