WEBVTT

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Which you serialized.

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Phil.

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So I'm going to select my player game object in the hierarchy and let's open up the player script.

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And what we're going to do, we're going to go over to the top of our class.

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And over here, as you can see we're setting public float jump height and equal to seven.

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Instead of making this public we can simply make this one private.

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But if we make this one private, we're not going to able to see underneath our player skip in inspector.

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So how we can able to see even we set it to private because basically we don't need this parameter through

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another script or another class.

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So we can make this one private.

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And so we're going to make this one private.

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So let's make this one private.

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But if we set it to private we're not going to able to see underneath our player skip.

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So we cannot able to adjust it underneath our player skip.

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But let's suppose we still want to see this parameter.

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So what we basically have to do.

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We need to make these square brackets.

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And over there, over here we basically need to pass this serialized field.

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Now we're going to able to see this parameter.

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Even it's set it to private.

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But the problem is that you're not going to able to access this parameter through another class or another

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script, something like if I just move over to enemy, enemy.

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And let's suppose in the start function over here in awake function, I'm going to use this find any

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object of type.

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And over here we need to make this first a arrows.

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And then uh here we need to pass the script name which script we're looking for.

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So let's suppose we're looking for our player.

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And then we need to make this first bracket.

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And then we can just use this dot in order to access any parameter we like.

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So if I just try to access them, as you can see we're not able to see this parameter even.

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It's even we are able to gonna able to see this jump height parameter underneath our player skip.

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Because with this we made this parameter private and we just made it a serialized field.

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So we're going to able to see underneath our player skip.

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But the problem is that we're not going to able to access this parameter through another class or another

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skip as you can see.

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So if I just move over to player Skip and then try to access the jump height, as you can see, we're

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not able to see that because we set that parameter to private.

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But we set also serialized serialized field.

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We are gonna able to see underneath our player skip.

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So I'm going to remove this.

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Let's go to player Skip.

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And I'm going to press down control S to save our skip.

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And I'm going to make this a acceleration as well.

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So it doesn't need to be public.

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Instead we're going to make this one private.

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But we're going to mark it as a serialized field.

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So we're going to able to see underneath our player skip.

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So this will be we're going to pass serialized field.

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And let's do the same thing with this speed parameter.

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So I'm going to make this as square brackets.

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Serialize fill.

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And we're going to set it to private.

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So even we're setting this parameter private we're still going to be able to see this parameter underneath

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our player scape.

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But we're not going to be able to access this parameter through through another class or another script.

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And I'm going to do the same thing with this animator rigidbody.

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So making this our, uh, our basically, uh, code just gets clean more clean.

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So I'm going to pass serialized field and let's do the same thing with this serialized field.

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And this will be private.

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And let's do with this one as well.

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So I'm going to mark as a serialized field serialized field.

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And let's pass private here.

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And I guess this is fine.

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And now we can simply go over here and we make this as well.

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But I'm not gonna do it with this.

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You can make this.

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Uh, as well.

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Private and then serialize field.

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So you're gonna be able to see.

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Underneath your player's game.

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So I'm gonna press down Ctrl s to save script and let's move over to unity.

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So even we set it to private, we still.

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Gonna be able to see underneath our player Skip.

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So we get a problem if I move to console tab.

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Uh, so player dot speed is inaccessible due to protection level.

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Basically we set this speed parameter to, uh, to private, as you can see.

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But we still able to see this parameter underneath our player skip.

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But the problem is that we, uh, we just accessing this speed through another class.

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So if I move over to my ground spawner skip and then basically where we're using.

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So we need to find that.

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So let's do why are we doing.

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Ground spawner program manager.

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Follow script.

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And so if I move to unity and we can see the error in acid script and follow script.

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So we have done in this follow.

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So as you can see we accessing the speed parameter over here in this follow script.

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But we do know that we just made that this speed parameter underneath in our player skip a private parameter.

