WEBVTT

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Let's create anime too.

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So for that we will move over to project tab and then assets folder and then sprites folder.

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But before we do it, let's disable our Anime -- GameObject first.

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So we will select our anime one in the hierarchy.

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Then go over to Inspector and uncheck.

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Basically you disabling that.

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Or you can simply select your anime and then press down delete in order to delete.

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But before you delete, make sure you just go to overwrites and then just click on this apply on Apply

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All if you change it, anything uh anything like that.

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So you need to do it.

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So let's uh so for that I'm going to head over to my project.

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Have one more time than assets and then sprites folder.

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Then I will head over to my anime folder.

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To folder I have the Ninja right over here.

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Basically this is our anime two.

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So I'm going to select all of the sprite by holding down.

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Shift that and then go over to Inspector and fix the sprite mode to.

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We're going to choose multiple and pixel per unit.

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We're going to choose something around 16 and then a filter mode.

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We will choose Point of filter to get rid of blurry, and then click on this apply button in the bottom

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right section.

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So let's find the ideal one.

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So we will select the ideal sprite.

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So uh not the ideal.

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Uh basically we're gonna select the work one.

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Uh, since we basically want this enemy to patrol around our ground, and once our player game object

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gets in attack range, then that enemy two game object just gonna attack on our player.

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So let's do that.

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So I'm going to select the work one.

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So let's select that sprite sheet.

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Let's go over to Inspector.

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Let's click on this sprite editor.

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So we need to slice it individually.

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So as you can notice we have it.

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So what we will do we will slice individually or grid by cell count.

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So in the top left let's click on slice.

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Let's select automatic to read by cell count.

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And let's count how many columns and rows we have.

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So we can see three, six, six, nine, ten columns.

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So we're going to put ten columns and one row.

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Let's click on the slice button and then click on this apply button.

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And if we select our game view.

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And let's move over to that sprite sheet.

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And let's click on this arrow in order to see the individual.

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So I'm going to select this one.

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Let's drag it over to the scene view or into this hierarchy.

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So I want this anime a little bit bigger.

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So I'm going to select that sprite sheet.

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Let's go over to Inspector.

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And let's make this pixel per unit a even less number in order to make this sprite larger.

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So we're going to do it something around 12.

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And let's scroll down and we're going to click on this apply button.

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And as soon as we click on that apply button by now we can see this is seems fine.

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And make sure you do the same thing with all of this sprite.

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So we will all select all of this sprite by holding down shift.

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Let's go over to Inspector Pixel per unit.

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We're going to make it 12.

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And then scroll down and click on this overwrite for windows Mac Linux and choose this Mac size to something

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around 16 384.

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And then click on this apply button.

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And once you're done, you you can skip this part, which is overwrite.

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It doesn't need to be, so you can just leave that.

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So let's rename this to something like anime two.

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So let's call this one anime anime two.

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Let's call this one anime two.

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And we need to add some components to this anime two game object.

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But before we do, we want to flip this anime to the left side.

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To do so, let's go over to Inspector then sprite Renderer component and let's check this x one or horizontal

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if we want to flip.

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So that's why we need to check this x.

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Firstly move over to Spriterenderer component and then check it.

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Check that.

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So it's gonna flip to the left direction.

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And now let's add some components to this enemy two GameObject.

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So the first thing I'm gonna add a rigid body 2D.

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So let's click on this add component.

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And we're gonna add rigid body 2D.

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So let's attach that and gravity scale.

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We're gonna choose three collision detection.

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We're gonna choose continuous interpolate to interpolate to making out smooth.

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And we're gonna freeze the rotation about z axis.

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And I'm gonna scale up the gravity a little bit, something like five.

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And also I want the mass of this animated game object a little bit heavy.

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So I'm going to make it something around five.

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And after doing that let's add one more component which will be a Collider 2D, Collider 2D.

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So it's gonna detect collision.

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So it's gonna detect collision and it's gonna fall down on top of this ground.

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So it's not gonna just pass through this ground.

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So let's click on this add component and we're gonna add a box Collider 2D and attach that.

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And let's click on this Edit Collider.

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And we're gonna edit the collider as the size of our animator GameObject as you can see.

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So let's make it size something like this much.

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And this seems pretty much fine.

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So just adjust.

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Just adjust the sprite as the size of your box Collider 2D.

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So you need to make it something like that.

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So as you can see now this is fine.

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And we're gonna assign this enemy to as a enemy tag.

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So we will go over to Inspector and Tag.

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As you can see it says untagged.

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So let's click there.

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And we don't have any enemy tag yet so let's create that.

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So I want to assign this enemy to as enemy tag.

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To do so we will select our enemy to.

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Let's go over to Inspector and let's click on this untag a and then click on this add tag.

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And let's click on this plus icon.

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So we're going to create a new tag.

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And let's call this tag to something like sorry let's click let's call this one anime.

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And let's click on the save button.

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And we will select our anime two.

