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Welcome back my fellow game developers to

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a brand new video in which we learned all about sliders.

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We'll learn about next mesh Pro and

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we also create our own font.

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How exciting is that?

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So let's not waste any more time and let's get started.

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Oh, case.

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So time to add a bit more flavor to

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the way our health gets deteriorated by the enemies.

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So let's get started.

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The first thing that we want to do

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is make the scene a bit bigger.

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And we are going to double-click on

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the huge UI canvas that we have.

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So we can see that we have the,

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what happens in here, the

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fading image that we've turned off.

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And we're going to

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move the weapons just a little bit to the right.

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And we can see right here that

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these images should be at the 0,

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0, on the y and on the x.

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Just so we have them in the middle of

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the non-UI and let's move them down.

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This is just a bit of adjusting,

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and there you go.

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So now I'm going to

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set the weapon to the right because to

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the left I'm going to be adding

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something called a slider.

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Before that, I'm going to create a game object in here,

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which will represent the health.

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Let's just call it health.

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There we go.

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And under the health I'm going to right-click go to

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your and create something called the slider.

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So let's add the slider.

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So as you can see, we've created a small slider.

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And the slider does a couple of things.

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It moves from left to right.

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It has a background.

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If I open it up, it has a background,

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it has a fill area and it has the handle slider.

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If I click on the slider right here,

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you can see that there is a game component

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or components on the slider.

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And you can see that there are a couple of things.

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The normal color, the highlighted color,

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all of that good stuff.

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But the thing that we most want to focus on,

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the minimum value, maximum value,

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and the value right here.

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You can see that while I increase

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it at moves from left to right,

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and this is what we are going to use

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to represent the help that we have.

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But obviously, having the slider move

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left to right is pretty ugly.

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So you never want to have

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your health represented that way.

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So we want to have some kind of bar to represent

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the health just like we have in

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the professional looking gains.

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So I'm going to do first of

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all is delete the handle slider.

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So now we no longer have

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this little or no what's called the,

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some kind of, anyways,

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this circle that was

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moving around and now we only see the bar.

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The next thing that I want to do is

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I want to access the background.

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And the background.

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I'm going to click in here.

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You know what?

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Before we do that,

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let's go ahead and add these sprites,

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the UI elements that we are going to use.

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So in the sprites,

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that's open this folder up

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and let's see what we have in here.

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We'll right-click create a new folder

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for the UI elements.

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Double-click in here, and let's go into the resources.

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As you can see, I've provided you with a couple of

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bars and you can use whichever color you want.

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You also have the buttons right here that

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we'll be using later on and the font.

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So I'm going to choose the font,

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the red slider and the slider background.

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And I'm going to drag them into the UI element.

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Okay, Great.

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Now let's go to the slider.

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Let's call it the health slider.

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And if we click on the background,

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you can see that we can change the source image.

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So the source image that I want to have this slider.

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So when I add it in here, there you go.

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You can see the slider right

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now if I set it to native size,

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it's kind of a huge.

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Maybe we'll make it a bit smaller.

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But the point is that we now have this background slider.

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And I want to make sure that when I

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click in here and hold down Alt,

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that it fills the entire slider image,

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not just on itself.

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So we have the health slider element.

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If we click on the rack tools,

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you can see the edges of it.

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And before we had that,

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you can see that the edges are the edges.

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There we go. These four points,

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these were the edges of the health slider,

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but the background was much bigger.

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So when we click,

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hold down Alt and click on the stretch,

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we fill out the entire slider.

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Next thing we have the Fill area.

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Now currently when we want to fill the area,

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you'll see that it's a very ugly white line.

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So what we'll do is we'll access the fill.

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And you can see we can also

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change this bright and I'm going

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to use the red slider.

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So now we can click in here and you'll

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see it's much prettier, right?

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Not not so fast because we also want

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to make sure that the fill area when we click in here,

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hold down Alt, make it stretch

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all the way around the field area.

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And then the fill area should also

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stretch and to the whole background.

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But because we are working in the background.

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And we want to see the background.

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I mean, we are going to make it smaller

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and so it fits exactly in this background.

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That looks good enough.

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So I'm going to move it just a little bit up.

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And okay, so there we go.

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We can see that we can select the health slider and we

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can start from 0 and increase it until it becomes one.

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Now, how are we going to be changing

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the health based on our own health?

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That will be a video for later on.

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But for now, as you can see,

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we have created everything that we

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need for the health slider.

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I'm going to zoom out a bit.

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And maybe actually I'm going to make

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the slider a little bit bigger.

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So let's increase the size.

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And as you can see,

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because everything is anchored to those points,

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they grow together smoothly.

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Let's make it a bit thicker.

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Obviously this will need a bit of changing.

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And I'm going to move the health element down,

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then zoom out, see how that looks.

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So there we go,

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around here I think is good.

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Or maybe move it up a bit or no,

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let's keep it down here.

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To, down here is good.

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Let's zoom in.

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Maybe make it a little bit longer.

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And by the way, all of,

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all of the things that I'm doing depend on me.

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So if you want to create something different,

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please be my guest.

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I recommend that you try to

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create your own type of slider.

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Let's fill it up just so we can

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have the right dimensions.

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And there we go,

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On the left, on,

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up and to the left.

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Okay, so there we go.

