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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:04,096 While we're navigating through our UI there are some a bra 2 00:00:04,352 --> 00:00:05,888 Changes between scenes 3 00:00:06,400 --> 00:00:09,216 That we want to resolve and 4 00:00:09,472 --> 00:00:14,336 The weather going to do this is were going to use a screen transition in the screen transition 5 00:00:14,592 --> 00:00:20,736 It is essentially what you see a lot of games where they will be like a screen wipe that comes over the screen 6 00:00:21,248 --> 00:00:21,760 And then 7 00:00:22,272 --> 00:00:24,320 That will transition into a new scene 8 00:00:24,576 --> 00:00:26,624 And that's what we're going to do because Dad will 9 00:00:26,880 --> 00:00:30,720 Mask the abrupt changes between our different scenes 10 00:00:31,232 --> 00:00:34,048 And just generally made the game feel that were salad 11 00:00:34,560 --> 00:00:40,704 Cyber touched texture to this lesson as a resource it's called screen transition 12 00:00:40,960 --> 00:00:43,264 DNG so go ahead and grab that 13 00:00:43,776 --> 00:00:46,080 Downloaded and bring it on in 14 00:00:46,336 --> 00:00:47,872 To your file system 15 00:00:49,664 --> 00:00:53,760 Can you can drink that screen transition into the assets UI 16 00:00:54,016 --> 00:00:54,784 Directory 17 00:00:55,040 --> 00:00:56,576 Alright let's create a new scene 18 00:00:57,856 --> 00:00:59,648 Will it root type of canvas layer 19 00:01:00,123 --> 00:01:03,131 Subtitled by online-courses.club We compress knowledge for you! 20 00:01:03,132 --> 00:01:03,744 Let's add a 21 00:01:04,256 --> 00:01:05,280 Colour rectangle 22 00:01:06,560 --> 00:01:12,704 As our route now or as our first child rename this to screen transition 23 00:01:13,984 --> 00:01:16,288 Let's make the colour rectangle 24 00:01:17,056 --> 00:01:22,176 The false Eyes by changing the Anchor preset to 4 rack from this button up here 25 00:01:22,688 --> 00:01:23,968 In the towbar 26 00:01:24,992 --> 00:01:29,344 Let's see this in seems UI and screen transition is fine 27 00:01:29,600 --> 00:01:30,112 Actually 28 00:01:30,624 --> 00:01:36,512 We don't want to say but here we want to save it in autoload because this is going to be something that's available to us all the time 29 00:01:37,024 --> 00:01:38,816 So let's go and save that they're not alone 30 00:01:40,096 --> 00:01:40,608 Alright 31 00:01:40,864 --> 00:01:45,216 So going to screen transition now going to write a sheet that will do the transition effects 32 00:01:45,728 --> 00:01:47,520 So select the colour rectangle 33 00:01:48,032 --> 00:01:50,336 Come on down to the material section 34 00:01:50,848 --> 00:01:51,616 Which is near the van 35 00:01:53,664 --> 00:01:56,736 Empty dropdown and then new shader material 36 00:01:57,504 --> 00:01:59,808 And then in our sheet material here 37 00:02:00,576 --> 00:02:01,088 Flight 38 00:02:01,344 --> 00:02:02,368 The shader resource 39 00:02:02,624 --> 00:02:03,648 Create new shader 40 00:02:04,160 --> 00:02:06,464 And just clicked create with this window comes 41 00:02:06,976 --> 00:02:09,792 And then click into the share to bring up the shader editor 42 00:02:10,304 --> 00:02:12,352 The defaults here are good 43 00:02:12,608 --> 00:02:15,424 We wanted to find it uniform now so I'm going to say uniform 44 00:02:15,680 --> 00:02:16,960 Sampler2d 45 00:02:17,728 --> 00:02:19,776 And this is going to be cold transition 46 00:02:20,032 --> 00:02:20,544 Texture 47 00:02:21,568 --> 00:02:23,360 And then put a semicolon at the end 48 00:02:23,872 --> 00:02:27,712 It's all we've got the shape parameter now transition text you 49 00:02:28,736 --> 00:02:32,064 Golden Grandad screen transition