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Welcome back, My favorite game developers.

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As you can see in this video,

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we've created a simple scene.

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We've added a simple background.

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We've added a spreadsheet with called our little guy here,

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Jimmy, maybe it will change his name.

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I don't know. Maybe we'll call him doomed Jimmy.

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But for now we have the Jimmy gameObject with a background of some kind of dungeon.

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And we've, if we play the game,

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you can see nothing happens,

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but we at least have the spreadsheet and everything set up.

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We've created a repository right here.

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As you can see, the initial commit,

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we've learned how to create a project using the new Unity Hub data.

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So let's not waste any more time.

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And let's get started.

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Okay, so let's get started.

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The first thing we're going to do is we're going to create a new project.

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So as you can see right here,

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we have the latest version of Unity Hub 3 better,

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I just now loaded today.

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So let's see how everything is set up.

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And here we have the installs.

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It's pretty similar to the previous versions of Unity Hub.

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The only difference is if we go into the new project right here,

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you can see that we have many ways of choosing the template that we want to use.

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We have the version of Unity or

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the editor version of Unity that we are going to be using.

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And we have the different types of templates.

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So this is a way to setup a project.

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So for example, let's say you need a project that is 2D mobile.

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This will set it up for you,

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but of course you are going to need to download it.

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But what we're going to do is we're going to choose a 2D core.

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We're going to have the project name.

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I'm going to call it the time.

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But invader to the ROCC.

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Like so you can choose whatever name you want for your game.

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My game is going to be called the time bot invader because that's the story of my game.

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So, and it's also a 2D, rock-like.

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You choose whatever name suits your type of game.

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I'm going to create a project.

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This is going to take a bit of time.

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So what I'm going to do is I will use the magic of editing to go to where

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we have everything set up and we can start creating our game.

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So I'll see you there.

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Oh, okay, welcome back.

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So now everything is set up.

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The project is open.

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We can start creating our game.

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First thing we want to do is go into the game window.

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And in here you can see that it's free aspect.

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We don't want that. We want our game to be 16 by 9 or a 1920 by 10 ATP.

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This is the standard resolution of most screens,

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most PCs that are going to play this game.

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So if you don't have this option right here,

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you can click on the plus button and you can add your own using the fixed resolution.

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So 1920 by 1080,

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I'm just going to select it right here.

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Now the resolution of our game window is fixed and we can go into

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the scene and we can see everything right here in our sample scene.

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You can see we have the main camera.

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We have everything set up.

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If we change the size of the scene window, nothing changes.

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It stays 1920 by 1080.

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Okay, great.

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So now the first thing we want to do is

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we want to add some interesting background to our game.

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We don't want just to have this blue screen and be adding things to it.

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So I'm going to go into my files in here.

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I'm going to select the background and I'm going to drag it into the assets right here.

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And now you can see that we have it,

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just let's wait for it to import.

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There we go. So I'm going to click on the background image.

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And you can see right here in the Inspector,

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we have a lot of information about it.

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And you can see that it's a Sprite 2D.

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Let's keep it at that.

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But you can see the pixels per unit is 100 and there is a filter mode at now,

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we are going to choose from bi-linear to point.

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This means no filter because we already have a good-looking image.

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And if we add the image in here,

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you'll notice that it's very small.

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So what we can do is we can click on the background and set

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the pixels per unit to be 50 and apply that. And there you go.

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You can see that it's much bigger now.

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And we're just going to reset the position right here, 200.

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So what we did, we just set the filter mode to no filter.

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We've set the pixels per unit from 100 to 50,

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and we applied all the changes and we just set the position and the middle.

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So now if we go and click on the play button,

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you'll notice that we no longer have just a blue background.

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We actually have.

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A pretty solid looking background.

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Now, you can see that the edges are a bit outside of our game.

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You can change that if you want.

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Let's make this maybe a bit smaller so it fits exactly the way we wanted.

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And we'll make sure that we also change the scale on the y.