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This is our health and it looks really nice,

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I think So if I maximize on play and play the game,

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let's see how that looks.

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Okay, so there we go. We have the health,

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we have the rifle.

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There is one more thing that is missing and that is,

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we want to also represent the health using text.

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First of all, this is what our zombie game,

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and I think it looks really nice.

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Second of all, it will be a good way to know how much

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we are actually changing

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and learn a couple of things more.

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So let's go ahead and add a text in here.

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But this time because we are going to add our own font,

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we're going to add not just a text,

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but we are going to add a text Mesh Pro.

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So if I click in here,

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you can see that you'll need to

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import a couple of essentials.

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Just click on the first one and wait for it to import.

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If this takes too much time,

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I'm going to magically reappear.

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Okay, did that.

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There we go. So now we have

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something called the text Mesh Pro.

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And I'm going to call this the health text.

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Hit Enter. And let's move it a bit to the left.

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So in here, let's make it bold.

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And you can see that currently the font used on it

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is the liberation sense or something.

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But we want to use the font that

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I've provided you in the resources,

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downloaded it from the font.com.

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Oh my God, that anyways,

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how are we going to convert this into a font?

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Well, if we go to somewhere in

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here in the windows text Mesh Pro,

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you can see that we have the option

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for the font asset Creator.

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Clicking here, it will ask you for the source font file.

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Let's drag it here.

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And it will just tell you to create fond Atlas.

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Save.

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And it will ask you where do you want to save it?

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We will save it inside of the fonts right here.

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Or in the UI element.

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Save that.

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Great.

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So now if we go into UI elements,

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you can see that we have the spot right here.

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It has a bunch of properties that I'm not going

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to even attempt to get into.

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So health texts just drag the font into its position.

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And there you go, We can see that we

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have a different font right now.

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Now, I recommend because as I've said multiple times,

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I'm very bad at drawing things.

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And I have a very bad taste when it

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comes to colors and with it comes to text

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and everything that's related

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to making something look pretty.

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So, I recommend that you

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maybe try to find a better text than this.

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But for now, let's try and create

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the sort of health system and maybe make it auto size.

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Auto size means that it will grow and

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shrink with the size of this. Yep, there we go.

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So I'm going to make it bigger, make it bold.

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And the cool thing about having

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text Mesh pro is that we can change

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a lot of things so we can add lighting,

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we can add underlay,

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we can add some kind of

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glow and you can play around with these.

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We can also add an outline.

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So if I add a bit of thickness,

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you'll notice that we have the outline,

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we can change the offset,

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the tiling, the speed,

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a lot, a lot of amazing things.

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And I'm going to make a white outline

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just so we can see everything more clearly.

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Maybe.

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There we go, one hundred and one hundred.

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This is the help.

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We can change a lot of things that the

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color and so on and so forth.

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And as long as we're here,

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I'm going to go ahead and issue you a challenge.

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So your challenge is to set up your own UI.

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So do a bit of research and find

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your own UI elements to use for your game.

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Use those elements to set up your UI canvas for

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the player and think of

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other things you'd like to display on the screen.

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So for example, you might want to have our ops.

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You will, might want to have

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countdown timers for the shotgun.

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You might want just the shotgun for the weapon,

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the dashing or whatever.

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I don't know what else you might want.

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Whatever you want, think of it, tried to add it.

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You, even if you don't know how to create the thing that

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should like to just put it there and then write it down.

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Maybe you'll find through the scores as we go on.

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Or maybe by yourself,

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you'd find a solution for it.

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And there's an extra challenge.

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I will recommend that you go ahead and convert

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the weapons name that we display under the shotgun.

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But I do have to warn you that it will take a bit of

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tweaking before you can actually

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managed to change the weapons name.

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So that's pause the video right now

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and go to the challenge.

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Okay, welcome back.

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So this video is already a bit too long,

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so I'm not going to go ahead

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and change the name for it now.

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Later on, obviously we will change it.

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I'm going to go ahead and apply

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all the changes that we've made to the UI canvas.

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And now when we run the game,

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and now we can see

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that we can change to the pistol, run around.

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We have the health, we have

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the pistol and somebody gets stuck somewhere.

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Oh, so we died at the,

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the light exactly on

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this weird point right here on the enemy.

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So there is a glitch.

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Obviously, we will take care of that later on.

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So I hope you enjoy it.

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I hope you're committing your changes.

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And I'll see you in the next video,

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where we will be actually accessing

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the UI sprites and updating them. So see you then.

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Hey Michael here from the future,

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you thought you were done with me?

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Nope.

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You weren't.

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So there's something in here when I came to

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go and commit my changes,

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and that is the acid stacks mesh.

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And if I go in here,

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Where can I find that in the assets,

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you can see that we've created

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this text mesh file and this text mesh.

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Let's see the properties on it.

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Can I see the size?

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Nope, I cannot see the size,

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so I think we don't really need

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to have it saved in our commits.

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So what we can do just to save a bit of space,

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I'm going to right-click in here.

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And we're going to ignore everything

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beneath the assets text Mesh PRO.

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Okay, there we go. We don't need that.

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Stage everything and call it added

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UI elements to Canvas to

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represent health and created my own shop.

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So I'll commit these changes

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and I'll see you in the next one.

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I promise I am gone right now.

