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Welcome back my fellow game developers to a brand new video.

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And when we run the game,

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you can see that we have a bullet that travels through

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space and when it hits a wall, it gets destroyed.

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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 go ahead and create some bullets.

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The first thing we need to do is we need to get some bullets sprite.

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Let's go ahead and do just that.

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I'm going to go into the project.

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And before I do those things,

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I want to change a couple of things in here.

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So I'm going to right-click create a folder.

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I'm going to call this the skirts.

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And I'm going to add the player controller.

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And here I'm going to create a folder for the first time now the sprites.

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And I'm going to add all of the sprites that we have into this folder.

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Or even before that,

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I'm going to create a folder for the player and a folder for the guns.

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Guns. There we go.

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So now I can open up the sprites in here.

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Let's take the gun and put it here.

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Let's take the price of the player and put them in the player folder. Great.

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Now we have everything set up.

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We have this little small error.

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I don't think it's a major problem.

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Okay, Great.

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Now let's go ahead and create another folder in here which will be the bullets.

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And let's go into the resources and get the sprites for the laser bullets.

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Now, you might be wondering,

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why did I choose to have laser bullets and not bullets for a regular shotgun?

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Well, first of all, look at these bullets,

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how cool they look.

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That's 4142. I wanted something to appear easily.

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So as you can see, we are,

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Let's set it on the player layer,

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okay, So I want something to be clearly visible to us.

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I don't want to have a small little bullet that we can barely see.

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I want to have a big shiny bullet that we can fire.

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So if you want, we can create a sorting layer for the bullets.

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Let's go ahead and do that.

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A new sorting layer,

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we'll call this the bullets and it should be rendering in front of the player.

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I'm going to choose this.

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I'm going to rename it to the player bullet.

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And I just chose this by random.

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You can choose any bullet that you want.

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I think maybe a red one as a shotgun.

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Know. Even better than this.

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Look what we can do.

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I can choose the player bullet and an I can change the sprite in here,

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drag the number 14 over.

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There we go. So it's a huge bullet.

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Maybe it could be changed a little bit,

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so the bullet renders in front of the player.

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And I do think maybe making it 0.50.5.

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No, maybe keeping it one.

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Yep. That looks like a big shot gun bullet.

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Okay, great.

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Now we need to add a couple of things to this.

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We need to, first of all add a rigid body because we are going to be,

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What's that, Sorry, room.

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We're going to add a rigid body because obviously this bullet will be moving around.

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We are going to make sure that we freeze the rotation.

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We are going to make sure that the gravity scale 0.

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And there we go.

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Then we are going to add a collider to this.

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So I'm going to add a collider.

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Let's see which one should we use?

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I think the capsule collider won't work because it's inverted,

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culminated in the horizontal.

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Let's go ahead and use a box collider.

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I think it's good enough.

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So where's the box collider?

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Let's make it a bit smaller.

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Yep. There we go.

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And I always recommend you make the box

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colliders around things like bullets a bit smaller than they have to be.

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So there we go.

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Oh, okay. That's good enough, I believe.

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And now we need to change the behavior of the bullet.

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We want to make it fly.

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How do we do that? We do that by adding a script to it.

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So I'm going to go into our scripts in here.

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I'm going to right-click and create a new script,

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which is going to be the player bullet controller.

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Let's wait for this to compile dot immediately open a script whenever you create one,

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just wait for it to compile.

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And now we can go ahead and drag the script onto the player bullet.

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And we can see in the player bullet we have the sprite renderer via rigid body,

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the box collider, and of course the player bullet controller script.

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So let's double-click and open the script up.

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So we have a brand new script.

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What shall we do in here?

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Well, first of all,

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we want a way to control the speed of this bullet.

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So I'm going to create a serialized field of type float,

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which is the bullet speed.

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And let's just set it by default 25 F because we never want to have a default of 0.

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So 55, but the speed of the bullet.

