1
00:00:00,000 --> 00:00:03,240
Welcome back, my fellow game developers.

2
00:00:03,240 --> 00:00:07,280
In this video, we have learned everything about sorting layers.

3
00:00:07,275 --> 00:00:11,405
We've also learned about parent and child relationship,

4
00:00:11,400 --> 00:00:14,250
not as in regular parent-child,

5
00:00:14,250 --> 00:00:18,110
as in the game object parent-child relationship.

6
00:00:18,105 --> 00:00:19,325
As you can see right now,

7
00:00:19,320 --> 00:00:23,400
the shotgun is rendered in front of the arm or behind the arm,

8
00:00:23,400 --> 00:00:26,130
but they are all rendered in front of the player,

9
00:00:26,130 --> 00:00:28,440
which is rendered in front of the background.

10
00:00:28,440 --> 00:00:30,450
And he also has a small shadow.

11
00:00:30,450 --> 00:00:34,920
So let's not waste any more time and let's get started.

12
00:00:34,920 --> 00:00:36,750
Oh, case.

13
00:00:36,750 --> 00:00:38,520
So let's get started.

14
00:00:38,515 --> 00:00:43,955
The first thing we want to do is we want to create a player game object.

15
00:00:43,955 --> 00:00:49,405
So we don't want to have this either one for now, we'll change it.

16
00:00:49,400 --> 00:00:52,790
We don't want to have the sprite as the main object.

17
00:00:52,790 --> 00:00:56,810
We want to be using a player game object that

18
00:00:56,810 --> 00:01:01,540
has a body which is in turn the sprite render.

19
00:01:01,535 --> 00:01:06,865
So I'm going to change this from idle to the body.

20
00:01:06,860 --> 00:01:09,370
And I'm going to right-click in here,

21
00:01:09,365 --> 00:01:11,495
create a new game object.

22
00:01:11,495 --> 00:01:16,105
And I'm going to reset its position because currently you can see we created

23
00:01:16,100 --> 00:01:21,620
this game object and its position is based on Where we are looking in the scene.

24
00:01:21,620 --> 00:01:24,130
So you can see it has a certain acts,

25
00:01:24,125 --> 00:01:26,615
a certain way, a certain Z.

26
00:01:26,615 --> 00:01:29,135
What we can do is we can click on the X,

27
00:01:29,135 --> 00:01:31,375
put it to 0, we can click on the Y,

28
00:01:31,370 --> 00:01:33,230
but if the zeros at 200,

29
00:01:33,230 --> 00:01:36,100
but that is a bit cumbersome at works.

30
00:01:36,095 --> 00:01:39,995
But there is a much smoother and professional way.

31
00:01:39,995 --> 00:01:44,635
By the way, I clicked controls that three times to revert all of these,

32
00:01:44,630 --> 00:01:47,890
we can click on the three little buttons right here,

33
00:01:47,885 --> 00:01:49,415
or three little points.

34
00:01:49,415 --> 00:01:52,745
We can scroll down and we can see that we can reset

35
00:01:52,744 --> 00:01:57,324
the position or we can reset the entire transport.

36
00:01:57,320 --> 00:02:02,660
So for example, let's say I set a rotation of a 134.

37
00:02:02,660 --> 00:02:09,460
I click in here, I can reset the position or reset the rotation,

38
00:02:09,455 --> 00:02:13,025
or I can reset the entire game object.

39
00:02:13,025 --> 00:02:14,905
So these are just little clues.

40
00:02:14,900 --> 00:02:18,710
You can even see that the name of the game object has been reset.

41
00:02:18,710 --> 00:02:21,100
So didn't week or week,

42
00:02:21,095 --> 00:02:22,355
we didn't even name it.

43
00:02:22,355 --> 00:02:23,185
I think.

44
00:02:23,180 --> 00:02:28,640
Anyways, we're going to call this the doom layer,

45
00:02:28,640 --> 00:02:30,680
which is also Ginny.

46
00:02:30,680 --> 00:02:37,060
And we're going to move the body and set it on there, the doom player.

47
00:02:37,055 --> 00:02:40,625
Okay, So what happened right there?

48
00:02:40,625 --> 00:02:43,775
Let me just redo that.

49
00:02:43,775 --> 00:02:45,155
Let's look at the body.

50
00:02:45,155 --> 00:02:46,675
What is its position?

