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Welcome back, my fellow game developers.

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Look what we just created.

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We run the game.

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We will see one of the enemies in here.

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And when we kill him,

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we will go through doors.

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And you can see that we have

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the boss level and we have the health room.

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So if I open the door,

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I walked to the circle right here.

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There we go.

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I go to the health room.

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I can pick up a health and I

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can kill an enemy when he dies.

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I have something different in here.

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We will need obviously to

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change everything on every single level.

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But as you can see, now, everything works.

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

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Okay. So you thought that I have left you, but I didn't.

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I hope you did the challenge of creating

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the actual appearing out of the name.

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So let's go ahead and do just that.

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First of all, I'm going to go into the door and here,

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and I'm going to go ahead and add another box collider,

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which is going to be the box collider 2D,

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which is going to be a trigger and I'm going to

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make it a little bit bigger.

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So I'm going to make it yay big.

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So it's right around the door.

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And I'm going to go ahead and

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apply the changes, applied changes.

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Now we should see a box collider right here,

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which is also a trigger.

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Both of them are triggers.

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And now I'm going to go to the door

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or actually go into the scripts in here.

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Make this a bit bigger

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because we can barely see anything.

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And where should we added any?

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Let's go ahead and create a new folder for the door.

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And then open it up and

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create a new script that I'm going to

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call the name fear.

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Hit Enter for this to compile.

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Today.

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Now we will double-click in here,

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open up the script,

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and start typing a couple of things.

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So the first thing we're going to do is

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create a serialized field,

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which is going to be text Mesh Pro,

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so using TMP Pro.

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So in here we're going to save the text.

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Mesh.

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Bro GUDDAT GUI is the level name UI.

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And then we're going to create

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a serialized field of the game object,

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which is the level name Canvas.

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And then we'll create a serialized field

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which will hold the game object,

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which is the door to open.

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So we'll keep track of the door to open.

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And why do we keep track of the doors open

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even though I'm going to immediately add it to the door,

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I can say transform dot SAT ACT or SAT non-active.

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That's what we need to door.

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But maybe we could add it in

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a different place so I wanted to keep it right here.

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So what are we doing?

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Let's make this one,

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the last one public and you'll know why and

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just take it open door zone.

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So this will make sure we can only

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open when we are in the zone.

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So when we start the game,

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I'm going to say that the level name Canvas dots are

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active as false because I never want to see it visible.

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I'm going to create a method in

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here that is a public void.

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Set the level name,

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which will take in a string variable,

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which we'll call the level name.

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And in here we're just going to say that

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the level name dot txt, file name, UI.

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There we go.

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The text is equal to the level name that we were sent.

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Then an update. What are we going to do?

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We're going to say that if the input dot get key

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down with a key code dot E.

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And we are, and the open-door zone, Zen.

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Zen, we are going Sue.

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Okay.

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An open door, the door to open, dot-dot-dot,

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active to false. Save that.

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Now the next thing we do is the on

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Trigger Enter to D and the armed trigger exit to

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the sugar exit to D.

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And I'm going to check for

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the parameter are actually for the collision.

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So if the collision compare tag,

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even though most probably we will say

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that this can only interact with the player.

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But I just want to take

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my precautions just in case, just in case.

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So in here are actually the door.

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Does the door have any layer on it?

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I don't think so. Not there is no layer,

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so let's keep in mind the player.

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So only the player can interact with this.

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And what we're going to do is get the level name Canvas

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dot set active to true.

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And an open-door zone is equal to try.

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And when we exit,

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I'll copy this, paste it on a new set,

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active, false, and we are no longer envy open-door zone.

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So I believe this is everything.

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I did it a bit fast,

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so maybe I made a mistake somewhere.

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Maybe we should.

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Oh, there is one more thing that I want to do.

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If for some reason,

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let's say the player opens the door

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and then he goes back and wants to open the second door.

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I want to close this door again.

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So whenever he leaves the zone,

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I'm going to say that the door to open,

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door to open thoughts,

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Sad, active is true.

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So save that. So maybe,

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or maybe the player actually enters through

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the door and then he cannot go

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back once he is outside the area.

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So this will mean that you

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have to make a decision before you go through.

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So with all of that out of the way,

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I believe it's pretty simple.

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There is nothing at all that might be complicated.

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I'm going to go into the level of exit.

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And instead of having all of this and start,

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I'm going to go ahead

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and right-click quick action and refactoring.

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And I will extract the method.

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And I'm going to say that this is the print name.

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Apply.

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And I'm going to remove from start,

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we don't really need it anymore.

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And also in here I'm going to say that there is

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an integer that is being sent with the level index.

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Why am I doing this?

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Because you'll see in just a bit.

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So the level to load would be equal to

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the level and texts that has been sent.

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So now what we can do is back and

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the level manager in here

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instead of Sunday level to load,

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which is on the level of exit,

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we can immediately print

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room name and I can remove this method.

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So print Exit, exit,

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this public know it's private.

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So I'm going to make public say that back in here.

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And print room name.