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So if it's low, but it's better than nothing.

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And the next thing we want to do is we want to add velocity to this bullet.

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So in order to do that,

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we need a reference to the rigid body.

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And I don't feel like doing this,

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so I want to give it to you as a challenge,

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you will need to get a reference to the rigid body.

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So create a variable of type rigid body makes sure it's private.

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And start get the component of the type rigid body.

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If you already know how to do this,

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pause the video and go do the challenge.

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If not, I will give you a small hint on how to get a component.

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Use get component with a type in between the two little bigger or smaller signs.

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

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Okay, welcome back.

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So in here I'm going to create a private rigid body 2D

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and the bullet rigid body.

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Save that.

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And now, because we have

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the player bullet controller on a game object that also has the rigid body.

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We can immediately access it by saying that the bullets

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rigid body is equal to the debt component, rigid body 2D.

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And now we have a reference to it.

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Now and update what are we going to do?

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Well, just like we did with the player,

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I'm going to go ahead and say that

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the bullets rigid body velocity is equal to the new vector 2,

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because velocity is a vector 2.

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When we are working into the space,

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I'm going to keep one for the x.

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And I'm going to keep 0 F as the y.

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And I'm going to multiply it by the bullet speed.

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Why am I doing this?

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Well, because I don't want the bullet to move in the y axis.

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I don't want it to move vertically.

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I want to move the bullet only horizontally for now.

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So let's save that.

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Okay, so let's go back into Unity and let's zoom out a

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bit and let's make the speed the two so we can clearly see what's happening.

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Let's move the employer and the bullet back and run our game.

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So there we go,

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you can see that the bullet is traveling through space and when it hits,

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so all, it stops completely, so great.

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Our bullet is moving perfectly. We can split it up.

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We can do whatever we want.

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But what happens, for example,

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if the book is diagonal when we run our game?

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Let's see what happens.

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Yep, so that's clearly not how a bullet is supposed to be moving.

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What we want to do is we want the bullet to always be

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moving in the direction that we've set to it.

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So how are we going to do this?

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Let's say, for example,

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we have our shotgun right here,

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our arm, and it's rotated up.

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Our bullet will also be rotated upwards.

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So if we move it,

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It's something similar to that.

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But if we click here,

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up, up here, you can see the center and the global.

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This is for the rotation,

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this is for the,

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well, how the axes are represented.

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So if I click on the local,

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you can see this is the direction that the bullet is currently looking at.

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So this is how the bullet is going to come out and fly.

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And you can see that it's the red,

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which is the x axis,

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is looking up and the direction of the bullet.

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So whenever we rotate our shotgun,

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we want the bullet to rotate it with it also.

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So we wanted to fly always in the direction of the x.

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So how are we going to do this?

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Well, thankfully, there is a vector that is called the transform dot, right?

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And let me show you what that is.

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Oops, sorry, that's for later.

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So transform that right is the red axis of the transport in the world space.

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So we can access this axis whenever we want.

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And that's the direction that we are going to be making our bullet flying.

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So back in our code and here I am going to remove the new vector two.

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And I'm going to instead.

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Say that the direction will be transformed dot, right?

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So now every single time and the update,

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when the bullet is flying,

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it's flying at the speed of the bullet speed that we

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determined and in the direction of the transform.py,

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right, which is the red axis.

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Let's test this out.

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So if I run the game right now,

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the bullet is moving fine.

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Great.

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Let's see if we save that.

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And when the bullet is pointing upwards,

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if I run the game, yep,

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there we go, the bullet is moving up.

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How cool is that?

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Great.

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Now, one more thing.

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This is not how able it behaves.

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Usually a bullet Whenever it's like this.

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Let me just stretching it.

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Well, it works.

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Yep. There you go.

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It's just loved the building and it will go on forever until eternity.

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And that's a problem.

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Whenever you have a bullet that does not get destroyed at some point when it hits a wall.