51
00:02:46,670 --> 00:02:50,410
Its minus 5.60.89.

52
00:02:50,405 --> 00:02:52,975
When we set it under the dome player,

53
00:02:52,970 --> 00:02:55,040
we are making it a child.

54
00:02:55,040 --> 00:02:58,840
So now you can see that if we move V,

55
00:02:58,835 --> 00:03:01,045
don't play or left and right,

56
00:03:01,040 --> 00:03:02,950
notice we are not moving the body.

57
00:03:02,945 --> 00:03:05,605
We are moving the doom player game object.

58
00:03:05,600 --> 00:03:08,240
You can see that the body,

59
00:03:08,240 --> 00:03:11,350
which is this one right here, is moving also.

60
00:03:11,345 --> 00:03:14,785
And you can see that we can change its position.

61
00:03:14,780 --> 00:03:16,390
And the cool thing is,

62
00:03:16,385 --> 00:03:17,945
let's look at the body again,

63
00:03:17,945 --> 00:03:20,425
recently position of the body.

64
00:03:20,420 --> 00:03:21,500
So the body is,

65
00:03:21,500 --> 00:03:26,150
let's say add 0, 0, okay?

66
00:03:26,150 --> 00:03:30,150
If we move the DOM player,

67
00:03:30,154 --> 00:03:35,914
what will be the position of the body while it's still 00?

68
00:03:35,915 --> 00:03:40,085
So now the position and rotation and scale and

69
00:03:40,085 --> 00:03:44,425
everything is relative to the main game object,

70
00:03:44,420 --> 00:03:45,670
which is the doom player.

71
00:03:45,665 --> 00:03:48,455
But main game object is not the correct word.

72
00:03:48,455 --> 00:03:55,745
It's the parent game object and the body becomes the child game object.

73
00:03:55,745 --> 00:03:58,865
What does a parent-child relationship like?

74
00:03:58,865 --> 00:04:00,835
Now, this is not a therapy session.

75
00:04:00,830 --> 00:04:06,070
It's actually what's called a parent-child relationship in Unity.

76
00:04:06,065 --> 00:04:08,485
So child will move,

77
00:04:08,480 --> 00:04:12,080
rotate, and scale with the parent game object,

78
00:04:12,080 --> 00:04:13,660
as we saw right now,

79
00:04:13,655 --> 00:04:19,015
used for creating a body of APT objects that move together.

80
00:04:19,010 --> 00:04:21,530
We'll see what I mean by a body of objects.

81
00:04:21,530 --> 00:04:23,830
I mean not just the body of the player.

82
00:04:23,825 --> 00:04:25,075
We will add an arm,

83
00:04:25,070 --> 00:04:26,150
we will add a gun,

84
00:04:26,150 --> 00:04:27,630
we will add a shadow.

85
00:04:27,634 --> 00:04:34,314
And all of those will move or need to move with the player along as we play our game.

86
00:04:34,310 --> 00:04:37,520
Children can also be parents of other objects.

87
00:04:37,520 --> 00:04:41,870
You'll notice later on that we can have a child of a child.

88
00:04:41,869 --> 00:04:44,599
So the child becomes a parent,

89
00:04:44,600 --> 00:04:48,230
but it's still a child relative to the main parent.

90
00:04:48,230 --> 00:04:53,350
So it's like a kind of a grandparent if you want, call it that.

91
00:04:53,345 --> 00:04:57,755
Finally, the child transform properties are relative to the parent.

92
00:04:57,755 --> 00:05:04,795
That means that as you saw when we change the position of the main parent game object,

93
00:05:04,790 --> 00:05:09,080
the position of the body stays the same,

94
00:05:09,080 --> 00:05:10,820
0, 0, 0 case.

95
00:05:10,820 --> 00:05:12,470
So let's get back into Unity.

96
00:05:12,470 --> 00:05:14,650
So now we have the body.

97
00:05:14,645 --> 00:05:18,425
Next thing we're going to do is we're going to add a gun and the shadow.

98
00:05:18,425 --> 00:05:21,665
So if we go into the resources.

99
00:05:21,665 --> 00:05:23,755
The player right here,

100
00:05:23,750 --> 00:05:26,270
you can see that we have an R and we have a shadow.

101
00:05:26,270 --> 00:05:30,860
And this ONE belongs to the other doom player, not this one,

102
00:05:30,860 --> 00:05:35,350
the one we are currently using to the other one that I've provided, you can use both.