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And let's assign with the tag which we recently created.

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And we're going to assign this anime as a anime layer.

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Basically this anime two.

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So we will go to layer Add default it, set it to default.

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So we're going to choose our anime.

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So now we assign it this anime to anime two as well as anime layer.

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And we're going to do the same thing.

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Basically we need to assign our first anime one as anime tag, so we will choose our anime one in the

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hierarchy, which we disable it, or you can simply move over to your project tab assets and then prefabs

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folder, and you can find your anime one there.

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Then select that, select that, then go over to Inspector and Tag.

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As you can see it says on tag.

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So we're going to assign with enemy.

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Now we assign it this enemy one as well as this enemy to as enemy attack.

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As you can notice in Inspector.

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And now let's create the animation of this enemy two game object.

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We.

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So we're gonna create some animation.

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So the first animation will be the working one.

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Second animation will be the attack.

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Something like that.

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Third animation just gonna be the third one.

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And the fourth animation will be you can simply say the animation clip.

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So let's create those.

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To do so I'm gonna head over to my project tab assets and then as sprites folder anime folder and then

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E2 folder.

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And let's select the sprite sheet which is work one.

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So we're going to select this.

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And let's click on this arrow in order to see individual sprite.

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So we will select all of these individual sprite by holding down shift.

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And then drag it over to this animator GameObject in the hierarchy.

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Top of this animator GameObject in the hierarchy.

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In order to make the animation right away and now we need to place the animation where we want to place

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it.

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So we will go to assets in the top left and assets.

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We created this animation folder as you can notice.

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So we will open that up by double clicking on it.

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And let's we also created a sub folder which is enemy underscore animation.

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So we're going to open that up as well by double clicking on it.

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And we're going to create a new folder for this enemy two animation for this enemy two game object.

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So let's right click then new a new folder.

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And let's call this folder to something like enemy to underscore animation.

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So let's call it enemy to underscore animation.

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And let's open up this folder by double clicking on it.

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So just wait and double clicking on it.

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And now we have to we have to name the animation what we want to name it.

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So since this is just going to be the work one, so we're going to call this one something like anime

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two underscore work or petrol.

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Let's call it petrol.

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Let's simply call it work.

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Instead of calling it petrol.

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You can call that one petrol as well.

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It's basically after you.

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And now we're going to click on the save button in order to save it.

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Uh, the animation.

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And if we select our animator game object and then move over to animation tab and then click on this

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play button, we can see by now anime two just playing this, playing this working animation clip over

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again and again.

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So if I just go ahead and hit this play button in the top, you will see as soon as our game.

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Just gonna start this anime to game object.

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Just gonna play a anime to work animation clip right away, over again and again, because we just created

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that animation and we also need to create another other animation, which will be the you can say attack

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heart and the death.

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So let's do that.

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So let's get out of play mode.

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Basically we're going to do the same thing as we have done with our first anime.

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So we will approach the same thing.

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So let's head over to this project tab.

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And now let's find our attack one.

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So we're going to find the attack one.

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So we have that that we have attack over here.

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So let's select that Spritesheet.

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Let's go over to Inspector.

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Let's click on this open Sprite editor.

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So we can see we have many as sprites.

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So we need to split individually.

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So before we do it let's count.

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So 488 12 uh 1212 1314 1516 1718 1920.

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So we have 20 columns.

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So we're going to select automatic to create by cell count.

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So let's put 20 columns and one row.

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And then let's click on the slice button and then click on this apply button.

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And I'm going to select my game view once again.

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And let's go to that spreadsheet.

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And then click on this arrow to see individual.

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And we will select all of these individual sprite by holding down shift.

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And let's drag it over to over to top of this animator GameObject in the hierarchy.

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In order to make it a, make the animation, uh, in a faster way.

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So we will go to assets animation, anime animations folder, animator animation folder, and we have

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to name this animation.

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So I'm going to call this animation clip something like animator.

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So this will be the attack one.

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So we can simply call this one animator underscore attack.

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And let's click hit enter in order to save the animation.

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And if we select our animator GameObject in the hierarchy, then move over to animation tab and then

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click over here.

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And then choose this attack one and then click on this play button.

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We can see by now the enemy to attack animation just playing over again and again.

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So let's create another animation.

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So let's create the heart one as well as the that one.

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So let's do that.

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So we will head over to our project app assets and then sprites folder to folder.

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And let's select the heart one uh heart one.

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We have it over here.

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So let's select that.

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Let's click on this open sprite editor.

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Let's select automatic to create pixel count.

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So we have four columns.

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So we're going to put four columns and one row.

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Let's click on slice Apply.

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And let's select that and let's drag it over to this Animator Game object.

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Top of this animator GameObject in the hierarchy let's go to Assets Animation Animate Animation, Animator

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Animation.

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And let's call this animation clip to something like anime to underscore heart.

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So let's call it animator underscore heart.

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And now let's create the that one.