at png and Dragon Andover 50 00:02:32,832 --> 00:02:35,904 So now that's at as one of our sugar parameters 51 00:02:36,160 --> 00:02:38,464 And what are we going to do in a fragment shader 52 00:02:38,720 --> 00:02:41,280 Well what we want to do in the fragment shader 53 00:02:41,536 --> 00:02:42,560 Is essentially 54 00:02:43,072 --> 00:02:45,376 Animated transition over time 55 00:02:45,632 --> 00:02:49,728 Such that the colour rectangle is covering something on screen 56 00:02:49,984 --> 00:02:53,824 In accordance with how far we are through the transition so 57 00:02:54,336 --> 00:02:55,616 What's create another uniform 58 00:02:58,944 --> 00:03:01,248 Marina call this uniform flow 59 00:03:01,760 --> 00:03:03,040 What's the percent 60 00:03:04,064 --> 00:03:05,344 And unless you call me 61 00:03:05,600 --> 00:03:06,624 Int range 62 00:03:07,136 --> 00:03:09,184 0.0 to 1 points 63 00:03:09,952 --> 00:03:11,744 And then don't forget a semicolon at the end 64 00:03:12,512 --> 00:03:14,816 So now I've got this present parameter here 65 00:03:15,584 --> 00:03:19,424 Social what we're going to do is this is a grayscale texture this transition texture 66 00:03:19,936 --> 00:03:23,008 So we're going to compare the texture 67 00:03:23,520 --> 00:03:25,056 What's a red Channel 68 00:03:25,312 --> 00:03:26,848 To the percent of 69 00:03:27,872 --> 00:03:29,664 And depending on 70 00:03:29,920 --> 00:03:32,480 The value of the red Channel compared to the present 71 00:03:32,736 --> 00:03:35,040 Either going to render the pixel 72 00:03:35,552 --> 00:03:36,064 Now 73 00:03:36,320 --> 00:03:38,112 Why are you using a red Channel well 74 00:03:38,368 --> 00:03:39,904 In a greater scale texture 75 00:03:40,160 --> 00:03:43,488 The RGB channels all have the same value 76 00:03:44,000 --> 00:03:44,768 So essentially 77 00:03:45,024 --> 00:03:47,840 We're just using the texture to include some data 78 00:03:48,096 --> 00:03:49,888 And it doesn't really matter what 79 00:03:50,144 --> 00:03:52,960 Channel wheels we could use our orgy or be 80 00:03:53,472 --> 00:03:57,056 The only one of you can't use is Alpha because the alpha is always 81 00:03:58,080 --> 00:03:58,848 So what we going to do 82 00:03:59,360 --> 00:04:01,152 Is we are going to 83 00:04:01,664 --> 00:04:05,248 Crab the colour of the transition texture at the current UV 84 00:04:05,504 --> 00:04:06,272 So I say 85 00:04:06,784 --> 00:04:07,552 Back for 86 00:04:08,320 --> 00:04:09,344 Transition 87 00:04:10,368 --> 00:04:11,648 Colour is equal to 88 00:04:12,160 --> 00:04:13,696 Where can you use the texture function 89 00:04:13,952 --> 00:04:16,768 Going to pass our transition texture into there 90 00:04:17,280 --> 00:04:20,607 And then ruv is going to be the movie that's coming in for this 91 00:04:21,887 --> 00:04:23,423 Texture and then we need a 92 00:04:24,191 --> 00:04:25,215 So my own at the end 93 00:04:25,471 --> 00:04:31,615 Describing a colour from our text you at the same UV as the pixel that were 94 00:04:31,871 --> 00:04:33,407 Considering in the colour 95 00:04:33,663 --> 00:04:34,431 For the fragment 96 00:04:34,943 --> 00:04:36,735 Again remember the fragment shader run 97 00:04:36,991 --> 00:04:38,015 For every pixel 98 00:04:38,527 --> 00:04:39,551 In a text 99 00:04:39,807 --> 00:04:40,831 Recently getting 100 00:04:41,087 --> 00:04:42,111 Corresponding pics 101 00:04:42,367 --> 00:04:43,647 Add the transition 102 00:04:43,903 --> 00:04:44,671 Texture 103 00:04:44,927 --> 00:04:45,439 Now 104 00:04:45,695 --> 00:04:51,071 Is that technically the corresponding pixel because UV coordinates ra-01 basis 105 00:04:51,327 --> 00:04:53,887 Inner transition texture is 256 by 2 106 00:04:54,143 --> 00:04:54,655 