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And we just marked as a serialized file.

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But over here we trying to access.

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So what we basically have to do we need to make that speed parameter public instead of marking as a

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serialized field because we accessing the speed parameter that as you can see through another class

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or another script.

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So that's why we need to merge that parameter as a public.

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So let's go to player script.

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And we're going to mark this as a public.

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So we're going to mark this as a public.

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And I'm going to move this one.

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This parameter in the down direction by holding down alt key and using up or down arrow key.

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So you can move that any line of code anywhere.

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Now I'm going to press down Ctrl S to save our script.

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And let's move to unity by now.

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So just wait for to compile.

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And once it's done we will be able to see that.

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So we just accessing that speed parameter.

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So that's why we need to make it public.

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Because we just accessing through another C sharp script or class.

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Uh but uh basically that is the thing.

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And we can see the speed as well underneath our player script.

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And if we just click on this play button, it should be fine.

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Even if we set this parameter to private, we still able to see underneath our player script because

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we just marked as a serialized speed.

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So that is the reason.

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So just wait.

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And this is fine.

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So I'm going to get out of play mode.

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And we also need to do some coding stuff to just make our coding a little bit more clean.

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So just wait for a little moment.

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I need to plug my charger to my laptop.

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This is fine.

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So what we're going to do.

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So let's suppose you just want to type header over here.

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Or you just want to give it a title underneath your player.

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Skip somewhere over here before you just create this parameter so you can give it a title as well.

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To do that open up the script.

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And let's suppose, uh, I'm gonna move over to basically, I'm gonna adjust all of the speed parameter

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about movement of our player game object at once.

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So this is our health distance ground speed.

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So over here I'm going to do that.

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So before I make these parameters.

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So I'm going to make it separate.

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So if you just want to give it a title then you basically have to type these square brackets and then

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type this header and then make first bracket.

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And in you have to pass the string.

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So in quotation you can say so in quotation I'm going to say something like player movement.

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Player movement.

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Basically I'm just giving the title uh title.

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Uh why I just name it player Movement.

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Basically this over here, as you can see, this is our acceleration.

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This is jump and the speed of our player game object.

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So that's why I just gave it a title player model.

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Because this parameter is related to our, uh, speed or player movement.

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So that's why I just gave it a title.

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Uh, as you can see, which is player movement.

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You can just name it, uh, same or you can just go with different name as well, or the title you would

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like to go with.

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And this over here, This section, we can simply call it like checking distance with our ground.

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So we can give it a title as well.

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So I'm going to type header.

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And I'm gonna say something like checking distance I guess it's not checking distance.

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Or basically this is our attack system attack.

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Basically this parameter A is about attack.

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This is our rail length and this is enemy layer and then line renderer.

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So basically this is our attack system.

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And I'm going to move this shoot point in this over here.

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So it's going to be fine.

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Uh basically I just want to move all of the same name parameter or same section parameter at once.

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So I'm going to move this one down by holding down alt arrow key alt and arrow key.

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And I'm going to give it a title in this section, this section to something like attack or player attack.

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So let's give it a title player attack.

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Or we can simply code shoot as well.

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Shoot player or I'm going to leave it to shoot and let's press down Ctrl S in order to save our skip.

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And let's move over to unity.

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And if you just want to make spaces between these, uh, parameters, you can do that as well.

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So just wait.

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And, uh, as soon as the script gets compiled, we can see now underneath our player Skip, we have

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a player movement title as well as we have the title or the header as you can see.

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So this makes lot clean our code.

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And let's suppose you just want to make spaces between this parameter.

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You can do that as well by going over to script.

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And then let's suppose I want to make a spaces between this animator and RB parameter.

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So what I can do, I can just uh, make this square bracket and you just have to type this space space

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and then make first bracket.

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And this first bracket, you can just put the how much space a space that you want so you can put it

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to ten.

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You can put it 20.

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So let's suppose I'm going to put it 30.

