WEBVTT

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Once we trigger with that box Collider 2D, then we're going to spawn the next round.

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So if I select my ground underscore six GameObject underneath my hierarchy, as you can see we attach

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this box Collider 2D.

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And we just if we move over to this box Collider 2D in the Inspector, we can see we just take this

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trigger to true.

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So once we trigger with this box Collider 2D, then we're going to spawn the next one.

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So that's why we attach.

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And also we have created a next spawn pose over here as you can see.

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So we're going to spawn the next round from this position.

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So basically that is the thing.

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So let's do that.

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So I'm going to select my spawner game object in my hierarchy.

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And let's open up the ground spawner script by double clicking on it.

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And what we need to do before we just trigger with that and then spawn.

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We're going to change this spawn pose as you can see.

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So we basically want to spawn the next round from this position.

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So that's why we just created this next spawn position or this empty game object.

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So we're going to spawn the next from here.

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Next round from here.

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So that's why we're going to change the position as well.

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So before we spawn our ground we're going to change the position.

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So which is next spawn post.

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So we're going to type next.

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Next is spawn post or next spawn position.

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And we're going to set equal to.

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We're going to set a equal to game object.

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So what we basically want to do.

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So we basically need to remove this.

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Basically I'm really sorry.

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We need to do it over here instead of doing there.

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So we as you can see we just spawning our this ground at this position with no rotation as you can see.

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So after spawning this ground, what we're going to do, we're going to store this ground into another

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game object.

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Or you can simply say into another container.

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So we spawning this ground at this position with no rotation, as you can see.

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And after spawning we're going to store this ground into another container.

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Or you can simply say into another game object and that will be game object type Y.

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Basically this itself a game object.

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So that's why.

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So after spawning this game object, we just want to store this game object or this ground into this,

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this game object container.

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And we have to name the container or where we want to store it.

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We have to name it.

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So I'm going to call it something like temp ground.

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Or you can simply say temporary ground.

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And I'm going to set equal to this.

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So firstly we spawn it at this position with no rotation as you can see.

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And after that we just taking whatever we spawn it.

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So we definitely gonna spawn this ground.

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So after spawning we just taking that ground and we storing into this temp ground container.

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You can simply say as you can see.

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So firstly we spawn it and after that we just store this spawn ground or the ground or the ground that

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we spawn it.

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We just taking that and we just say storing into this same ground.

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As you can see.

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So we just um, we basically doing GameObject temp ground and we setting equal to this.

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So I hope you get the idea.

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And after that what we need to do, we need to change this spawn pose.

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Basically we just want to spawn the next round from this position.

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So that's why we need to change this next spawn pose position as well.

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So what we're going to do we're going to set next spawn pose equal to.

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We will go to this temp crown basically to that container you can simply say or where we store it our

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ground.

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So we store it in this temp ground.

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So we're just going over to that game object basically where we store it.

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And then we're going to get the transform component and we will get the child.

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So we're going to use this dot get child function and this function over here, it's going to take the

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child.

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Which child you just looking for.

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So basically what we want to do if we select my ground underscore game object in the hierarchy and then

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click over here we can see we just created this next spawn post.

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So our this next position as you can see.

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So the next position basically means is is second child of this ground underscore six game object.

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So zero basically means the first child which is green.

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And we don't want to we actually not looking for this.

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Instead we're looking for the second child.

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Or you can simply say the next position.

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So the second child of this ground underscore six game object or the add or any of those ground just

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going to be this one, which the second child is gonna be this one.

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So we need to pass one one basically referencing the second child or the game object or the position

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we're looking for.

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So we're gonna look for this next position.

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So this next position basically means the second child.

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And the index of it is going to be one one.

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Basically just going to reference a reference the second child.

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So let's go to script now.

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So we're going to pass one means the second child.

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And then we're going to go to the transform component of that game object.

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And then accessing.

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Or we can access the position dot position and close that up with semicolon.

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So basically we're just taking the position and we're just storing that position into this next spawn

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pose.

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So let me explain.

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So we just go moving over to this same ground train.

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Ground basically means the uh where we started our ground after spawning.

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So we spawn this ground and then we just store it into this temp ground.