56 107 00:04:54,911 --> 00:04:58,751 In our colorectal nose actually wider and has a different aspect ratio 108 00:04:59,007 --> 00:04:59,519 So 109 00:05:00,031 --> 00:05:00,799 It's getting 110 00:05:01,055 --> 00:05:02,079 Colour of 111 00:05:02,591 --> 00:05:07,711 Texture at the UV that corresponds to the UV of the current fragment that will 112 00:05:08,991 --> 00:05:10,783 So this will make more sense as we get into 113 00:05:11,039 --> 00:05:12,575 To do is to say 114 00:05:14,111 --> 00:05:14,623 If 115 00:05:15,135 --> 00:05:16,415 And then in parentheses 116 00:05:17,183 --> 00:05:18,207 Transition colour 117 00:05:18,975 --> 00:05:19,743 Are 118 00:05:20,255 --> 00:05:21,535 Is less than 2% 119 00:05:23,327 --> 00:05:28,191 Then we're going to use curly braces because that's what a shared language uses for blocked 120 00:05:28,959 --> 00:05:30,239 How to say Khalid 121 00:05:31,519 --> 00:05:32,031 A 122 00:05:32,287 --> 00:05:33,823 Is equal to 0 123 00:05:34,847 --> 00:05:36,127 With a colon at the 124 00:05:36,895 --> 00:05:37,663 Else 125 00:05:38,175 --> 00:05:42,271 And then the else block we want to write colour is equal to 126 00:05:42,783 --> 00:05:43,551 Texture 127 00:05:44,319 --> 00:05:48,159 The constant texture and the constant UV torch actually saying 128 00:05:48,415 --> 00:05:49,183 Just use 129 00:05:49,439 --> 00:05:51,487 The colour of the colour of rectangle 130 00:05:51,743 --> 00:05:53,279 If this is not the case 131 00:05:54,303 --> 00:05:55,583 Now if I move the present 132 00:05:56,351 --> 00:05:58,143 I can see that we get something really nice 133 00:05:58,399 --> 00:05:58,911 Looking 134 00:05:59,423 --> 00:06:00,703 So as remove the process 135 00:06:01,471 --> 00:06:02,495 Drinks in an hour 136 00:06:03,007 --> 00:06:09,151 Now when you play with this present you'll notice that the edges are very strange they look kind of bubbly and Justin 137 00:06:09,663 --> 00:06:10,175 Right 138 00:06:10,431 --> 00:06:11,967 That's because the default 139 00:06:12,735 --> 00:06:14,527 Filtering as applied to the texture 140 00:06:14,783 --> 00:06:15,807 Is I believe 141 00:06:16,063 --> 00:06:16,575 Linear 142 00:06:16,831 --> 00:06:18,623 Could be run on the exact filtering but 143 00:06:18,879 --> 00:06:21,695 Basically there's different ways of filtering a texture 144 00:06:21,951 --> 00:06:22,719 So that 145 00:06:22,975 --> 00:06:23,743 You can 146 00:06:23,999 --> 00:06:26,047 Infer what data 147 00:06:26,559 --> 00:06:29,119 Is between 2 pixel so friends 148 00:06:29,375 --> 00:06:31,935 If you take a small image and you upscale 149 00:06:32,447 --> 00:06:35,775 The filtering that you use on an image determines how much 150 00:06:36,031 --> 00:06:38,079 New data is created 151 00:06:38,591 --> 00:06:39,103 For that 152 00:06:39,615 --> 00:06:42,175 Pixel art we actually don't want any 153 00:06:42,431 --> 00:06:43,711 Filtering to do 154 00:06:43,967 --> 00:06:48,831 We don't we don't want our pics like to look blurry when we are skillet we wanted a look really Sharp 155 00:06:49,343 --> 00:06:50,879 And that's the same instance in here 156 00:06:51,135 --> 00:06:53,951 We don't want cadoux to infer 157 00:06:54,207 --> 00:06:56,767 What data exists when this text 158 00:06:57,023 --> 00:06:57,791 Gets to 159 00:06:58,047 --> 00:07:00,095 We wanted to use the real pixel day 160 00:07:01,119 --> 00:07:04,191 What we need to do in the uniform sampler2d here 161 00:07:04,447 --> 00:07:05,471 Are transition text 162 00:07:05,727 --> 00:07:08,287 We need a AK just before the semicolon here 163 00:07:08,543 --> 00:07:11,359 I need to specify filter nearest to tell it 164 00:07:11,615 --> 00:07:15,199 To use nearest filtering aka preserve pixels 