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So we have the that one over here.

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So let's select that.

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Let's click on this open sprite editor and let's select uh we're gonna slice individually.

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Basically we will slice from this automatic to grid by cell count.

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And let's count how many columns and rows we have.

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So we have one row.

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And we need to count the columns.

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So we have four uh 812 I guess 12 1315.

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We need to count count perfectly.

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So we have five, five, six, seven, eight and nine, 1011, 12, 13, 14.

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So we need to put 14 columns and one row.

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And then let's click on slice and then apply.

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And now this is fine.

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And let's select the game view once again.

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And let's select all of these individual sprites, and let's drag it over to this top of this animator

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GameObject in the hierarchy.

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So let's go to Assets Animation Animate Animations Animator animation folder, and let's call this animation

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clip to something like animate to underscore the death one.

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And let's click on this save button.

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And now if I select my animator GameObject and then move over to animation tab and then choose this

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animation clip and then click on this play button.

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We can see it's playing the animation clip perfectly.

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So we have all of the animation that we need and we can check it.

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So if I select my animator GameObject in the hierarchy, then move over to animator tab.

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As you can notice, we have the attack.

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We have the heart as well as the death animation clip.

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So some animation clip I don't want to loop at all.

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Uh, something like this.

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Death animation and the heart one.

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So we don't want those animation clip to be low.

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below.

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So what we will do for that?

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We basically need to move over to that folder in which folder we just placed all of the animation of

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this anime to game object.

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So we need to move over to that folder and we need to find those clips.

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So let's do that.

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So for it we will head over to our project app, then assets folder and then animation folder, then

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anime animations folder, then anime to underscore animation folder.

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And now we can see all of the animation clip over here of this anime to game object.

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So we have the attack one.

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We have the that one, we have the heart one as well as the work one.

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So we're gonna choose the heart and this death one by holding down shift.

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Or you can simply hold down Ctrl as well by selecting a custom custom by basically if you want to select

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custom then you can just do that basically holding down control and then go over to Inspector Loop.

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Time we can see checked, so I'm gonna uncheck it since I don't want this animation clip to be low.

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So now that fine.

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And we need to create a script in order to make this anime move.

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But before we move, I'm gonna select my animator in the hierarchy.

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Let's go over to animation tab, and I'm going to choose the default one which is the wok.

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So now this seems pretty much fine.

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So let's create a script in order to move this script.

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But before we do, if I just go ahead and then click on this play button in the top as soon as our game.

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Just gonna start this anime two game object, just gonna play the wok animation clip over again and

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again, since that animation clip is the default one.

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So that is the reason.

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And if you want to set any other animation clip as default, then you can just right click on it and

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then click on this set set as layer default state.

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And that state just gonna be the default one since I don't want so I want with the Walkman.

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So I'm going to right click on it one more time and let's click on this set as layer default state.

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So this is working fine.

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And we need to make animation between these animations clip.

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But before we do let's create the script first.

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So let's get out of play mode.

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And we can simply select our animator GameObject in the hierarchy.

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Then go over to Inspector.

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Then click on this add component.

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In the bottom you can see New script.

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So just click there and you can name the script whatever you want something you can name it to something

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like animator.

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And then after select uh basically naming the script, you can just click on this create an add button

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in the bottom, and it's going to create the script right away.

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And the script just going to attach, uh, to this animator game object.

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Uh, right away.

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Uh, so I already created a script.

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Or if you want to create the script in a different way, we do know that we need to move over to our

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project app, then this assets folder, then script folder.

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We can right click there, then create and create.

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Then go over to scripting and then click on this Monobehaviour script.

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And you can name the script what you want to call that script.

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Something like you can name it to some something like anime two.

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It's totally up to you what you want to name it.

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I already created that anime two script right over here, as you can notice.

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So what we need to do now, we need to attach this script to our this anime two GameObject in order

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to move this anime to game object.

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So I'm going to select my anime two GameObject in the hierarchy, and let's select that script and then

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drag it over to this Add Component section.

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Or you can simply click on this add component, and you can find the script by typing name of the script.

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And then click and then attach it.

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So we need to find the script by typing name of the script, which is anime two.

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And we can just select that and we can just click.

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We can just hit enter in order to attach that.

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I'm not gonna do it because I already done it, as you can notice right over here.

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So I hope you get the idea that how you can make the animation clip, basically how you can set up the

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anime to game object.

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And now we're going to make this anime to game object as well a prefab.

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So we will have the copy.

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And if we just somehow lose this anime to game object so we can just directly store it, or else we

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need to start over.

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So that is the thing.

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So let's make this anime two game object a prefab.

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So we will select our anime game object in the hierarchy, and let's drag it over to this prefabs folder

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in our project app inside this assets folder.

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Now we turn it into a prefab.

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It just turn out blue.

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Basically means we just made it prefab.

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Now we have the copy of it, and I'm going to press down Ctrl s on my keyboard in order to save my project.
