WEBVTT

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Hello guys.

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Welcome to the video.

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In this one I want to show you how to improve game visuals and how to improve players visual effects.

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So I want to create a dust effect.

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And when player jumps or lands on the ground or does any other action, you can make a dust particles.

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And also if you want you can use this for enemies as well.

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Uh, later on.

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But I'm going to show you how to set up this only for the player.

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Okay?

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So, uh, to make a dust effect, we're going to use particle system.

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And you should know that particle system is easy to learn, but very hard to master.

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You can make so much of different visual effects with particle system.

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It's basically like, you know, drawing.

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You can do so many things.

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There is entire profession for the people who works with particles, and it's very cool one but I'm

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not very strong at this part.

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I just know some basics, a little bit of it.

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Mostly I use assets if I need visual effects, and nonetheless, even if it's like drawing, I still

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can show you how to draw a circle, right?

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So I'm going to show you how to make a very simple but pretty nice particle effect that will look like

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a dust from the player.

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Let's go.

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So what we need here is, uh, right button effects particle system.

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And even from the start.

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If you focus on this, you can see it creates particles.

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Very nice.

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One of the problem here, it shoots them up like that.

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And that happens only because of the rotation.

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And also position is way off.

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So let's do reset and let's find it.

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Now it's going to be in the middle over here just where we have the player.

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And if you go to 3D mode you can see they flying away from the camera.

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Okay.

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That's good for now.

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Uh, let's go back to 2D mode, and we want to make them visible.

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And for that I'm going to go to renderer.

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And we can switch certain layer to something else.

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I think I'm going to choose player and I'm going to do minus one.

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So it will be behind the player.

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Nice.

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Next step would be to replace this, uh shiny spheres with something else.

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Something more suitable for the pixel art.

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We just need to go to materials over here and replace it with a sprite default.

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Now it looks more like pixels.

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Just what we need.

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There's a couple of more steps we need to do.

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So stay with me.

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Um, I want to replace the white square with a dust particle image.

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And we have that image.

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Although if you really like, you can use these squares as well.

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They work perfectly fine.

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We need to go to graphics.

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Other.

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And there is this dust particle.

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Let's make pixel per unit 16 apply.

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Then on the particle system, we need to go way down somewhere here, find texture sheet animation and

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we need to enable it.

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Now.

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Once you enable it, it's going to work and you can do different settings here.

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I'm not going to explain every setting because it would take way long because, you know, the particle

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system is such a good tool that you could make an entire course just on particle system, honestly.

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So we're going to go briefly over some basics.

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All right.

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We're going to switch to sprites over here.

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And this will make it use sprites for the particle system.

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And then we need to take the dust particle and drag it here like that.

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Now you can see it was replaced with dust particles.

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And it looks much more like what we need.

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Now I'm going to close texture sheet animation because we're not going to need it for a while.

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And let's close the renderer.

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The next step I would like to take here is to change the shape of particles behavior.

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As of now, you can see they flying on like into all sides on 360.

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And it has sort of a circle shape.

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We need to go to shape over here and change the cone to box.

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Now it will be in the box much more manageable.

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And what we want to change here is the scale.

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Because as of now it acts like a cloud, which by the way, could be used for the cloud.

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Why not?

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You can place it at the top of the level.

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And this would be the clouds for you, you know.

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Very cool one, but we need the dust.

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So we're going to take the player.

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Let's bring it on the platform here.

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And let's place this particle system at the feet of the player.

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Somewhere here.

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Like that.

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So even though it looks cool and could be used for many different things, we know that it's not suitable

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for the dust effect.

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For the dust effect, we need to make a smaller field.

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So let's make one on the X and let's make zero on the Y.

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Like that.

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Now it is at the feet of the character.

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Very nice.

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The next step I would like to take here is to make them fly up and left every time we use them.

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So we need to go to velocity of our lifetime.

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And this will change velocity of the particles during the lifetime of the particles.

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And.

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And you can set a lifetime over here.

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But as of now, we're not going to touch it.

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We're just going to change velocity.

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Let's make velocity minus one on the x.

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So it's going to fly to the opposite side of the face in direction like that.

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And then let's make it one on the Y.

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And it's going to fly up and left.

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If you want to make it more vertical you can make it as two over here.

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Yeah more vertical.

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Put the bigger value I think two is fine.

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Very nice.

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Um, we're going to come back to the velocity of our lifetime later on.

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We need to change this space over here.

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But first, I want you to see how it works right now.

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So later on, you understand, why do we change it from local to world?

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Okay, now this obviously good, but it's kind of too much for the dust effect.

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Uh, let's go all the way up, and let's change duration from 5 to 0.1.

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And.

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Let's go to start lifetime and change it from.

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Oh five.

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To 1.25 like that.

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Now we can see it acts differently.

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There is like like, you know, it acts differently.

