WEBVTT

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Hello guys.

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Welcome to the video.

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So we are in the end of this section.

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I did show pretty much everything I wanted to show.

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There is one behavior that might feel like a bug.

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So I would like to explain, um, if we go to the game.

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With two players.

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Two players.

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Normal.

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Okay, so we are in the game and player joins the game one and two.

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Here's the second one.

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So the live system how it works now allows you not to respond but to die certain amount of times.

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So that's like a bit the opposite from expectations that some people could have.

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I just realized that in like yesterday.

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So let's say we have two players in the game.

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One of them died.

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There is a second one and you can die one more time.

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You can respawn as many times as you like, but you can die only twice.

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So if there is still one player in the game and one more dies, you could finish the level.

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Potentially this is fine, but if you are in the game with two players, one of you dies and the second

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one dies before you respawn just now.

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Then game will restart immediately.

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It will not allow you to respawn again.

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I took inspiration for this from the game that is called It Takes Two.

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You probably know the game.

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It's a game that you cannot play alone.

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You always need two players.

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It's called It Takes Two.

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So in that game you actually can respawn as many times as you want.

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But the game is different.

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So here we have to put some limitations because otherwise it would be too easy.

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So basically what I'm trying to say that in that game, if two players are dying, they have to restart

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from a checkpoint.

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That's what they have to do.

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And in this case, I did kind of take a similar approach.

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So yeah, it's not a bug, it's a feature.

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But if you want to have a system where you would have to respawn the player as many times as lives you

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have, then probably you would have to rework system just a bit.

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Now there are a bunch of errors.

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Um, I'm not sure what they are about as they do not interfere with the gameplay, so I don't see a

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reason to worry about them on the skin selection UI.

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I would like to do one change.

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Over here in.

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In update screen display.

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I have two texts that I update and I do it in two different places.

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So I want to place this line of code so it's a bit prettier.

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Yeah, and that's it.

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Also, there are these variables.

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Over here.

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With a current skin index.

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Skin indexes and player index and current player index.

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So now we know how the entire system works.

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We don't have a reason to keep it exposed because we don't need to debug it.

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We know how it works so we can just hide it.

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It's okay.

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We don't need to see it in the inspector, although if you want to see it in the inspector, just keep

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it as it is.

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It doesn't really matter.

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It does not change much.

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Okay.

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When I do this as a private, I'm going to hide it in a.

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And let's hide this one as well.

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Okay, because we don't need to see those variables now in the inspector unless you really want to.

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Then keep it exposed.

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It's fine.

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All right.

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Now my inspector is a bit cleaner.

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I know what the things do here.

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And other than that, I did not see anything that came to my mind.

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So I think it's okay if something comes up, I'll let you know as always.

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Also, if someone will report something that have not been fixed, then I'll update video later on or

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I will answer in Q&amp;A with a bug fix.

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Okay.

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Bye bye.