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Rent a room name, save that.

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As you can see, this is a bit better,

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a bit faster of handling things.

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Let's save all of that.

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We can actually remove the print, and instead,

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we will need to go ahead and send it

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to the name appear right here.

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And let's first of all see

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where we will add the name to appear.

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Let's save that.

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And let's see, we shall add it on the doors.

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We'll add it to two or one.

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And let's apply the changes.

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So now under one we shall see

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the everything that's lock it

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down and add a couple of elements in here.

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So the level, name,

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weight, this is the text displayed,

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this is the whole Canvas.

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Then we have the level name as the text

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Mesh Pro and the door to open,

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which is the current one.

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And in the open zone,

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why did I make this public?

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I still don't know. Let's go to the name

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appear and thus remove the class, make it private.

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I don't even remember why I decided to make public.

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Maybe just to make sure that everything works.

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Maybe, maybe that anyways,

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and if I apply the changes,

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we can see that in the door.

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If I scroll down and

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we have all of these option and it's actually

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attached to the door 1 and

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the text display is attached to the door one also,

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which is very bad.

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And everything will be at that.

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So we need to do everything by hand in here.

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So at the canvas,

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at the level name

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and it's going to oh, no, no, no, no, no.

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That's because we have this lock down.

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If I click on the actual door,

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we shall see that I was so confused by this

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because I know that when you

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apply the changes on the door one,

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you can see that only the door one

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is attached, but the door 2,

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you can see that the text is right here

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and the level name is the one that is right here,

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which is what we want.

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So this is the amazing work of the prefabs.

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And I was really confused for a second there

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because I had this lock down and I clicked on the door.

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It was the same.

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Anyways, no worries about that.

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Now that this is out of the way,

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we will save this.

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And now we need to somehow send,

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or is it the level of exit we need to send

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this name substring to the name appear.

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So I'm going to say that in here we have

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the serialized field of the game object.

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The door.

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And in here we have the name appear,

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which we where do we have it?

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Okay, so sublevel name. There we go.

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So I'm going to remove these two parts.

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And then say that the 0 door that Get component,

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which is the name,

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appear the set level name.

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We'll close this down and now we

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will have everything working.

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Okay, so in here in the portal one,

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I've assigned the door one.

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So for some reason we have things a bit weird.

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Maybe we can move the portal one right here,

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and the portal right here,

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I can just say,

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but so portal one will have the door one as its door.

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So port 1 and the door

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1 and the normal portal will have the normal door.

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We save all of that.

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And now there is one more thing that

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we need to take into consideration.

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And this is something that I've thought about

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all the way while creating this.

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And that is we actually open the door immediately.

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I don't know if you've noticed that.

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Why is that?

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Well, because if we go into the where is it?

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One of the components in here,

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which is the room, the room manager you can see in here.

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If we double-click on the room manager,

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you'll see that in the update

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we have if enemy count is equal to 0,

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then we will set all the doors to act it.

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And the problem in here is that the enemies

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are always 0 missing,

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so the door is opened immediately.

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So what I'm going to do in here is

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just check to open Goldman enemies.

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Are that no, not that.

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I'm just going to remove this and we

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can actually add this mechanic and to the game.

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And maybe in the wave spawner

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when we instantiate the enemies.

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So when, when we spawned the enemies,

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we can make them children of the room.

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Where is it the enemies right here.

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We can make them children of this enemies.

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Then we can end the room manager.

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Instead of just getting the enemies,

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checking the overlaps, colliders,

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sorry, in here and start.

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We can do with an update every couple of seconds.

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Then make sure that we don't open

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the door or we don't check for

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this until we go ahead and kill all the enemies.

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This is all possible.

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But for the sake of simplicity,

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for the sake of just getting through this thing,

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I'm just going to go into

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the room manager and just comment this off,

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save that back in our game, run the game.

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And we should see now that the doors are all closed.

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The level name right here and the level name or IT,

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this is something that we do want to fix.

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We don't want to be able to see what

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the level is or having it be displayed on.

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You can see right here that it's getting destroyed.

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I'm going to shoot the enemy

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and we'll see once he is killed.

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So when he dies, now when I get,

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you can see that now we have

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the level boss and we have the shop.

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I can open this up if I leave.

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You can see that it does not close for some reason.

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If I go right here,

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I'll open this up, then go away.

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It does not close. This is something that we will fix,

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but anyway, this was the boss level.

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Let's see if we go to the boss level.

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There we go.

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As you can see, we clearly go to the boss.

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Love. How cool is that?

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So now that the boss is that I'm going to, there we go.

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So the boss dies.

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We will wait for this to open up.

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And obviously we need

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to change a couple of things in here.

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So first of all, the level name,

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cool back in the year and the level of exit in

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name appear in the start Canvas,

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we are setting the whole canvas to false.

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But then when we enter,

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we are setting the canvas to true and we will

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be fixing all of that maybe in the next video.

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But the mechanics work,

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the levels work, and I'll see you in the next one.

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Make sure to commit all of your changes.