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So just copy the scale on the x-axis,

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pasted on the y-axis.

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And now if we go into the game,

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you can see that we can see the edges,

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although there is a small blue line up here.

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If you have OCD like me,

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we can actually change this bar moving just a little bit up.

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So now we can paste it in here.

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Is the game looking good?

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Nope, still need a bit up.

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There you go. Now, the game looks good enough.

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Maybe you also need to change it down here.

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Now the game looks perfect.

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And we're just going to copy the scale on the y.

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Copy that because when we go out of our play mode,

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you can see that the scale goes back to normal,

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which is not something that we want.

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So now let's see,

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the game and game mode looks perfect.

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There we go. We save everything back in our scene.

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We can see that the background has the correct different scale.

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Let's continue on. The next thing we want to do is we want to add our player to the game.

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So I'm going to go into my resources.

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I'm going to choose the player versus player.

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And we are going to choose the Xanax sheet.

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Now you can see here that I have a different type of character.

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We can also use this one if you want.

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I've provided you that and the resources,

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but I'm going to use this sheet right here because we are going to learn

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how we can split up this sheet or slice up this sheet.

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If you double-click, you can see that this is a regular image of a,

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some kind of, I don't know, Butler,

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this is the one we're going to use and I'm using it

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from this Xenakis, ultimate smash friend.

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It's by the rich red shrew-like, something like that.

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Stephen Challenger from open game arm.com,

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which is an amazing website.

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You can get tons of free assets.

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And here I always use it for almost all the assets that I have.

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And you can go check out the exam Docs spreadsheet downloaded from here,

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give some love and the comments to the creator of the sprite sheet.

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But let's continue one.

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What are we doing in here?

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Why are we slicing?

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And before all of that,

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what is a sprite?

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So let me explain what exactly a sprite is.

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So I'm going to put on my laser.

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A sprite is a to the object.

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So just like we have the image that we've added right now,

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this is something a bit different.

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A sprite is a 2D object,

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will delve deeper into what those are in the future.

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They have graphical images on them called textures.

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So if we go back in Unity right here,

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you can see that we have this background, right?

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And we also have a sprite renderer and a Sprite element in here,

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which is the background.

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If I set it to none,

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you can see I still have the background object,

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but there is no longer an image on it.

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So I'm going to set this price of the background.

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They are used by adding a component called a sprite renderer to a game object.

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So just like you saw right now,

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we have the background object and we've added a sprite render to it.

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And on it we have the option to add a sprite.

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Later on we'll see that we can add also layers

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to the sprites so that they can render and front of each other.

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So back in our game,

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and here you can see that we have the Xanax sheet.

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Now if we add it to our game,

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you can see that we have this entire sheet and we don't want that.

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We want to slice it up and have different types of animations for our exam,

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I'm not sure how to even pronounce.

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I'm just going to call this Jimmy.

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This will be our gene.

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So Jimmy, we're going to click in here.

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We're going to look in the inspector.

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We can see that we have our sprite mode and single,

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that means this whole image is a single image.

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But because we are going to be slicing it up,

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we're going to make it a multiple.

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So we choose multiple.

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We click on Apply,

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and then we go into the Sprite Editor right here.

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We click on it.

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And now we have the options to slice this baby up.

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So how are we going to do this?

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There are many ways of slicing a sprite.

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Whenever we have a good position,

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the sprite usually we can do it automatically.

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So if we try to do it automatically,

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as you can see, all the sprites haven't been sliced.

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That's good. But that's not what we want exactly.

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Because if, let's say we have the animation here which is the idle.

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We have three animations,

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which are the idol and we have three animation or for not animations.

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This, this, these three images will create the animation of idle,

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and these four images will create the animation of walking.

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And those images will create the torpedo or the flipping or whatever.

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But each of them have a different size and this

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will be a big pain later on when we create our animations.

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So our goal here is to slice them up exactly the same size all together.