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So then after that, what we're doing, we're just going over to ten gram transform.

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So let's suppose we just, uh, is we gonna assume that we spawn this ground underscore six game object.

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So basically what we're doing, we're just going over to this game object transform component in the

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inspector.

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As you can see, and by this transform component we just accessing the second child.

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So in our case we're just accessing the next position.

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And we do know that next position uh index basically means the one.

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And after accessing the child, as you can see we're just going to that child game object transform

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component and then accessing the position.

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So basically we're just going over to this next spawn post position and then accessing the transform

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of this.

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As you can see in the inspector.

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And after that we just accessing the position.

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And we're storing this position into this next spawn post as you can see over here.

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So basically uh, basically the ground just gonna spawn from that position.

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And we just stored the position into this next spawn post which has x axis and y axis.

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And this also gonna have the x axis x axis as you can see in the inspector.

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And we can ignore the z axis.

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So so basically that is the thing.

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And we're going to press down control S in order to save our script.

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And let's move over to unity.

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You will see that, uh, the next ground just going to spawn from this position, uh, from this next

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spawn position.

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So I'm going to remove, uh, that, uh, basically that thing.

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Just wait.

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And we also need to call this function.

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But when we should uh, when we should call this function, once we trigger uh, enter with that box

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collider.

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So let me explain one more time.

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So if we select this ground underscore one game six game object, we can see we just added a box collider.

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Uh, so once this player game object collide with this box Collider or just enter it inside this box

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Collider 2D, then we just want to spawn the next one.

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Uh, next one.

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So that's why we're going to call the function once we trigger with this box.

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So we're going to open up our player script.

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So let's select the player GameObject in the hierarchy.

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And let's open up the player script in the Inspector by double clicking on it.

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And we're going to do it.

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Uh, we're going to use a function for that.

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So let's do it in the bottom.

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You can do it anywhere.

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It doesn't need to be in order.

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So we're going to use this on trigger.

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On trigger enter 2D.

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So make sure uh you do that as I did over here as you can see.

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So this function get called when we trigger with something.

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So let's suppose this player game object just trigger with this ground underscore six game object box

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collider 2D.

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Then this function right over here is just gonna get called.

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And we can extract info what we collided with by going over to this collision parameter, something

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like we can extract info the game object, we trigger it with uh like name of the game object or the

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component.

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We're looking for even the tag of the game object.

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So we're going to access the tag of this box Collider 2D.

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And we're going to check if the tag is box.

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And we do know we assigned this box Collider 2D or this ground underscore six six GameObject box Collider

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2D as a box tag.

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As you can see in the inspector.

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So we're going to check that.

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So let's move to script.

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So this function get called when we trigger with something.

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Or we just enter it inside this box Collider 2D.

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So this function over here just gonna get called.

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And we're going to check whatever we trigger it with or whatever.

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We just gets inside.

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We're gonna check off the GameObject tag.

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So we're going to use this if condition.

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So make first bracket and some curly brackets.

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So what we want to check over here in this in between these brackets we're going to move over to this

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collision.

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So we're going to use this collision parameter in order to check.

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So we're going to use this collision then dot GameObject.

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Then we're going to access the tag.

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And we will check if the tag is equals equals to box.

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So box.

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So then what we're going to do we're going to spawn our ground.

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Uh for now let's print out a message, and later on, we're gonna spawn the ground.

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So we're gonna type debug log, debug dot log and make first bracket in quotation.

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You can type the message that you just want to see underneath your console tab.

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So I'm going to call it something like spawn ground spawn ground.

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And let's close that up with semicolon.

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So what we're doing we're just taking whatever we triggered with.

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So collision dot game object basically means the game object we trigger it with.

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So if this player game object collided or triggered it with this box collider 2D then collision dot

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game object.

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They are just gonna be this box Collider 2D or this.

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You can simply say this ground underscore six game object basically means we just trigger it with this.

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And then what we're doing we just accessing the tag of the game object.

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So this player game object just trigger it with this box.

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Collider 2D means our this ground underscore six game object.

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And what we're doing we just accessing the tag of this game object.

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As you can see, we just assign it this ground underscore six game object as a box tag.

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As you can see in the inspector.