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It flies less.

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That's what it does.

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And.

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The last thing we could change here is the density.

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Like how many of the particles are there at the moment?

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We have, uh, ten over here and we can change it for 50.

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Now there is even more of them and all what we need to do is to enable them for a split second and that's

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it.

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To do that, we can go ahead over here to the main part of the particle system and we need to uncheck

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looping.

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So now it's stopped.

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And every time you play the particle it's just going to do a little bit of the particles like that.

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And it looks like a dust, right?

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Very nice one.

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Also, we need to uncheck play on awake so it will not be played once you start the game.

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And we almost done here.

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It's pretty much the end of it, except that now particles disappear in kind of like immediately.

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And it looks okay.

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But we could do it better by going to the.

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Color over lifetime, and this will change color over the lifetime of the particle.

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And over here we can go and set transparency to zero in the end.

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So during its lifetime it's going to go from white to transparent.

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All right.

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Let's see it again here.

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And it disappears like that.

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Like a real dust effect.

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Very cool.

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I love it so much.

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And now we can go ahead, try this particle.

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And then we're going to change the local space for it.

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Okay.

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Let's change it to dust Ethics and let's go to Asset Prefab.

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We fix and we're going to drag it here.

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So we have a prefab.

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And we can use it later on for other objects if we want to.

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And let's go to player drag it here.

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And let's just make sure it is at the feet of the character.

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Um.

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Looks good to me, I like it.

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Now let's go to player.

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Player script.

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And we need to make a new variable.

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We have player visuals over here with a suffix.

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So I think we can do serialize field.

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Private particle system.

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I'm so sorry.

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Let me try again.

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Particle.

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Particle system.

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Dust effects.

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Okay.

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And then we just need to play this particle whenever we want to play dust, for example, when we land

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on the ground.

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Whereas the handle ending here I'm going to do.

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Does the fix not play?

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Now let's go and try again.

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We want to do.

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When we do, we'll jump, right?

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Whereas the wall jump.

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Here.

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We'll jump.

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Let's do.

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That's the fix dot play.

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And we're going to call it a couple of times.

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So I'm going to copy this line of code and just find places where I want to enable dust particles.

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I want to do it at the double jump.

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So I'm going to do it here.

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And I want to do it when I jump.

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So I'm going to do it here.

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And I want to do it.

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Maybe when I wall slide.

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Do we need to do it when we wall slide.

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Okay.

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Let's not do it when we will slide because that would be too much I think.

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Uh, actually, I want to try.

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Really?

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Let me try.

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And when we handle wall slide we're going to enable dust and.

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That's probably it.

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So handle ending.

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Jump.

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Double jump.

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Wall jump.

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And we'll slide.

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Okay.

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Let's save this.

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Let's go back.

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And now we need to assign this variable over here.

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Let's drag that fix over here.

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Going to apply overrides.

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And we can go to play mode.

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And you'll see that we create particles, but they follow the player like that.

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Not really cool.

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So what we need to do here is go to the dust effect.

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And also there was too many particles.

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I'm not sure why.

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Let me check.

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Um.

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Yeah, we're going to change simulation space to world, and we're going to go ahead and change, uh,

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space on the velocity to world like that.

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Nice.

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Now let's try again.

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And now you can see particles are not following the player they staying behind.

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Why do we create so many of them?

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Is it because we call this on a handle wall sliding?

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But do we?

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Oh, my God, I'm so sorry.

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Let me check, because I kind of forgot how it works.

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Oh, we probably need to do it here.

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This was so funny.

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Let's save this and let's go back.

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And now we have.

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Let's go to play mode.

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We have the player and if you jump, you create dust.

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If you land, you create dust.

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Very nice.

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I like the effect.

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And let me try the wall slide.

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That's too many.

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I think it doesn't look as good as it could, so probably we have to.

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Maybe if it would be closer to the wall.

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But I don't want to use it, so I'm going to remove it from here.

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Because I want it to be simple.

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And now these particles are kind of big.

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So you could make them smaller.

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And let's go ahead and try this in the play mode that changes.

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Yeah.

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If you go to start size and change it to something like 0.75, for example, the uh, that's going to

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be smaller and maybe it's a bit more suitable for the game.

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Right.

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Also, there is one nice feature that we could use, and I kind of like it just going to show it to

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you.

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We can go ahead and enable collision for these particles.

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And then over here, we need to change it to world and change mode from 3D to 2D, and we don't really

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need to do anything else for now, just like that.

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And now you can.

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And now you can go make particles and you can see they are bouncing off the walls and of the ground.

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So if you like this effect, you can use it.

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Personally, me, I think I like it because it bounces off the player of the walls of the like every

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object in the game.

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Also, you can make bounce effect much bigger like three and it's going to behave crazy.

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That's too much.

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Maybe 1.5.

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Now.