165 00:07:16,223 --> 00:07:16,735 Let's 166 00:07:16,991 --> 00:07:20,319 Do this now so now you can see that we get this nice pixelated Edge 167 00:07:21,599 --> 00:07:25,439 Now the delivering or the sort of 168 00:07:25,951 --> 00:07:29,535 Darts the empty darts here along the edge are 169 00:07:29,791 --> 00:07:34,911 Due to the way that I've built the texture but they should actually be just fine it can it gives it a retro look 170 00:07:35,423 --> 00:07:37,983 So where can I go where can I see this is fine 171 00:07:38,495 --> 00:07:39,007 And 172 00:07:39,263 --> 00:07:41,567 One thing we need to do is we actually invert 173 00:07:41,823 --> 00:07:42,847 The if 174 00:07:43,359 --> 00:07:47,199 So instead of transaction colour.are is less than 4 settlers do greater than percent 175 00:07:47,455 --> 00:07:49,759 And that inverse of the other way as you can imagine 176 00:07:50,015 --> 00:07:52,319 Will start at zero for our transition 177 00:07:52,575 --> 00:07:54,111 We'll go all the way to 1 178 00:07:54,367 --> 00:07:56,671 For the transition and then we'll come back out 179 00:07:56,927 --> 00:07:57,951 For the transition 180 00:07:58,719 --> 00:08:01,279 No the thing about applying a shaded to a colour rectangle 181 00:08:01,535 --> 00:08:04,607 Is that you will notice that when you change the colour 182 00:08:05,631 --> 00:08:06,399 The colour 183 00:08:06,655 --> 00:08:08,191 That colour is not 184 00:08:08,703 --> 00:08:09,727 Transferred to the show 185 00:08:10,239 --> 00:08:14,847 And immediately I don't know exactly why this is but we can very easily fix this so 186 00:08:15,103 --> 00:08:16,895 In addition to our transition text 187 00:08:17,407 --> 00:08:19,199 Let's create a new uniform 188 00:08:19,711 --> 00:08:21,247 And this is going to be a vet 189 00:08:21,503 --> 00:08:22,015 4 190 00:08:22,271 --> 00:08:23,807 Transition 191 00:08:24,063 --> 00:08:24,575 Colour 192 00:08:25,087 --> 00:08:27,135 And say Colin 193 00:08:27,647 --> 00:08:31,231 And then the call in after the corn were going to say source collar 194 00:08:31,743 --> 00:08:35,327 Now that invalidates hour variable down here this back for 195 00:08:35,583 --> 00:08:37,887 So we're going to call this transition texture colour 196 00:08:38,399 --> 00:08:40,191 And rename it here as well 197 00:08:41,727 --> 00:08:45,567 Ok and then instead of saying bring a texture down here in this else 198 00:08:46,079 --> 00:08:47,871 We're simply going to say the colour is equal to 199 00:08:48,383 --> 00:08:49,151 Transition colour 200 00:08:50,687 --> 00:08:52,223 Ok and it's Black by The Fall 201 00:08:52,479 --> 00:08:55,295 And so now if we go down to our premises 202 00:08:56,063 --> 00:08:59,903 We can change this transition colour to that brown that we used throughout the game 203 00:09:00,159 --> 00:09:03,999 Just like that and that brown hex code is 3 f 204 00:09:04,511 --> 00:09:05,279 26 205 00:09:05,535 --> 00:09:07,583 31 in case you don't have it saved 206 00:09:08,351 --> 00:09:11,167 And so now we've got a nice looking transition texture 207 00:09:11,423 --> 00:09:12,191 That we can use now 208 00:09:12,447 --> 00:09:13,215 We need 209 00:09:13,983 --> 00:09:17,055 So what I'm going to do as I'm going to add an animation player to 210 00:09:17,311 --> 00:09:18,335 The root node 211 00:09:19,359 --> 00:09:20,895 And I'll move it as the first child 212 00:09:21,407 --> 00:09:22,943 What's create a new animation 213 00:09:23,455 --> 00:09:25,503 And let's call days default 214 00:09:26,783 --> 00:09:28,831 Let's make the duration 215 00:09:29,855 --> 00:09:31,391 4 seconds like usual 216 00:09:31,903 --> 00:09:34,207 Let's select HR colour 217 00:09:34,719 --> 00:09:37,023 What's the