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Or you can just go with smaller number and that's going to be fine.

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But for checking purposes I'm gonna move I'm gonna give a bigger number.

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And now if I just press down Ctrl s and then move to unity, you will see that.

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So just wait for to compile.

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And once it's done, we're gonna able to see that we're gonna have spaces between RB and animator parameter

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underneath our player skip.

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So just give it a moment to compile our script.

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And as soon as we compile we can see now we have spaces between this RB and animator parameter.

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So much so you can just give or you can just give a small number.

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So the spaces between these parameter is just gonna be small for testing purposes I just give it this.

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So that's why.

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And let's suppose you still, uh you just want to hide this parameter, this animator or this RB underneath

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your player.

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Skip.

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So what you have to do, let's suppose I just want to hide this animator parameter underneath my player

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skip.

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So what I can do I can simply move over to Skip.

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And I'm going to remove this space.

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And let's suppose I just want to hide this animator parameter underneath my player skip even.

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It's set it to public.

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So what we basically have to do before you make the parameter, make this square brackets and type this

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hide in inspector.

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And now if you just press down Ctrl S and then move over to unity, you will see that this animator

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parameter will be hide right away.

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We're not going to able to see underneath our player script.

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So you will see that.

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So just wait for to compile.

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And as soon as it's compiled we can see that we don't have the animator parameter underneath our player

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skip as you can see.

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So we just added.

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So if you just want to hide any parameter that you want to hide it, then you can just use that as use

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that format in order to hide the parameter that you really want to hide it.

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So I'm going to open up my player script and uh, we don't need this parameter.

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Or we can simply just remove this.

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And let's suppose I don't want to set this parameter public, this animator, but still I want to grab

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the reference.

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So what we can simply do, we can open up our player script.

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And I just want to make this animator, uh, parameter private.

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So I'm going to make this one private.

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Private.

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So if we make this one private we're not going to able to see this animator parameter underneath our

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player script.

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But let's suppose we still need to get the reference.

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Basically we need to select this animator and drag it right there into that slot.

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So we're going to have the reference.

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But uh, in this uh format we're going to use another uh another format or another.

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You can simply say another code in order to get the reference.

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So what we basically have to do, we need to move over to this start function or awake function.

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So this start function get call in the start of the game.

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So in the start of the game I just want to grab the reference.

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So if we just made it private so we're not going to have we're not going to able to see that animator

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parameter underneath our player skip.

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So so player skip.

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But we still want to grab the reference of this animator component.

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So we need to move over to this start function.

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So this start function get call in this start of the game.

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So in the start of the game what I'm going to do I'm going to use this this dot get component.

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And the component you're looking for you need to make inside this arrow.

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So the component I'm looking for is an animator.

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So we're going to type this animator and then make this first bracket and then close that off with semicolon.

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So basically this just over here is just referencing itself.

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So the player script is attached to this player game object.

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So this basically just it's referencing itself.

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And then we're just getting this animator component or basically we just getting this or taking this

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animator component, as you can see over here.

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And now what I'm gonna do after taking that animator component, I'm going to store the animator component

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into this animator variable.

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As you can see, we created over here and we set it to private.

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We're not going to able to see underneath our player Skip.

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So we're gonna firstly take the animator component.

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Now what we're gonna do we're gonna store this animator component into this animator parameter.

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So let's do that.

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So we're gonna set animator equal to this.

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Now we can see we have the reference basically, which is taking this animator component of this player

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game object.

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And then we're storing this animator component into this animator parameter.

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As you can see over here now we have the reference.

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Basically we have this animator component.

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And now we can just simply switch the animation as we have done already.

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So make sure you just press down control S in order to save your skip.

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And now let's move over to unity.

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So making this by this our code just gets a lot more clean.

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So basically that is the purpose using of that.

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And we're gonna do the same thing with this RB as well.

