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Hello, guys.

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In this section, we're going to do polish of the game.

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And it does not only include make it more levels.

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Make this level parts better and better.

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Yeah.

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So it's not only about that.

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It's also about correcting behavior of the character.

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For example, I have behavior when player is not grabbing ledge all the time.

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Sometimes he misses the ledge and this is not supposed to be there.

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This is not what he should do.

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He should grab the ledge so we can fix it by going to check and just change in size of the box collider

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and placing it like more to the top right side and maybe increasing the radius of latch check.

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I'm not sure any exact numbers of the size of the collider, even though you can see them on your screen,

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it's not so important because it may be different for your project.

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You just, you know, like place it APR, run for a bit, see how does it work, Maybe change it a bit

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again, if it works better, keep it that way, if it works worse.

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Revert back, try again and find something that suits you.

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All right.

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And next step we need to do here is to fix a roll animation so you can see I'm entering role animation

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again and again because we switched on can roll on LinkedIn, but we didn't switch it off because animation

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didn't finish yet.

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So what we can do is to block transfer to jump fall from roll animation.

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That's going to be pretty simple, which is going to do from any status jump fall.

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We need to add another condition can roll should be false.

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But in this case, whenever I'll try to jump after roll animation, I'm going to jump in the roll animation,

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which is also not the case.

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So we're going to do slight change there.

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Well, let me show you first what I mean by that.

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You've seen that I'm jumping but still am in the roll animation.

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So to fix that, we're going to go to player script.

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Let's find our jump button.

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And just type here, finish, roll and Im finished.

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So what is going to do is it will break roll animation if you jump, but if you don't jump roll animation

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will be there until it's over.

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We won't transfer to jump fall and that looks much better.

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Let me try to show it to you.

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Yeah, I think that looks much better.

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Now.

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Something else to fix here is I noticed that when I was testing the game, whenever I do slide, slide

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doesn't stop, but I'm losing the speed.

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It is happening because we reset in speed on a roll check and when we do in slide, our character detects

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the wall.

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Check this out.

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If we go into slide animation over here, this is our wall detection that resets the speed and it does

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detectable most of the time.

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So what I want to do here is to go to player script again, find speed, reset function.

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And time here If is sliding, then return.

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So we want to reset speed when we do in slide.

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All right.

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This is all of the issues I found at the moment regarding balance of the player, like how fast he should

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move and how high he should jump.

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And the best settings, in my opinion, is to set gravity scale to five.

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He is move speed, default should be 12, his maximum speed should be 20, his jump force should be

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ten.

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Double jump first can be 12 or 13.

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Both feels fine.

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And regarding the survival ability, like at the moment we check in his maximum speed, we can adjust

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it a bit to make it a bit easier for the player so we can make something like speed to survive value

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and let's do it here.

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Serialize Field.

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Private float speed to survive.

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And I want to set it to 18 by default.

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Yes.

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So 18 is okay, so we can reach that point of surviving earlier.

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Now let's find that place where we set in it in the damage, extra life.

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So extra life is equals.

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True.

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If more speed is equal or bigger than speed to survive.

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Yeah, this will work a bit better.

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This will make our game a bit easier.

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And that's it for now.

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But what I want to tell you, this video may be updated if I'll find some bugs or if some of the students

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report a bug.

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I'll come back to this video and I'll add some part here to improve and fix the issue we have.

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All right.

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Now let's go to the next video.