like the animation to have at the bottom 218 00:09:37,279 --> 00:09:39,583 And a let's roll down 2 hours 219 00:09:40,095 --> 00:09:45,471 And let's keyframe this percent right here so click on the keyboard next to the percent sheet of perimeter 220 00:09:47,007 --> 00:09:47,775 Play create 221 00:09:48,287 --> 00:09:49,823 And then at the end 222 00:09:50,847 --> 00:09:54,431 Let's set the percent to 10 in Surrey Quay at the end 223 00:09:54,687 --> 00:09:55,967 Change the value to 1 224 00:09:56,479 --> 00:09:58,271 You should see that 225 00:09:59,039 --> 00:09:59,551 Weather 226 00:09:59,807 --> 00:10:01,740 Create an easing belly for this so I'm going to select the first keyframe 227 00:10:01,741 --> 00:10:04,041 Subtitled by online-courses.club We compress knowledge for you! 228 00:10:04,042 --> 00:10:05,951 And make the easy closer to 2 229 00:10:07,743 --> 00:10:09,279 And that just looks much nicer 230 00:10:09,535 --> 00:10:13,631 You can play the animation backwards by the way with this button right here this play backwards but 231 00:10:14,911 --> 00:10:16,959 That's how we're going to be using it in engine sorry 232 00:10:17,471 --> 00:10:18,751 Playing it and then going back 233 00:10:19,263 --> 00:10:20,287 So that's looking good 234 00:10:20,543 --> 00:10:22,847 Let's create a script for a screen transition 235 00:10:24,895 --> 00:10:27,199 And we're going to want to do one thing 236 00:10:27,711 --> 00:10:30,527 That special here which is that were gonna create a signal 237 00:10:31,039 --> 00:10:32,575 Transition halfway 238 00:10:35,135 --> 00:10:39,999 That's going to tell other parts of the code that the transition has fully covered at the screen 239 00:10:40,255 --> 00:10:42,047 So that we can do things in the background 240 00:10:42,559 --> 00:10:43,839 And you see how that works on justice 241 00:10:44,095 --> 00:10:46,399 Regard transition halfway 242 00:10:46,655 --> 00:10:47,423 Now let's 243 00:10:48,191 --> 00:10:49,983 What's create a mountain called 244 00:10:50,751 --> 00:10:51,775 Transition in 245 00:10:53,311 --> 00:10:55,615 And what will do as well call animationplayer 246 00:10:55,871 --> 00:10:56,639 Play 247 00:10:58,687 --> 00:11:02,271 Actually was renamed as to transition so it's just function transition 248 00:11:02,783 --> 00:11:05,087 And let's Create another method here called 249 00:11:05,599 --> 00:11:06,111 Funk 250 00:11:07,903 --> 00:11:08,927 Transition 251 00:11:09,439 --> 00:11:09,951 Halfway 252 00:11:11,743 --> 00:11:17,119 And then here was it we're going to do transition halfway in the reason that working in function for this 253 00:11:17,375 --> 00:11:19,423 Is because we're going to call it in 254 00:11:19,679 --> 00:11:20,959 The animationplayer 255 00:11:21,471 --> 00:11:25,311 So let's Create comment the tracker animation so open up animation 256 00:11:25,567 --> 00:11:26,079 Tell her 257 00:11:26,335 --> 00:11:28,383 Click and track call method track 258 00:11:29,407 --> 00:11:31,967 The root node screen transition 259 00:11:33,247 --> 00:11:35,039 Can I had an inserted key 260 00:11:35,551 --> 00:11:36,319 Which is 261 00:11:36,575 --> 00:11:38,111 Transition halfway 262 00:11:38,367 --> 00:11:40,159 And drag it on over so that it at the end 263 00:11:40,927 --> 00:11:43,487 So now when it gets to the end which is fully covered 264 00:11:43,743 --> 00:11:49,887 It's going to admit that signal which again will let us know that we can now switch out the scene because this is 265 00:11:50,143 --> 00:11:51,167 Be on top of 266 00:11:51,423 --> 00:11:51,935 The window 267 00:11:52,191 --> 00:11:53,727 Now there's something tricky here 268 00:11:53,983 --> 00:11:54,751 Which is that 269 00:11:55,263 --> 00:11:57,823 