103
00:05:35,345 --> 00:05:37,675
I'm going to use this arm specifically

104
00:05:37,670 --> 00:05:40,330
just so we always know the difference between the two.

105
00:05:40,325 --> 00:05:42,415
It won't look as pretty,

106
00:05:42,410 --> 00:05:44,990
but it's good for learning.

107
00:05:44,990 --> 00:05:48,100
So I'm going to select the arm and the shadow,

108
00:05:48,095 --> 00:05:51,835
and I'm going to drag them into the acids right here.

109
00:05:51,830 --> 00:05:55,370
I'm going to put the shadow and you can a,

110
00:05:55,370 --> 00:05:56,870
try doing this yourself.

111
00:05:56,870 --> 00:05:59,920
So if I move the shadow under the dome player,

112
00:05:59,915 --> 00:06:02,965
you'll notice that just by moving it as

113
00:06:02,960 --> 00:06:07,730
a child of the dune player now we have the shadow on a different position.

114
00:06:07,730 --> 00:06:11,410
I can reset it and I can put it right here,

115
00:06:11,405 --> 00:06:13,555
but it's not there.

116
00:06:13,550 --> 00:06:15,560
And even if I make it a bit bigger,

117
00:06:15,560 --> 00:06:19,600
so I'm going to make this maybe eight instead of 100.

118
00:06:19,595 --> 00:06:22,525
There you go. You can see the shadow is now in front.

119
00:06:22,520 --> 00:06:25,550
But why does it sometimes have to be in front,

120
00:06:25,550 --> 00:06:26,780
sometimes in the back?

121
00:06:26,780 --> 00:06:30,070
What gives, how are we going to fix that?

122
00:06:30,065 --> 00:06:32,455
We'll discuss this in just a bit.

123
00:06:32,450 --> 00:06:35,120
Just let me add the arm right here.

124
00:06:35,120 --> 00:06:37,160
There we go. Now we have the arm.

125
00:06:37,160 --> 00:06:43,330
Let's set it as the child of the dome players at the shadow under it.

126
00:06:43,325 --> 00:06:46,375
We're going to reset the position of the arm.

127
00:06:46,370 --> 00:06:51,320
We're going to make the armed 32 apply.

128
00:06:51,319 --> 00:06:52,899
So whereas the arm,

129
00:06:52,895 --> 00:06:54,385
so you can see the arm.

130
00:06:54,380 --> 00:06:55,090
There you go.

131
00:06:55,085 --> 00:06:56,605
It's behind the player.

132
00:06:56,600 --> 00:06:58,970
That's not good at all.

133
00:06:58,970 --> 00:07:02,140
How are we going to fix this?

134
00:07:02,135 --> 00:07:06,605
We're going to fix this using something called the sorting layers.

135
00:07:06,605 --> 00:07:12,505
So currently, we can see that the body has a sprite renderer,

136
00:07:12,500 --> 00:07:14,170
the arm has a sprite renderer,

137
00:07:14,165 --> 00:07:17,125
and the shadow also has a sprite renderer.

138
00:07:17,120 --> 00:07:19,670
And you can see right here in the sprite render

139
00:07:19,670 --> 00:07:22,210
there is something called the additional settings,

140
00:07:22,205 --> 00:07:27,185
which has something called the sorting layer and the order in layers.

141
00:07:27,185 --> 00:07:29,875
Now, what does all of this do?

142
00:07:29,870 --> 00:07:33,560
You can see that everything currently the background is on the default.

143
00:07:33,559 --> 00:07:38,589
The body, the R and the shadow are all on the default,

144
00:07:38,585 --> 00:07:41,785
and all are ordered in 0.

145
00:07:41,780 --> 00:07:49,190
This is how unity determines which sprite should be in front of which other sprite,

146
00:07:49,190 --> 00:07:52,070
especially when it comes to 2D games.

147
00:07:52,070 --> 00:07:59,270
So currently you can see that the shadow is at 0 and it's behind the player.

148
00:07:59,270 --> 00:08:01,940
But look closely right here.

149
00:08:01,940 --> 00:08:03,620
Or let's do the arm.

150
00:08:03,620 --> 00:08:07,780
If I get the R, it's still on the default as is the body.

151
00:08:07,775 --> 00:08:11,915
But if I put it on the one, there we go.

