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While we're navigating through our UI there are some a bra
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Changes between scenes
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That we want to resolve and
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The weather going to do this is were going to use a screen transition in the screen transition
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It is essentially what you see a lot of games where they will be like a screen wipe that comes over the screen
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And then
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That will transition into a new scene
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And that's what we're going to do because Dad will
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Mask the abrupt changes between our different scenes
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And just generally made the game feel that were salad
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Cyber touched texture to this lesson as a resource it's called screen transition
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DNG so go ahead and grab that
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Downloaded and bring it on in
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To your file system
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Can you can drink that screen transition into the assets UI
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Directory
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Alright let's create a new scene
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Will it root type of canvas layer
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Subtitled by
online-courses.club
We compress knowledge for you!
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Let's add a
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Colour rectangle
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As our route now or as our first child rename this to screen transition
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Let's make the colour rectangle
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The false Eyes by changing the Anchor preset to 4 rack from this button up here
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In the towbar
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Let's see this in seems UI and screen transition is fine
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Actually
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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
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So let's go and save that they're not alone
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Alright
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So going to screen transition now going to write a sheet that will do the transition effects
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So select the colour rectangle
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Come on down to the material section
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Which is near the van
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Empty dropdown and then new shader material
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And then in our sheet material here
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Flight
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The shader resource
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Create new shader
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And just clicked create with this window comes
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And then click into the share to bring up the shader editor
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The defaults here are good
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We wanted to find it uniform now so I'm going to say uniform
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Sampler2d
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And this is going to be cold transition
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Texture
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And then put a semicolon at the end
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It's all we've got the shape parameter now transition text you
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Golden Grandad screen transition at png and Dragon Andover
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So now that's at as one of our sugar parameters
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And what are we going to do in a fragment shader
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Well what we want to do in the fragment shader
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Is essentially
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Animated transition over time
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Such that the colour rectangle is covering something on screen
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In accordance with how far we are through the transition so
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What's create another uniform
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Marina call this uniform flow
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What's the percent
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And unless you call me
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Int range
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0.0 to 1 points
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And then don't forget a semicolon at the end
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So now I've got this present parameter here
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Social what we're going to do is this is a grayscale texture this transition texture
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So we're going to compare the texture
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What's a red Channel
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To the percent of
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And depending on
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The value of the red Channel compared to the present
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Either going to render the pixel
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Now
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Why are you using a red Channel well
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In a greater scale texture
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The RGB channels all have the same value
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So essentially
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We're just using the texture to include some data
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And it doesn't really matter what
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Channel wheels we could use our orgy or be
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The only one of you can't use is Alpha because the alpha is always
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So what we going to do
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Is we are going to
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Crab the colour of the transition texture at the current UV
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So I say
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Back for
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Transition
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Colour is equal to
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Where can you use the texture function
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Going to pass our transition texture into there
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And then ruv is going to be the movie that's coming in for this
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Texture and then we need a
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So my own at the end
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Describing a colour from our text you at the same UV as the pixel that were
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Considering in the colour
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For the fragment
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Again remember the fragment shader run
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For every pixel
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In a text
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Recently getting
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Corresponding pics
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Add the transition
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Texture
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Now
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Is that technically the corresponding pixel because UV coordinates ra-01 basis
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Inner transition texture is 256 by 2
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56
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In our colorectal nose actually wider and has a different aspect ratio
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So
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It's getting
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Colour of
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Texture at the UV that corresponds to the UV of the current fragment that will
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So this will make more sense as we get into
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To do is to say
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If
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And then in parentheses
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Transition colour
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Are
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Is less than 2%
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Then we're going to use curly braces because that's what a shared language uses for blocked
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How to say Khalid
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A
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Is equal to 0
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With a colon at the
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Else
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And then the else block we want to write colour is equal to
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Texture
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The constant texture and the constant UV torch actually saying
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Just use
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The colour of the colour of rectangle
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If this is not the case
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Now if I move the present
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I can see that we get something really nice
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Looking
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So as remove the process
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Drinks in an hour
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Now when you play with this present you'll notice that the edges are very strange they look kind of bubbly and Justin
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Right
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That's because the default
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Filtering as applied to the texture
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Is I believe
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Linear
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Could be run on the exact filtering but
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Basically there's different ways of filtering a texture
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So that
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You can
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Infer what data
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Is between 2 pixel so friends
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If you take a small image and you upscale