That signal is going to be a minute again when we play back 270 00:11:58,079 --> 00:11:59,103 And when are we going to play 271 00:11:59,359 --> 00:12:02,175 We're going to do is we're going to wait in here 272 00:12:03,967 --> 00:12:04,735 We'll get away 273 00:12:04,991 --> 00:12:06,271 Transitioned halfway 274 00:12:07,039 --> 00:12:07,807 Just like so 275 00:12:08,063 --> 00:12:09,855 And I'm going to call animation player 276 00:12:11,135 --> 00:12:12,159 Play backwards 277 00:12:13,183 --> 00:12:13,695 Default 278 00:12:14,463 --> 00:12:15,743 So it's going to play default 279 00:12:15,999 --> 00:12:19,583 Await for that transition signal to be sent and it's going to play 280 00:12:20,095 --> 00:12:21,119 That animation back 281 00:12:21,631 --> 00:12:23,167 One problem we have 282 00:12:23,679 --> 00:12:25,215 When we can't play backwards 283 00:12:25,727 --> 00:12:26,239 Is that 284 00:12:26,751 --> 00:12:32,639 It's also going to admit this transition halfway single again because that's happening at the end of the animation 285 00:12:33,151 --> 00:12:33,919 And 286 00:12:34,175 --> 00:12:35,711 That's not exactly what we want 287 00:12:35,967 --> 00:12:36,479 Do 288 00:12:36,735 --> 00:12:40,575 So that we can fix that these weekend simply do the following 289 00:12:41,087 --> 00:12:42,367 We can create a new variable 290 00:12:42,623 --> 00:12:43,135 Call 291 00:12:43,647 --> 00:12:44,159 Skip 292 00:12:46,463 --> 00:12:47,999 And I said that to false 293 00:12:48,511 --> 00:12:51,583 Then RM8 transition halfway will say if skip 294 00:12:51,839 --> 00:12:53,887 We can set skip in 295 00:12:54,143 --> 00:12:55,423 Two falls in here 296 00:12:56,191 --> 00:12:57,215 And then we can return 297 00:12:59,007 --> 00:13:05,151 Well a way to transition halfway and then when that transition is done we can say skip in make here 298 00:13:05,407 --> 00:13:07,967 And then when this play backwards happens 299 00:13:08,223 --> 00:13:11,039 It's going to get to this Block and see that skipped it is true 300 00:13:11,295 --> 00:13:13,855 It's going to reset it but it's also going to return so we 301 00:13:14,111 --> 00:13:16,671 So we don't have that transition have we're happening again 302 00:13:17,439 --> 00:13:19,743 We were just ignoring the sex 303 00:13:19,999 --> 00:13:22,047 Transition pathway signalling 304 00:13:22,303 --> 00:13:28,447 So with all of that out of the way now we need to add this as an auto load but before we do 305 00:13:28,703 --> 00:13:29,983 What's like to routenote here 306 00:13:30,239 --> 00:13:32,287 Let's at the lair here to something like 307 00:13:32,543 --> 00:13:35,103 5 / Rangers on top of everything else 308 00:13:35,871 --> 00:13:37,919 And now it's got a project project settings 309 00:13:38,175 --> 00:13:38,943 Autoload 310 00:13:39,199 --> 00:13:40,735 Let's go ahead and load up 311 00:13:40,991 --> 00:13:43,039 That seems autoload 312 00:13:44,063 --> 00:13:47,135 Screen transition 313 00:13:48,159 --> 00:13:50,719 Screen transition is an autoloader 314 00:13:51,231 --> 00:13:53,023 I'm going to show you how we can use 315 00:13:53,535 --> 00:13:55,839 I'm going to go open my main menu 316 00:13:56,351 --> 00:13:57,119 Script here 317 00:13:57,375 --> 00:14:00,447 And sign here in our on play Press we can do 318 00:14:00,703 --> 00:14:01,727 Screen 319 00:14:02,751 --> 00:14:03,775 Transition 320 00:14:04,287 --> 00:14:05,055 Transition 321 00:14:05,311 --> 00:14:07,871 So we can call that will kick-off the transition 322 00:14:08,127 --> 00:14:09,407 Then will await 323 00:14:09,919 --> 00:14:12,735 Screen transition transition halfway 324 00:14:13,503 --> 00:14:15,295 So we're going to wait for that to be done 325 00:14:15,551 --> 