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This is what we need to fix. That's the first thing.

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The second thing, a bullet doesn't just hit a wall and stay there.

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A bullet should be able to travel through a wall.

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Maybe, maybe traveled through a wall.

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So we are going to click on the players bullet.

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We are going to go down and to the collider and we are going to make it a trigger.

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So what is a trigger?

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A trigger whether the collider behaves as a trigger or not,

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that's not very helpful.

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A trigger means that if this bullet hits a kind of surface,

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it does not impact it physically.

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But it gives us the ability to call something called cause,

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something called That's very smart.

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And on Trigger Enter to the,

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so what this does,

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you can read the description sent when a another object enters

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a triggered collider attached to this objects to the physics only.

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So what happens if this bullet is a trigger as it travels through space?

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When it hits the wall in here,

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which is on the background.

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When it hits this wall,

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a sugar enter method will be called,

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which will create on the bullet players bullet controller and wariness gold,

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we can go ahead and do anything we want.

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And one of those things is destroy the bullet.

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Let me demonstrate.

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That's a lot of talking, not enough action.

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Let's see what happens.

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I'm going to write on Trigger,

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Enter 2D, hit the Tab key.

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So as you can see, it's a private void.

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Don't worry if you don't know what that word is.

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Later on we will explain everything and how we can create methods.

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Don't worry. And then we have the Onsager enter

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and we have something in here that's called a parameter.

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We'll also delve deeper into it.

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But all that you need to know that this collision is the object that we just hit.

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So for example, if this bullet flies and hits the player,

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the player is the collision right here.

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But anyways, what do we want to do when the bullet hits something?

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Well, we want this bullet to destroy itself.

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We want this bullet to disappear.

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We don't longer needed in our world.

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There is a very good method of doing this,

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would simply write destroy the game object, and that's it.

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So we destroy what should the steroids any or removes a game object, component or asset?

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And what do we want to remove?

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We want to remove the actual game object.

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And if you hover over it,

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you can read the game object.

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This component is attached to a components of a game object.

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So let's save that.

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Let's go back into Unity,

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that set doublet right here.

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And now when the bullet hits any one of the colliders,

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it should disappear from our scene.

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Let's run the game.

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Keep your eyes on the scene view. There you go.

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It gets steroid.

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Did you notice in the hierarchy that we no longer have the bullet?

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Excuse me, that's an annoying update.

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Let's try this again without any updates.

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That's tried to set the bullet right here.

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Run the game, keep your eye on the hierarchy when it hits,

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so all the bullet disappears.

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So now when ever we enter a zone,

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bullet gets destroyed because it is a trigger,

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which means it triggers the Onsager

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enter method whenever it actually hits any kind of wall,

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you can read more about it in here in the Unity documentation.

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So I hope you enjoyed creating your brand new bullet.

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I hope it doesn't bother you that the bullets are shiny and very

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futuristic at spot of the quirk of the game that we're creating.

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And we're also using free sprites.

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So we have to work around the limitations that we have.

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The next video, we will actually be shooting

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these bullets from the gun by learning what brief up is.

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Never forget to commit your changes.

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I hope you enjoy it and I'll see you in the next video.

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And before I go by the way,

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there is something that we do not want to stage and our game,

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which are the sprites that we've just added.

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So what we'll do, because this is not necessary staging, committing the sprites.

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What I'm going to do is I'm going to go in here.

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I'm going to right-click and I'm going to

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ignore and ignore everything beneath assets, sprites.

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We do not want to save anything that is inside of the sprites.

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Because one, we will always have the sprites on our computer to,

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we might never have deleted the sprites by mistake.

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And even if we do, we can always put them back.

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And 3, they take up a lot of unnecessary space.

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So ignore everything under the assets sprites hit Okay,

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Everything should be gone,

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only the bullets and so on and so forth.

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So I hope you enjoyed stage everything and I'll see you in the next video.