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Even that is a lot.

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Let me try 1.1.

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Yeah.

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So if you like this effect you can use it also suitable.

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I'm going to keep it at point 75.

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Yeah, like it this way.

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It feels like it's not bouncing off the walls, but player just pushing it with with his body.

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And there is also dumping.

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If you increase it it will kind of become heavy.

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So now I'll set it to one and you can see they are just barely moving.

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So this is also suitable.

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Why not?

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And the last feature over here that I really like.

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Uh, you can go ahead and increase duration, for example, to point seven.

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Sorry.

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Point seven.

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Now, when I jump, it's gonna leave a trail like that.

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And if you like this effect, you can use it maybe a bit smaller.

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Point four.

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Yeah, still too much.

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Feels like you're creating a snow trail, but worth knowing that you can do that.

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For example, you can make some effect for the second layer, and if you have this trail, then second

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player walks faster behind you.

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You know, different things could be done.

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So many uh, let's try point two.

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Okay, I'll leave it at point two for now and I'll remove dumping effect.

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I don't like it.

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Still too much.

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I'm so sorry.

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I feel like it's too much.

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Let's do 0.1.

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How it was.

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Yay!

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Okay.

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Very good.

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If you want them to disappear earlier, probably you need to decrease lifetime.

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And they'll not leave as long.

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Oh, this looks good to me.

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Okay, now I need to save the settings I did here.

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So I'm going to click Copy component.

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Go out of the play mode and I'm going to do paste component values.

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And then I'm going to just apply overrides.

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All right.

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So we did create a dust effect.

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And if you want to use it for other objects you can for example, you can enable particles when Reiner

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hits the wall or when bullet hits the wall or any other suitable situation, you know?

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Yeah.

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Uh, last thing over here.

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Just want to show you this.

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I'm going to duplicate this particle, place it above, and.

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Where is it?

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Uh, how you could do different things with particles.

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This is just one of the examples.

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Like, you just need to use your imagination and play with it for a while, because if you see it for

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the first time, it's pretty confusing.

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But if you play with it for a while, if you try different things, you pretty much understand how it

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works.

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Uh, we can increase the shape.

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To something wider like that.

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And, uh, let's do looping.

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And let's do dumping.

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Of 0.5.

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Now if you play them.

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Uh, sorry.

16:12.610 --> 16:15.610
We need to disable velocity over lifetime.

16:15.850 --> 16:20.710
Let's do zero on the X, and let's do minus one on the Y.

16:22.710 --> 16:25.650
And let's increase duration.

16:27.570 --> 16:30.030
To one and start lifetime two three.

16:31.320 --> 16:34.440
And now you have sort of a snow effect.

16:34.440 --> 16:38.130
We can increase the shape on the Y.

16:39.820 --> 16:40.930
And there it is.

16:41.910 --> 16:44.520
Restart the snow, right?

16:45.030 --> 16:46.020
Very cool one.

16:47.130 --> 16:49.080
You can increase velocity on the Y.

16:49.110 --> 16:51.540
More like minus five.

16:51.540 --> 16:52.740
And it's going to fall.

16:52.920 --> 16:55.740
And even going to bounce as you can see a little bit.

16:55.740 --> 17:00.300
So that could be rain for example or snow or any other effect.

17:00.300 --> 17:02.100
Just place it higher.

17:02.100 --> 17:03.540
Look how it falls.

17:03.960 --> 17:06.690
You can control collision with different objects.

17:07.080 --> 17:07.680
Uh.

17:07.980 --> 17:09.000
Over here.

17:10.140 --> 17:12.420
You just said what it collides with.

17:12.540 --> 17:14.790
And you can do different things here.

17:14.790 --> 17:15.750
Really nice one.

17:15.930 --> 17:17.490
This one really looks like a snow.

17:17.490 --> 17:18.990
So yeah.

17:18.990 --> 17:20.790
Why not to keep it.

17:22.830 --> 17:24.780
So on some levels you can use it.

17:31.700 --> 17:36.320
Anyway, this was one of the examples and thank you so much for paying attention.

17:36.320 --> 17:38.240
I'm going to change it to.

17:39.050 --> 17:41.480
Snow a fix.

17:41.480 --> 17:42.530
Maybe you want to use it.

17:42.530 --> 17:45.290
Just play with parameters a little bit more to improve it.

17:45.530 --> 17:47.420
And I'm going to go to fix.

17:48.330 --> 17:49.350
Drag it here.

17:51.040 --> 17:53.200
It thinks it's the same prefab.

17:53.800 --> 17:55.720
Let's do original prefab.

17:56.110 --> 17:56.860
Okay.

17:56.860 --> 17:58.270
And we're good to go.

17:58.270 --> 17:59.650
Thank you so much for paying attention.

17:59.650 --> 18:01.480
I'll see you in the next video.