00:14:17,343 And then we can change our scene 326 00:14:17,599 --> 00:14:18,367 To the file 327 00:14:18,623 --> 00:14:20,159 So now if I run my game 328 00:14:20,415 --> 00:14:21,695 And I click play 329 00:14:22,719 --> 00:14:24,255 That's not gonna work because 330 00:14:24,511 --> 00:14:26,303 Let's go back to a screen transition 331 00:14:26,559 --> 00:14:28,351 We got hit by the 332 00:14:28,607 --> 00:14:32,191 Control node Mouse filter so we need to go to a screen transition 333 00:14:32,447 --> 00:14:33,983 Go to the colour rectangle here 334 00:14:34,239 --> 00:14:35,263 And we need to 335 00:14:36,031 --> 00:14:38,847 Change the filter mode to ignore 336 00:14:39,103 --> 00:14:45,247 Now it may actually be beneficial to introduce them Mouse black and capabilities of the transit 337 00:14:45,503 --> 00:14:49,343 Because then that means that we can't do any input while transition is have 338 00:14:49,599 --> 00:14:50,879 Which makes Levi a good 339 00:14:51,391 --> 00:14:55,487 So let's leave the mouse filter in place and what will do when our animation play 340 00:14:55,999 --> 00:14:59,327 Is will simply said the colour rectangle to invisible by the four 341 00:14:59,839 --> 00:15:00,351 So let's 342 00:15:00,607 --> 00:15:03,423 This off as visible so that's now in this 343 00:15:03,679 --> 00:15:05,471 And when I control Now does not visible 344 00:15:05,727 --> 00:15:11,615 It does not accept any emails events so we can Mark that is invisible with little I I can't like we did 345 00:15:12,383 --> 00:15:14,175 With our colour right angle selector 346 00:15:14,431 --> 00:15:16,991 Open up the animation panel at the bottom 347 00:15:18,271 --> 00:15:21,087 And then let's go down until we see 348 00:15:21,343 --> 00:15:22,879 The visibility option 349 00:15:23,135 --> 00:15:25,183 Which is about Midway through 350 00:15:25,439 --> 00:15:26,719 So we got the visible here 351 00:15:27,231 --> 00:15:27,743 Let's 352 00:15:27,999 --> 00:15:30,047 Keep playing that by clicking the key icon 353 00:15:30,559 --> 00:15:31,071 Click 354 00:15:31,583 --> 00:15:35,423 So we got this one here now remember we're playing is animation backwards to 355 00:15:35,935 --> 00:15:41,311 So what I'm going to do is add .01 seconds won't change my snap 2.01 I'm going to zoom in 356 00:15:41,823 --> 00:15:43,615 Until I see the point zero one mark 357 00:15:44,127 --> 00:15:46,431 I'm in the market as visible right here 358 00:15:46,943 --> 00:15:50,783 Until you see what this is doing basically this will set it to invisible 359 00:15:51,039 --> 00:15:55,135 And then after 8.01 seconds will be visible in the reason for that is because 360 00:15:55,647 --> 00:15:57,439 When we come back around 361 00:15:58,207 --> 00:16:02,047 We're going to want to send it to invisible again so Mouse input can have 362 00:16:02,559 --> 00:16:04,607 If we only had a single keyframe here 363 00:16:05,119 --> 00:16:09,471 Setting it to visible then we wouldn't be able to toggle it back to 364 00:16:09,983 --> 00:16:14,335 So that's the purpose of these two keyframes and this will be not noticeable so it should be fine 365 00:16:15,103 --> 00:16:16,639 So now we go back to our main 366 00:16:17,407 --> 00:16:19,199 We should be able to click on Play 367 00:16:20,223 --> 00:16:22,015 And we'll get a nice transition like 368 00:16:22,783 --> 00:16:26,367 Never a couple of other places where we want to introduce that transition 369 00:16:27,135 --> 00:16:31,487 What are the places we need to transition as well is to the options menu 370 00:16:31,999 --> 00:16:33,535 So what's going on main menu here 371 00:16:34,559 --> 00:16:35,583 And I'm 372 00:16:35,839 --> 00:16:36,863 Close the advert wind 373 00:16:37,375 --> 