152
00:08:11,915 --> 00:08:15,515
Now it is in front of our player.

153
00:08:15,515 --> 00:08:17,995
If I put it, Let's move it to the side.

154
00:08:17,990 --> 00:08:20,210
If I put it on minus1,

155
00:08:20,210 --> 00:08:24,580
you can see it disappears behind the background.

156
00:08:24,575 --> 00:08:29,605
So let me set it back to one and let me set it on the plane.

157
00:08:29,600 --> 00:08:31,100
Now, this is great,

158
00:08:31,100 --> 00:08:32,530
everything is working good.

159
00:08:32,525 --> 00:08:37,115
I can set the background to minus1 and assure that every time I add something,

160
00:08:37,115 --> 00:08:40,615
it is in front or in the bank and the bank.

161
00:08:40,610 --> 00:08:43,000
But there is a problem.

162
00:08:42,995 --> 00:08:50,065
What happens when I have 100 objects or 200 objects of 5000 objects?

163
00:08:50,060 --> 00:08:51,820
Do I have to set all of them?

164
00:08:51,815 --> 00:08:54,455
Minus1 plus 1, 2,

165
00:08:54,455 --> 00:08:56,515
3, 4 minus 100.

166
00:08:56,510 --> 00:08:58,210
Obviously not.

167
00:08:58,205 --> 00:09:02,065
What we need to do is we need to create a sorting layer.

168
00:09:02,060 --> 00:09:04,910
And if I click right here on the background,

169
00:09:04,910 --> 00:09:07,100
and if I click on the default,

170
00:09:07,100 --> 00:09:11,450
you can see that I can add a sorting layer to our gain.

171
00:09:11,450 --> 00:09:13,450
So let's click Add sorting layer.

172
00:09:13,445 --> 00:09:14,725
We open up the layer.

173
00:09:14,720 --> 00:09:16,280
As you can see, we have tags,

174
00:09:16,280 --> 00:09:19,100
we have sorting layers and we have layers.

175
00:09:19,100 --> 00:09:21,220
We'll delve into those in just a bit.

176
00:09:21,215 --> 00:09:23,365
Let's focus on the sorting layer.

177
00:09:23,360 --> 00:09:25,970
We can hit the little plus right here.

178
00:09:25,970 --> 00:09:31,420
And we can create a new layer that will call the background.

179
00:09:31,415 --> 00:09:38,555
So now you can see that background is rendered in front or behind the default.

180
00:09:38,555 --> 00:09:40,825
So if I go back into the background,

181
00:09:40,820 --> 00:09:42,710
this will make sense in just a bit.

182
00:09:42,710 --> 00:09:45,880
I will set the sorting layer as the background.

183
00:09:45,875 --> 00:09:46,835
And there you go.

184
00:09:46,835 --> 00:09:49,465
You can see that it disappears.

185
00:09:49,460 --> 00:09:51,800
Because let me go back.

186
00:09:51,800 --> 00:09:54,130
The way we go back, we go to Layers,

187
00:09:54,125 --> 00:09:56,455
the layers you can see here.

188
00:09:56,450 --> 00:09:58,550
So layers, added layers.

189
00:09:58,550 --> 00:10:00,060
You will get this inspector.

190
00:10:00,064 --> 00:10:03,334
If I move the background behind the default,

191
00:10:03,335 --> 00:10:05,605
you can see right now that the,

192
00:10:05,600 --> 00:10:08,630
everything that was on the default layer, so the shadow,

193
00:10:08,630 --> 00:10:12,490
the arm and the body are now rendered in front of it.

194
00:10:12,485 --> 00:10:14,155
So back to layer.

195
00:10:14,150 --> 00:10:18,320
At that layer you can see that this is how the hierarchy works.

196
00:10:18,320 --> 00:10:20,500
And this is very important right here.

197
00:10:20,495 --> 00:10:23,945
But as you can see, it makes life so much easier.

198
00:10:23,945 --> 00:10:28,015
Now you have a challenge and your challenge

199
00:10:28,010 --> 00:10:31,910
is going to be to create a layer sorting layer.

200
00:10:31,910 --> 00:10:36,420
So we're going to create a new sorting layer called player.

201
00:10:36,420 --> 00:10:40,300
Assign all the elements of the player to that layer.