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And we can change the size of our slice by changing right here,

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as you can see, the cut.

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So I'm going to make this cut a bit smaller so we don't have the black rectangles.

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As you can see, we've removed the black rectangles.

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And in here also we've removed the black rectangles and same in here.

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And I just want to keep this right now so I can

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demonstrate what happens when we actually apply the slicing.

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So right now I changed only this one.

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You can see that the one with the idle still has black rectangles around it.

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And all of these have also been sliced up.

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So when we hit the apply key right here,

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you can see it up. On the right.

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We will close this window and we can open up the Jimmy sheet.

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And you can see that right now we have all of these different slices from the sheep.

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So we can add each one individually to our scene.

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And you can see the camera hiding bead jimmy. There you go.

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A very tiny small Jimmy.

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And you can see him right here.

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This is the cutoff,

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the slice that we have just added.

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And if we add the one with the rectangle,

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you can see there is a rectangle around him which we do not want.

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So I'm going to delete both of those.

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I'm going to click on the panel sheet.

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Again.

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I'm going to go to the Sprite Editor and I'm going to slice up all those things properly.

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Now, you can do this on your own. It's pretty easy.

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I'm only going to change the squares right here.

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So I'm going to make them smaller.

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This one is for the idle.

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So there you go.

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I'm making it smaller so it fits the square.

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We're not going to be using any of those two.

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I'm going to delete everything that we are not

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going to need and know these two we are going to need them.

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So I just pressed Control Z to undo some of the things.

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We're not going to use the flying,

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but I do recommend the to keep some of the things that you might want to add.

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So I'm going to slice all of these.

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We're not going to be using the shooting animations we have here

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because we are going to create our own shooting mechanics.

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So I'm just selecting and deleting all of these.

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You can keep this one for fun.

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I mean, honestly, this looks so funny.

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You can keep it for later use.

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And finally, I'm going to change the torpedo in here.

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So I'm going to also delete all of these.

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I'm going to choose one of those boxes.

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I'm going to duplicate it.

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So the way we duplicated as Control D,

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I'm going to make sure that all the slices have the same size.

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So I'm going to choose one of those.

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And I'm going to duplicate it again,

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set it in here.

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We need to make sure that all of them are on the same height.

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So this one is 513.

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And let's see if this fits all of the other.

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Later on, you'll understand why we are doing this and why it's

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so crucial to have all the slices be the same.

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So I'm going to move this right here and this one.

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So obviously we can see that all of these fit correctly except for this one.

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So we need to make sure it's in here.

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Let's see if it works on this one.

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And it's a bit small as you can see, no,

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it actually fits perfectly from top to bottom.

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That's great.

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And also try to make sure that the character is in the middle of this.

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So I'm going to move this just a little bit to the left.

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This one also.

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And what's the height on those?

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So lets see it's three, 513.

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Let's copy that.

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Okay. This one's correct.

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Paste it in here.

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Based on this one.

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Based on this one.

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And based on this one.

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And this one, we need to have them all the same height.

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I can see that I have an extra box in here.

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I'm going to delete it and now we have the proper cutouts that we need.

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So the idle, the walking,

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and the torpedo guy that we are going to use.

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So I'm going to hit the apply key.

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I'm going to look, there you go.

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Now we have everything set up.

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I'm going to use one of the,

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let's see which one is the either 0.

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And also one more thing that I forgot to say,

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we can actually change the name so I can change this name to idle one.

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I do.

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Idle three, and so on.

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We can change all of those for now.

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They are just called the examiner ten,

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Example 2 and so on.

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I'm just going to keep them as they are.

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This is not a very important step,

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but I just wanted to make sure that you know what is happening.

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So we are going to,

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of course, it will ask us to save.

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Let's just hit the apply right here.

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Always remember to apply.

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And now we can add the idle one.

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And here you can see it's extremely small.

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How do we make it bigger?

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Well, just as we did with the background,

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we can click in here and we can change the pixels per size.