00:16:39,679 And basically what we want to do is 374 00:16:39,935 --> 00:16:42,239 Copy these two lines and paste them 375 00:16:43,007 --> 00:16:44,287 Right above 376 00:16:45,311 --> 00:16:47,103 The rest of our code in the on off 377 00:16:47,359 --> 00:16:47,871 Pressed 378 00:16:48,127 --> 00:16:50,431 OK then let's go to a pause menu as well 379 00:16:50,687 --> 00:16:53,247 Let's do the same thing so open up the pause menu 380 00:16:54,015 --> 00:16:59,647 When the options button is pressed l Space those two lines again so the screen transition 381 00:17:00,159 --> 00:17:02,463 And I will await that transition have 382 00:17:02,719 --> 00:17:05,023 Alicia fireworks are gonna go ahead and open 383 00:17:05,279 --> 00:17:08,351 About games click options that take us to the action 384 00:17:08,863 --> 00:17:10,911 We need to do the same for the back button 385 00:17:11,167 --> 00:17:12,447 Let's go ahead and play 386 00:17:12,959 --> 00:17:13,471 Open up 387 00:17:13,727 --> 00:17:14,751 The pause menu 388 00:17:15,519 --> 00:17:19,359 Click options ok so options is not working and why is that so I wanted to 389 00:17:19,871 --> 00:17:22,687 Brainstorm for a bit why do you think that this options is not 390 00:17:24,223 --> 00:17:25,503 Ok and the answer is because 391 00:17:25,759 --> 00:17:28,831 We did that change the process mode of the screen transition 392 00:17:29,087 --> 00:17:31,647 So it is being affected by the Pars state 393 00:17:31,903 --> 00:17:32,671 Of 394 00:17:32,927 --> 00:17:33,695 The scene tree 395 00:17:33,951 --> 00:17:37,791 So we need a just scroll down with the screen transition group no select 396 00:17:38,559 --> 00:17:40,607 Change the process mode to always 397 00:17:42,143 --> 00:17:44,959 Ok then I will heal it's open up the options menu 398 00:17:45,471 --> 00:17:47,775 Space those two lines above 399 00:17:48,031 --> 00:17:49,823 On the onbackpressed 400 00:17:50,079 --> 00:17:50,847 Method here 401 00:17:51,103 --> 00:17:51,871 So again 402 00:17:52,383 --> 00:17:53,919 These two transition Lines 403 00:17:54,687 --> 00:17:58,527 And then let's go ahead and try it out so if I go to my options menu 404 00:17:59,039 --> 00:17:59,807 I can't click back 405 00:18:01,855 --> 00:18:02,879 How many quick play 406 00:18:03,135 --> 00:18:06,975 Now if I open an iPod menu at the options I should see that working just fine 407 00:18:09,535 --> 00:18:15,167 Now one quick fix is I'm noticing at the main menu then yet is not working yet again 408 00:18:15,679 --> 00:18:18,495 And that's because we need to change the Venue layer 22 409 00:18:19,007 --> 00:18:20,031 In the main menu 410 00:18:21,311 --> 00:18:22,591 And everything is good 411 00:18:22,847 --> 00:18:26,175 Cyber leave we've got Oliver transitions in place 412 00:18:26,687 --> 00:18:29,247 Actually let's try the death screen 413 00:18:31,807 --> 00:18:34,367 So when we click restart from the victory screen 414 00:18:34,623 --> 00:18:36,159 Or from the end screen here 415 00:18:36,671 --> 00:18:38,463 We need to also do a transition there 416 00:18:38,719 --> 00:18:40,767 Sauna Henry start button pressed 417 00:18:42,047 --> 00:18:43,583 Let's do the screen Transit 418 00:18:44,607 --> 00:18:46,399 As the first couple of lines in 419 00:18:46,655 --> 00:18:49,471 Buttons and screen on reset button press 420 00:18:50,239 --> 00:18:53,823 Transitions and left you once I'll test everything make sure it's all good 421 00:18:54,335 --> 00:18:57,151 And now I've got my defeat screen I'm going to click restart 422 00:18:57,663 --> 00:18:59,711 And the game is restarted so 423 00:18:59,967 --> 00:19:02,271 Yep that is screen transitions 30233

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