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The filtering that you use on an image determines how much
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New data is created
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For that
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Pixel art we actually don't want any
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Filtering to do
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We don't we don't want our pics like to look blurry when we are skillet we wanted a look really Sharp
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And that's the same instance in here
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We don't want cadoux to infer
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What data exists when this text
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Gets to
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We wanted to use the real pixel day
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What we need to do in the uniform sampler2d here
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Are transition text
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We need a AK just before the semicolon here
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I need to specify filter nearest to tell it
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To use nearest filtering aka preserve pixels
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Let's
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Do this now so now you can see that we get this nice pixelated Edge
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Now the delivering or the sort of
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Darts the empty darts here along the edge are
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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
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So where can I go where can I see this is fine
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And
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One thing we need to do is we actually invert
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The if
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So instead of transaction colour.are is less than 4 settlers do greater than percent
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And that inverse of the other way as you can imagine
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Will start at zero for our transition
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We'll go all the way to 1
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For the transition and then we'll come back out
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For the transition
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No the thing about applying a shaded to a colour rectangle
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Is that you will notice that when you change the colour
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The colour
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That colour is not
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Transferred to the show
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And immediately I don't know exactly why this is but we can very easily fix this so
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In addition to our transition text
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Let's create a new uniform
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And this is going to be a vet
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4
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Transition
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Colour
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And say Colin
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And then the call in after the corn were going to say source collar
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Now that invalidates hour variable down here this back for
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So we're going to call this transition texture colour
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And rename it here as well
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Ok and then instead of saying bring a texture down here in this else
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We're simply going to say the colour is equal to
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Transition colour
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Ok and it's Black by The Fall
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And so now if we go down to our premises
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We can change this transition colour to that brown that we used throughout the game
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Just like that and that brown hex code is 3 f
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26
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31 in case you don't have it saved
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And so now we've got a nice looking transition texture
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That we can use now
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We need
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So what I'm going to do as I'm going to add an animation player to
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The root node
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And I'll move it as the first child
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What's create a new animation
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And let's call days default
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Let's make the duration
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4 seconds like usual
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Let's select HR colour
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What's the like the animation to have at the bottom
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And a let's roll down 2 hours
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And let's keyframe this percent right here so click on the keyboard next to the percent sheet of perimeter
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Play create
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And then at the end
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Let's set the percent to 10 in Surrey Quay at the end
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Change the value to 1
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You should see that
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Weather
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Create an easing belly for this so I'm going to select the first keyframe
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Subtitled by
online-courses.club
We compress knowledge for you!
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And make the easy closer to 2
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And that just looks much nicer
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You can play the animation backwards by the way with this button right here this play backwards but
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That's how we're going to be using it in engine sorry
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Playing it and then going back
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So that's looking good
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Let's create a script for a screen transition
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And we're going to want to do one thing
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That special here which is that were gonna create a signal
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Transition halfway
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That's going to tell other parts of the code that the transition has fully covered at the screen
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So that we can do things in the background
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And you see how that works on justice
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Regard transition halfway
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Now let's
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What's create a mountain called
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Transition in
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And what will do as well call animationplayer
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Play
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Actually was renamed as to transition so it's just function transition
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And let's Create another method here called
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Funk
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Transition
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Halfway
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And then here was it we're going to do transition halfway in the reason that working in function for this
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Is because we're going to call it in
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The animationplayer
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So let's Create comment the tracker animation so open up animation
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Tell her
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Click and track call method track
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The root node screen transition
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Can I had an inserted key
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Which is
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Transition halfway
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And drag it on over so that it at the end
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So now when it gets to the end which is fully covered
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It's going to admit that signal which again will let us know that we can now switch out the scene because this is
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Be on top of
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The window
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Now there's something tricky here
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Which is that
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That signal is going to be a minute again when we play back
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And when are we going to play
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We're going to do is we're going to wait in here
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We'll get away
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Transitioned halfway
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Just like so
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And I'm going to call animation player
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Play backwards
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Default
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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
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00:12:54,143 --> 00:12:55,423
Two falls in here
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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
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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
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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
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00:13:44,063 --> 00:13:47,135
Screen transition
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00:13:48,159 --> 00:13:50,719
Screen transition is an autoloader
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I'm going to show you how we can use
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I'm going to go open my main menu
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Script here
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00:13:57,375 --> 00:14:00,447
And sign here in our on play Press we can do
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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
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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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