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So we just accessing the tag which is box.

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And we check it checking if the text is equals equals to box.

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As you can see.

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So we definitely gonna trigger with this box game object.

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And we do know we assign it this ground underscore six box Collider 2D as a box tag.

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So we're definitely gonna trigger with this.

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Then what are we doing.

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As you can see we just printing out a message in the console says Spawn ground.

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So whenever we're gonna trigger or will, uh, will, uh, we gonna get inside of this box Collider

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2D or we trigger with this box Collider 2D of this ground underscore six game object.

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Then this message just gonna pop up in the console right away.

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So I'm gonna press down Ctrl s in order to save our script.

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And let's move to unity.

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So just wait a little moment.

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So once we're gonna get inside of this box, Collider 2D of this ground underscore six game object,

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that match is just going to pop up.

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So let's select the console tab and let's click on this play button in the top in order to see our the

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message that we just printed out in the console.

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So as you can see, as soon as we trigger it with this box, Collider 2D or gets inside of this box

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Collider 2D, uh, of this ground underscore six game object, we can see a in the console spawn ground

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message just gets pop up.

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So what we're going to do now we're going to get out of play mode.

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So let's get out of play mode.

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Instead of printing out message what we want we just want to spawn our ground.

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So we're going to double click on this message in order to go to that line of code.

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And instead of printing out message we're going to call this spawn ground function.

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And we do know what we're doing inside that function, which is spawning the next round.

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So we're going to make this double forward slash in order to make this comment.

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And we do no comment.

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Just don't interrupt our code and what we will do.

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We're going to use this find uh find any object by type.

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So make sure you just using this and you need to make this arrows.

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Uh so find any object of by type and into arrows.

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We need to pass the script name or the game object we're looking for.

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So we do know inside this ground spawner script, we just created this spawn ground function.

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And this function just doing the rest thing which is spawning our ground from that next position.

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So basically what we need, we need to call this spawn ground function in order to spawn our ground.

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And we have it inside this ground spawner script as you can see.

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So we need to move over to this script first.

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And then we're going to access the this spawn ground function.

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So let's go to player skip.

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So when we trigger it with uh so what we're doing, we're just using this.

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Find any object by type and into arrows.

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We need to pass the script name for which script we're just looking for.

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So in our case ground spawner.

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So we're going to type this ground spawner script.

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And then you need to make this first bracket.

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And inside that ground spawner script we just created that is ground sorry ground spawner function as

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you seen.

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So we're going to call the function over here.

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So we're going to use this dot and spawn ground and make first bracket.

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And then we're going to close that up with semicolon.

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So let me explain one more time what we have done over here.

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Firstly we're just going over to that ground spawner script and then calling the function.

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As you can see.

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And when we're just calling this once we trigger it with that box collide box Collider or that box tag

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as you can see.

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So basically we're just going over to this ground spawner script.

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Uh, then we just simply calling this spawn ground function and spawn coupon grants function doing this

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thing, which is just spawning the next one from that next position.

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So let's go to our player script and we're going to press down control S in order to save our script

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and head over to unity by now.

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And let's have a look.

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So as soon as we're going to trigger with that box Collider 2D of this ground underscore six game object,

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you will see the next round.

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Just gonna spawn from that next position.

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So let's have a look on this.

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So let's click on this play button in the top.

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As soon as we're going to collide with this uh box you will see the next ground.

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Just gonna spawn from that next position.

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So as you can see, as soon as we trigger it, we can see that this ground just gets spawned from that

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next position.

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So I'm going to click on this pause button in the top in order to pause my game.

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As you can see this is the third uh ground.

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So basically this uh, sorry, uh, this is our first ground.

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And the second ground, round, which is calling in the start function and we do not start function

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get call in the start of the game.

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So that's why that ground, the next ground or the second ground just gets spawn from a from here,

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which we defined the position.

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And the third ground we can see it just gets spawn from this next position.

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And we can just click on this play button in the top in order to get out of play mode.

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And I'm going to click on this play button to play our game in order to have a look more of it.

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So let's click on this play button in order to get out of play mode.

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And let's click on this play button one more time in the top in order to see, uh, in order to see

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that, uh, basically it's gonna spawn the different ground by now.