202
00:10:40,300 --> 00:10:44,080
Make sure that the player is rendered in front of

203
00:10:44,080 --> 00:10:49,650
the background as we saw by changing the hierarchy in the sorting layer.

204
00:10:49,645 --> 00:10:52,045
And finally, as an extra challenge,

205
00:10:52,045 --> 00:10:53,575
if you're feeling up to it,

206
00:10:53,575 --> 00:10:55,275
go to the Resources,

207
00:10:55,270 --> 00:10:56,740
add a gun from their,

208
00:10:56,740 --> 00:10:58,110
set it on the player,

209
00:10:58,105 --> 00:11:03,315
and make sure that it's rendered between the player and the arm.

210
00:11:03,310 --> 00:11:05,380
We want the arm to be in front of the gun,

211
00:11:05,380 --> 00:11:09,100
but we want to gun to be also in front of the player,

212
00:11:09,100 --> 00:11:10,230
but behind the gun.

213
00:11:10,225 --> 00:11:12,465
So you'll need to play around with that.

214
00:11:12,460 --> 00:11:15,540
If you need to create an extra layer, go for it.

215
00:11:15,535 --> 00:11:18,225
You can create as many sorting layers as you want,

216
00:11:18,220 --> 00:11:21,200
but make sure the true keep things so you don't

217
00:11:21,200 --> 00:11:24,410
need to create a special layer for the arm and the shadow.

218
00:11:24,410 --> 00:11:26,600
It's all the time on the player.

219
00:11:26,600 --> 00:11:28,060
So don't worry about that.

220
00:11:28,055 --> 00:11:33,725
With that said, pause the video right now and go do the challenge.

221
00:11:33,725 --> 00:11:36,025
Okay, welcome back.

222
00:11:36,020 --> 00:11:38,000
So how did you get almost that?

223
00:11:38,000 --> 00:11:40,820
I hope you tried your best to do the challenge.

224
00:11:40,820 --> 00:11:44,380
Always do your best with a challenge, even if it's hard,

225
00:11:44,375 --> 00:11:46,255
even if you're not sure how to do it,

226
00:11:46,250 --> 00:11:49,610
you can always go back and undo what you did.

227
00:11:49,610 --> 00:11:51,760
You learn from the mistakes you've made.

228
00:11:51,755 --> 00:11:55,975
Anyways, player layer, I'm going to select the body,

229
00:11:55,970 --> 00:11:58,610
hold Control, select the arm and the shadow.

230
00:11:58,610 --> 00:12:00,680
And I can change all of those.

231
00:12:00,680 --> 00:12:02,830
And to the player layer,

232
00:12:02,825 --> 00:12:08,695
I'm going to move the shadow to be right under the player right here.

233
00:12:08,690 --> 00:12:10,400
Let's see.

234
00:12:10,400 --> 00:12:12,170
There we go.

235
00:12:12,170 --> 00:12:14,560
I can make the order layer.

236
00:12:14,555 --> 00:12:16,105
Let's keep it at 0.

237
00:12:16,100 --> 00:12:21,940
The body will be at one and the arm will be at two.

238
00:12:21,935 --> 00:12:27,685
So the arm will always be rendered and front of the body of player.

239
00:12:27,680 --> 00:12:33,740
Let's save the scene and let's go into our resources and get our guns.

240
00:12:33,740 --> 00:12:38,920
So you can see right here in our resources we have the guns that's going here.

241
00:12:38,915 --> 00:12:40,135
Let's go to the PNG.

242
00:12:40,130 --> 00:12:42,790
I'm going to select the shotgun,

243
00:12:42,790 --> 00:12:45,970
going to drag it into the assets right here.

244
00:12:45,965 --> 00:12:49,075
I'm going to what end?

245
00:12:49,070 --> 00:12:50,300
The dome player.

246
00:12:50,300 --> 00:12:55,520
I'm going to change this through the shot gun.

247
00:12:55,520 --> 00:12:57,710
It's extremely small.

248
00:12:57,710 --> 00:13:03,160
I'm going to make sure that this is a ramp third,

249
00:13:03,155 --> 00:13:05,375
to maybe apply the changes.

250
00:13:05,375 --> 00:13:09,295
Whereas the shotgun 0 or who plucks big.

251
00:13:09,290 --> 00:13:16,690
So I'm going to change this to maybe the gun That's create a sorting layer for the gun.

252
00:13:16,685 --> 00:13:21,265
So all the weapons, weapons.

