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Welcome back my fellow game developers

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to a brand new video.

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And in this one, whenever we start shooting,

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we no longer have this boring thing that happens.

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We actually have shaking.

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So when we shoot, there we go.

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You can see whenever we should,

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we have some kind of shaking,

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so it adds a level of intensity.

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Obviously, the intensity on the shotgun is just too much,

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but as you can see,

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each weapon has its own intensity.

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So notice the rifle,

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notice the gun, and notice the shotgun. There you go.

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So you can see we have

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different intensities for different weapons.

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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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Oh, okay, So now what we want to do is we

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want to add a bit of

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intensity to the way we are shooting.

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So currently everything is working fine.

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We are shooting with our weapons.

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We can change them to different weapons.

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We can kill enemies.

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Everything is good, but there

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is still something bothering

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me and that is that the shooting isn't that exciting.

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So we have the shooting,

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we don't actually feel it.

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We see it.

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It doesn't impact, but we don't feel it inside of us.

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So what we're going to do is we're going

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to add a bit of shaking to the camera.

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And thankfully, it's extremely

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easy when it comes to using a sinner machine.

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Before having a single machine,

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it would take a lot whenever you want to

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make the cam shake and it

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wouldn't work. It's sometimes did.

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So let's not waste any more time.

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And let's go ahead into

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the virtual camera and add something

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called the basic multi-channel Berlin under the noise.

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So you want to ask me,

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what is the basic multi-channel Berlin?

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I have no idea, but I know that it creates noise.

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So if you want to delve deeper into that beam,

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I guess I would be very happy.

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So her that out of the way.

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Let's see what happens in here.

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We have different types of profiles,

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noise, Let's not call it knows anymore.

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And we can change this to have various different aspects.

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You can go ahead and read about all of these.

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I'm really don't know what they actually do.

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I'm not that deep into SONA machine,

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but what I do know is we can use

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60 shake and we have

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the amplitude and the frequency gain.

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So if I run the game,

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you'll notice that we will have shaking right now.

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Okay, So there you go.

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You can see the little shaking

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and you can see the camera how it's shaking.

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If I increase the amplitude, there you go,

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you can see that as I increase,

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we have more and more and more shaking

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until we can handle it. No war.

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Let's set it to 0 for now,

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you can see I can also create an offset.

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So if I set it to one and I increase on the y,

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I think on the Y there will be more shaking,

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but let's keep it at 0.

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We can also increase the frequency,

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and this will add to the frequency of the shaking.

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So let's keep it at one.

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Let's set it back to 0.

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And let's find a way to control this

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shaking whenever we are actually shooting.

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So to do that, I'm going to create a new script.

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So I'm going to go into the script,

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Let's right-click and create a folder for the cameras.

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Because later on we might have a camera controller.

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And let's go ahead and create a C sharp script and call

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it the shake, camp.

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Hit Enter, wait for it to compile.

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And we're going to add it to

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the virtual camera. And there we go.

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Now we have a script in here.

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I'm going to open it up and we

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are going to do a couple of things.

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So first thing, first,

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we need to be using cin a machine.

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This will allow us to access

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different things inside the machine,

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just like using Unity engine doc UI

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to access things in the UI canvas.

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The next thing we're going to do is

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create a couple of variables.

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Now bear with me.

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This will be a bit strange,

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but you will understand everything.

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First, obviously we need

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a reference to the virtual camera.

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So I'm going to create a private sin a machine.

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Actually let's just virtual camera,

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center machine virtual camera.

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And I'm going to call it

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my virtual camera just to keep things very simple.

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Next, we're going to create another private variable,

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which is going to be the multi channel purlin.

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And we're going to call this the noise.

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So as we said,

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this animation, basic multi-channel Berlin.

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This is the last time I'm going to save the song world.

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There it is, right here,

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and we will need a reference to it and the noise.

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So back in here, what else do we need?

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Well, I think we will need to

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create an instance of this because we don't

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want to keep looking for it and we just

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needed once. I believe.

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So, I'm going to make this a public static.

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And we'll make this a type of shaky, shaky cam.

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And it's going to be called

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instance in stance. And there we go.

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And in a way from now on,

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whenever we want to instantiate an instance,

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it's always and the awake.

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So instance equals this.

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Great. Next, let's go ahead and set up everything.

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And as long as we have the awake now let's set

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the virtual camera MD noise in here.

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So first thing first,

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my virtual camera, what is it equal to?

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Well, it's very simple.

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We are going to get the component,

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get component, and we're going to get

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the virtual camera. There we go.

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So now we have access to the virtual camera.

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Then we'll need to get the noise.

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So noise is equal to get out or sorry,

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noise is equal to my virtual camera dot get.

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And you can see right here that we have

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this gets in a machine component.

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So what the problem is or not the problem actually,

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why do we have gets in a machine component and

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why can't we just get a normal component?

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Well, because if I go in here and four,

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I do that, just let me fill this end.

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So this will be the multichannel purlin.

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There we go.

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So why do we use the get cinema machine component?

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12 silane machines are a bit

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tricky and that's why I recommend that

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you go and look through

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the documentations and learn everything about.

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You can actually, by the way,

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you sell machines to create

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trailers and cut-scenes and so on.

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So it's a very, very powerful tool.

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You will learn what it does.

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So you can see right here that these are different,

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let's say components inside of the virtual camera.

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And what's the problem in here for some reason.

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Okay, So it wasn't opening up.

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Did we say that we needed the body?

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Oh, okay.

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So there we go.

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For some reason it wasn't opening up

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Cinema machine and make this a 60 cam.