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This will be your task. We can change it.

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Let's set it to 15.

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Where did it go?

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Oh, so disappeared.

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Why is that?

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Why is it not showing anymore?

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That's a tricky question.

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We will deal with that later on.

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But for now, let's just try to make it as big as we can.

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So maybe 50 is still a bit small.

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Let's make it 32. So I think 32 is big enough 0,

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so at appeared in front.

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Why, why is it appearing sometimes in France, sometimes in the back.

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How can we fix this?

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Don't worry, we will fix all of those in the future.

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So I think 32 is a pretty decent size.

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Maybe just maybe we'll make it 28.

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So okay.

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I think 28 is enough,

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maybe even a bit big.

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We'll see later on, I'll change it back to 32, maybe 30.

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I'm not sure. I don't even know.

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Of course, take the time to understand how you want to set it up.

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But until then before I go, let me issue.

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You ate small challenge and your challenge is going to be to create your own player.

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So explore open game r.org or you can also find a lot of great game assets on HI dot io.

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These are amazing websites.

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Most of the assets are for free and you can use them.

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Find some characters and sprites that suit your style.

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So as you can see, I've added my own background image.

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You can maybe find a different area where you want your player to be battling.

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Add them to your game and chop up the sprites,

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just as we learned in this video, and that's it.

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So pause the video right now and go do the each challenge case.

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So before I go,

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the last thing that we need to do is to create a repository.

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So we've already learned how to download source tree,

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how to add everything.

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The last thing we're going to do is we're going to hit

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the Create or you can open a new tab at the brows.

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Let's see an Unity projects.

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Where did we save it?

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00:19:13,415 --> 00:19:16,805
We forgot where we saved all.

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Let's see, Unity projects backup.

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00:19:24,190 --> 00:19:28,190
There we go. Find bought invader to the row

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like this is where we're going to select the folder.

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00:19:31,444 --> 00:19:34,744
We're going to create a repository.

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00:19:34,745 --> 00:19:36,595
Yes.

356
00:19:36,590 --> 00:19:38,630
And as you can see,

357
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everything in here is set up as we learned,

358
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we need to make sure that we have to ignore the libraries.

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So right-click, ignore everything on the library.

360
00:19:51,425 --> 00:19:56,335
Okay, so now we have the gitignore file.

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00:19:56,330 --> 00:19:58,250
We're going to open it up.

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00:19:58,250 --> 00:20:03,090
We're going to get that's fine.

363
00:20:04,660 --> 00:20:12,020
Git. Ignore. There we go, the masters.

364
00:20:12,020 --> 00:20:15,070
And we're just going to click on row.

365
00:20:15,065 --> 00:20:19,855
Control, a copy of that back in here.

366
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Select everything control V.

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Save that.

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00:20:25,570 --> 00:20:32,590
Back. Here, you can see that the gitignore file has changed,

369
00:20:32,585 --> 00:20:37,765
so everything that we don't need has been removed and will not be saved.

370
00:20:37,760 --> 00:20:40,120
We're going to stage all of that.

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00:20:40,115 --> 00:20:49,255
We're going to commit our work and this will be the initial commit of our game.

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Commit our changes, go to the masters,

373
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and there we go,

374
00:20:53,090 --> 00:20:55,900
We are set up for our journey.

375
00:20:55,895 --> 00:20:57,175
This is so exciting.

376
00:20:57,170 --> 00:20:59,830
This is the first time you create a project.

377
00:20:59,825 --> 00:21:01,805
Truly, this is very exciting.

378
00:21:01,805 --> 00:21:04,405
So I hope you do the challenge.

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00:21:04,400 --> 00:21:05,650
Find your own sprites,

380
00:21:05,645 --> 00:21:09,465
make sure to always commit the changes is very important.

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You will understand why later on in your game development journey,

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00:21:13,100 --> 00:21:14,920
you will thank me, trust me,

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and I'll see you in the next video.