253
00:13:21,260 --> 00:13:27,110
And it's going to be set that as the weapons. Okay.

254
00:13:27,110 --> 00:13:30,010
It's a bit bigger than I would like.

255
00:13:30,005 --> 00:13:36,985
Or we know because we are using only the guns on the player we are not going to create.

256
00:13:36,980 --> 00:13:37,910
So there we go.

257
00:13:37,910 --> 00:13:39,310
We will remove this.

258
00:13:39,305 --> 00:13:42,545
We will keep the shotgun on the player layer.

259
00:13:42,545 --> 00:13:44,845
And because the arm is on the two,

260
00:13:44,840 --> 00:13:48,920
we'll set it on the three and the shotgun will be on the two right now.

261
00:13:48,920 --> 00:13:50,030
So there you go.

262
00:13:50,030 --> 00:13:55,730
But obviously, let's make this a child of the player.

263
00:13:55,730 --> 00:14:00,410
And obviously we'll need to make the shotgun just a little bit smaller.

264
00:14:00,410 --> 00:14:02,510
So 32, let's make it 50.

265
00:14:02,510 --> 00:14:04,010
See how that looks.

266
00:14:04,010 --> 00:14:05,920
Maybe too small.

267
00:14:05,915 --> 00:14:12,775
Let's try. 40. Thanks. Forty will be good.

268
00:14:12,770 --> 00:14:14,800
Still at that big.

269
00:14:14,795 --> 00:14:21,245
Maybe let's make it 40 to 40 to apply that.

270
00:14:21,245 --> 00:14:25,265
Yep, I think that's shotgun is looking good enough.

271
00:14:25,265 --> 00:14:26,965
So there we go,

272
00:14:26,960 --> 00:14:30,080
save all of that, run the game.

273
00:14:30,080 --> 00:14:31,640
And there we go.

274
00:14:31,640 --> 00:14:34,220
So now we have the background, the player,

275
00:14:34,220 --> 00:14:37,040
we have a shadow which is a very good touch by the way,

276
00:14:37,040 --> 00:14:38,860
it gives the game able of depth.

277
00:14:38,855 --> 00:14:43,675
And we have a shotgun that is rendered in front of the player.

278
00:14:43,670 --> 00:14:47,680
Now I think the shotgun would benefit from a bit of change in position,

279
00:14:47,675 --> 00:14:49,865
but for now, I hope you enjoy it.

280
00:14:49,865 --> 00:14:52,885
Let's go and never forget too.

281
00:14:52,880 --> 00:14:54,110
Metal changes.

282
00:14:54,110 --> 00:14:57,670
So you can see we are going to stage all of this,

283
00:14:57,665 --> 00:15:01,795
but we do have a couple of things that we would not want to change.

284
00:15:01,790 --> 00:15:07,400
So for example, some of the PNGs or the images that take up a lot of space.

285
00:15:07,400 --> 00:15:08,720
For now we will keep them,

286
00:15:08,720 --> 00:15:12,320
but later on you'll see that we don't have to stage the images.

287
00:15:12,320 --> 00:15:13,370
We can just remove them.

288
00:15:13,370 --> 00:15:17,510
They take up a lot of space, unnecessary space.

289
00:15:17,510 --> 00:15:19,550
So we are going for now,

290
00:15:19,550 --> 00:15:22,120
we'll stage all of that, commit the changes.

291
00:15:22,115 --> 00:15:23,165
What did we do?

292
00:15:23,165 --> 00:15:31,115
We created a player and learned sorting layers.

293
00:15:31,115 --> 00:15:34,285
It's very important to always name your commits to

294
00:15:34,280 --> 00:15:37,520
something that you might remember later on.

295
00:15:37,520 --> 00:15:41,180
So for example, now we know this was the initial commit and

296
00:15:41,180 --> 00:15:45,280
the second commit we created a player and learned sorting layer.

297
00:15:45,275 --> 00:15:46,825
We could have added a gun,

298
00:15:46,820 --> 00:15:49,610
change the sorting layer of the guns, etc, etc.

299
00:15:49,610 --> 00:15:54,770
So I hope you enjoy it and I'll see you in the next video where we will be

300
00:15:54,770 --> 00:16:00,140
actually adding a script to the player and start changing his behavior.

301
00:16:00,140 --> 00:16:03,360
So exciting, I'll see you then.