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It should.

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So I'm going to click on this pause button in the top to pause my game.

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And we can see now different ground just gets spawn.

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So the next ground or the second ground just gets spawn from here which we define it.

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So if I select my ground spawner script in hierarchy we can see which is spawned at the next spawn post.

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So basically this is.

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And the third round just gets spawned from this next position as you can see.

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So basically this is the thing I hope you get the idea.

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And let's have a look on this.

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And I'm going to make the player speed a little bit fast in order to see the ground just getting spawned

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or spawn it or not.

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So let's, uh, click on this play button.

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Uh, sorry, I'm going to click on this pause button in the top to unpause my game.

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But before we do, I'm gonna make the player speed a little bit high.

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So I'm going to select my player GameObject in the hierarchy.

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And let's go to Player Script in Inspector.

17:25.680 --> 17:31.360
And I'm going to make the speed, uh, something like uh 5 or 7 we can to.

17:31.560 --> 17:33.480
And now let's click on this plus button.

17:33.880 --> 17:40.000
And we're gonna able to see once we trigger with this you will see the next spawn over here.

17:40.320 --> 17:44.010
So as you can see as soon as we trigger it with this box collider.

17:44.010 --> 17:47.130
So let's click on this pause button to pause my game.

17:47.130 --> 17:48.770
And if I select this crown.

17:49.450 --> 17:50.850
So in our case this.

17:50.850 --> 17:58.490
So as soon as we get inside we can see uh the next round just gets spawned from this next position as

17:58.490 --> 17:59.330
you can see.

17:59.330 --> 18:05.130
So let's suppose if we trigger with this, uh, box Collider 2D, you will see the next crown just gonna

18:05.170 --> 18:06.290
spawn from here.

18:06.810 --> 18:08.010
Something over here.

18:08.010 --> 18:09.170
So we're going to take a look.

18:09.170 --> 18:13.330
But before we do, uh, let's select this crown underscore three.

18:13.330 --> 18:17.290
So once we're going to trigger with this you will see the next crown.

18:17.290 --> 18:19.770
Just spawn from this next position.

18:19.770 --> 18:25.970
Because every time we just changing the next spawn pose with our next crown prefab.

18:26.330 --> 18:29.370
Uh next spawn uh next position.

18:29.370 --> 18:31.730
So let me show you you will see that.

18:31.730 --> 18:35.770
So I'm going to make our my as player speed a little bit low.

18:35.770 --> 18:38.490
So I'm going to select my player game object in the hierarchy.

18:38.770 --> 18:41.770
And I'm going to make the speed of player something like four.

18:42.130 --> 18:45.010
And let's click on this pause button to unpause our game.

18:45.010 --> 18:48.570
As soon as we're gonna trigger with that box, you will see that.

18:48.570 --> 18:54.370
So as you can see, as soon as we trigger with this, we can see the next round just gets spawn and

18:54.370 --> 18:57.050
it's gonna spawn for ever once we trigger.

18:57.090 --> 19:01.410
As you can see, basically, this is the cool thing and let's get out of play mode.

19:01.450 --> 19:04.410
I hope you get the idea that how you can do it.

19:04.650 --> 19:08.650
And I'm gonna press down Ctrl s in order to save my project.

19:08.650 --> 19:13.130
But before we do, let's make this ground spawn game object a prefab prefab.

19:13.130 --> 19:14.370
So I'm going to have the copy.

19:14.410 --> 19:19.290
Firstly, I'm going to select my ground spawner GameObject in the hierarchy, and let's press down F

19:19.290 --> 19:21.610
in order to focus on that game object.

19:21.890 --> 19:26.490
And let's move over to project tab, then assets and then prefabs folder.

19:26.650 --> 19:29.930
And I'm going to select my Ground spawner GameObject in the hierarchy.

19:29.930 --> 19:34.090
And let's drag it over to that prefabs folder in order to make it prefab.

19:34.090 --> 19:35.330
So I'm going to have the copy.

19:35.490 --> 19:40.090
And now we're going to press down Ctrl S in order to save our sorry.

19:40.130 --> 19:42.050
In order to save our project.