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So now if I just click on this play button we should not get any error because we have the reference,

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this animator component in the start of the game of our player game object.

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Basically, in the start of the game, we're just grabbing this animator component, and then we're

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storing this animator component into our animator slot.

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Sorry animator parameter as you seen.

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And I'm going to do the same thing with this RB or this rigidbody as well.

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I don't want to see this RB field underneath my player Skip.

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So our player Skip just gonna be clean in the inspector.

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So that is the reason of doing that and making our code a lot more clean.

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So let's go to Skip.

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And we're going to make this a rigid body as well.

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A private.

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So I'm going to use this private.

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So we do know once we set it to private sorry I'm going to remove this private.

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So we're not going to able to see our this RB underneath our player skip.

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Why.

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Because we made it private.

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But we do know that we still need to create the reference of this rigid body.

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Then this player game object just going to able to jump.

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So we're going to grab the reference of this rigid body 2D of this player game object in this start

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of the game.

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So let's go to script and let's move over to this start function.

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So in this start of the game firstly I'm going to grab the reference.

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So we're going to use this this dot get component.

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And the component we're looking for is a rigid body 2D.

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So I'm going to type this rigid body 2D and then make first bucket.

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Then close that up with semicolon.

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So basically we're just taking this rigid body 2D in the start of the game.

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And now after taking this I'm going to store this rigid body 2D into this RB field as we created over

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here.

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So let's set.

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So I'm going to say RB equal to this.

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So firstly we basically are getting the rigid body compound 2D component basically this one.

18:05.420 --> 18:12.540
And then we just storing this rigid body 2D parameter in this rb rb parameter that we created which

18:12.540 --> 18:15.100
is short form of rigid body 2D.

18:15.100 --> 18:20.220
So basically we're just getting the reference or we're just taking the rigid body 2D reference in the

18:20.220 --> 18:22.220
start of the game as you can see.

18:22.580 --> 18:26.540
And then we just storing into this RB now we have the reference.

18:26.540 --> 18:29.180
So I'm going to press Ctrl S to save my script.

18:29.180 --> 18:30.820
And let's move to unity.

18:30.820 --> 18:32.620
So you can do our approach.

18:32.660 --> 18:36.700
Same thing with another class or another script as well.

18:36.700 --> 18:42.860
So to just uh, making your basically to make your uh, code clean.

18:42.860 --> 18:44.220
So it's gonna be fine.

18:44.220 --> 18:48.900
And now if I just click on this play button in the top, you will see and it's gonna be fine.

18:49.740 --> 18:56.850
We should not get any error because we have the rigid body reference, as well as we have the animator

18:56.850 --> 19:03.810
reference, and we still we see that we not don't have any error in the console tab as soon as the game

19:03.810 --> 19:09.370
started means we have perfectly grabbed the reference and we don't have any error.

19:09.370 --> 19:11.130
And I'm going to get out of play mode.

19:11.130 --> 19:18.450
So you can do with same thing with another like this in this anime two script as well to just keep your

19:18.690 --> 19:21.010
as enemy, to skip a little more clean.

19:21.010 --> 19:27.130
As you can see, it seems totally messy, so we can just approach the same thing as we have done in

19:27.130 --> 19:28.490
this player game object.

19:29.050 --> 19:30.410
So you can just do that.

19:30.410 --> 19:34.530
I hope you get the idea that how you can make your, uh, code clean.

19:34.530 --> 19:39.610
So it's gonna be fine and someone can easily read the code as well.

19:39.610 --> 19:42.650
So I'm going to press down Ctrl s to save my project.

19:42.650 --> 19:45.970
But before we do I'm going to select my player game Object Overrides.

19:45.970 --> 19:48.170
And then I'm going to click on this Apply all.

19:48.250 --> 19:51.970
And now let's press down Ctrl S to save our project.

19:51.970 --> 19:53.530
And that's it's fine.

19:53.530 --> 19:54.450
That's fine.