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Save that.

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Okay, let's continue on.

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Now that we have access to the noise,

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what we're going to do is we're going to first

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of all delete or remove the start and update.

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And we're going to create

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a method to actually start shaking.

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So I'm going to create a public void

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and we'll call this the shake camera.

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And inside of shake camera,

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I'm going to take in a float of intensity.

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And this intensity will be translated into the noise.

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So if we look down here under the noise,

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we have the amplitude gain.

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Let's access that.

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So amplitude gain their ego

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and we have the little m behind it.

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But this is the name of the variable that we're

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accessing and we're going to sell it as the intensity.

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And why do we have this intensity parameter while?

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Because every time we shoot our weapon,

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we want to have a certain intensity.

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So for example, the shotgun should add a

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bit more shaking the Arno,

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the whatever it is,

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the rifle will add a bit less

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shaking the gun shouldn't shake almost at all.

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But for now, let's go ahead and

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call this method right here.

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And we're going to go ahead and

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first of all acts as the shaken,

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for instance, shake camera.

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And let's just give it for now 55.

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So we will create shaking using

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five intensity and we'll see how that looks.

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So I'm going to wait for this to compile.

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I'm going to run the game.

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And now we should see that when I shoot.

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There you go.

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You can see that I have the shaking.

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Now, there are two problems in here.

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The first one is we have a lot of shaking.

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The second one is that if I change into another gun,

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the shaking is the same.

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If we test it out, it will be the same. Trust me.

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That doesn't seem like that,

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but let's say I tried to use the gun.

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So you can see now when I shoot,

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the intensity is the same and we don't want that.

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So I'm going to issue you a small challenge.

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You are going to make the camera shake.

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So create two variables for each weapon.

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14, the intensity of the shake,

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and one for the time we keep shaking,

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we don't want to keep shaking forever.

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Second, you'll need to add a parameter

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to the shape method that takes in the time.

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Also, you'll need to stop the

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shaking using a co-routine and

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you need to call the method

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shake camp every time we should become,

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I think the last point we've already did.

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So pause the video right now and go do the shallow lunge.

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Okay, welcome back.

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So how did you get all of that?

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So first thing I'm going to do is in here I'm

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going to create a serialized field of type float.

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And it's going to be a weapons shake intensity.

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And the weapons.

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What?

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Weapon? Shake time.

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And let's remove the weapons and make it happen.

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So now we have the intensity and the shake time.

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Next thing we're going to do,

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what should we do?

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Let's see the challenge or even forgot as a parameter.

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Okay, so we go back in here and we add

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a float time or shaking time.

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Shaking time, then we'll

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need to stop the shaking using a co-routine.

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So in here I'm going to create

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an enumerator and it's

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going to be called the stop shaking.

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So stop shaking and it's going to take in

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a variable in here which is no time to wait.

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And as always, we are going to yield, return.

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New, wait, four seconds, time, wait.

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And in here after we finish,

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we are going to get the noise again, dot amplitude.

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And we're going to set it back to 0.

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Save that.

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And we are going to start the court in up here.

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So start coroutine.

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Stop shaking, Please.

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And we're going to shake time.

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Shaking time. Say that finally,

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there is something in here.

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So there we go. So weapon

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shake intensity and weapon shake time.

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Save that.

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I believe this is everything that we need to do.

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So we call, we get the instance of the shakeup,

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we access the method,

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give it the intensity of the weapon,

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we give it the time it needs to keep shaking.

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And then we call this method right here,

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which takes in the intensity shaking time,

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gives us the intensity to the noise.

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It starts shaken and then starts a cold thing

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that will stop the shaking after a bit of time.

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So with that done,

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we save all of that.

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We go back in here,

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we have the Why does the noise keep closing?

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Did you notice that every

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single time for some reason there is

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some kind something not completely right with this.

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I hope it works.

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So I'm going to set it to 0.

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Save that, run the game.

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Oh, and I forgot to add to each some shaking.

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So shotgun,

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what's the intensity of the shake on a shotgun?

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Let's make it six.

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And the time is maybe two seconds. I don't know.

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I didn't test this.

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The intensity on a rifle will be

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four with a shaking time of one.

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And on the pistol is going to be a

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three for the shaking time of 0.5.

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Save that, run the game.

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And let's test our weapons out for the shaking.

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So I'm going to maximize on

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play to make it look much nicer.

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I believe this will work.

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I don't think we have an error.

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So now when I shoot with a rifle, go and i,

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if i computing we have shaking all the time,

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then when I choose the pistol,

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it's a bit less,

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so 0.5 seconds and the shaking is a bit smaller.

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And then we have the shotgun,

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which should take lot and for MLA.

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So boom, there we go.

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We are dropping some kind of nuclear bomb.

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But obviously these all need a bit of tweaking.

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I will do a bit of tweaking here.

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We don't want to have that much shaking.

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We will have a little bit less,

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but it always comes back to you.

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What do you want your shaking to feel like?

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Does it have to be intense?

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Does it not have to be intense?

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We are going to commit all of

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our changes and we are going to call

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this the as a shaky cam when I shoot.

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Comment those. And there you go.

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I believe this will be the last video in

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this section of the advanced weapons system.

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We've added our guns later on we will be picking sum up.

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We will see how we are going to

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be finding all of our guns.

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We learnt how to switch the weapons.

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We learned how to add them to the UI.

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We added a fire rate,

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we created an amazing shooting system

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and I hope you're enjoying.

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I hope you'll have to review it helped me out a

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lot and I'll see you in the next one.

