__key__ stringlengths 24 24 | __url__ stringclasses 94 values | json dict | path stringlengths 28 28 | snac_0 listlengths 36 360 | snac_1 listlengths 72 720 | snac_2 listlengths 144 1.44k |
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EN_B00000_S03813_W000006 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"duration": 14.908,
"id": "EN_B00000_S03813_W000006",
"language": "en",
"speaker": "EN_B00000_S03813",
"text": " We have three separate classes, Rabbit, Fish, and Hawk. But with programming, we don't like to repeat code, and we're repeating quite a lot of code within each of these classes. Each class has an identical eat and sleep method, as well as an alive boolean variable.",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000006.mp3"
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EN_B00000_S03813_W000007 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"duration": 9.468,
"id": "EN_B00000_S03813_W000007",
"language": "en",
"speaker": "EN_B00000_S03813",
"text": " So to eliminate the need for us to repeat some of this code, we could simply create a class and all of these individual animal classes can inherit some properties and methods from that one class.",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000007.mp3"
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EN_B00000_S03813_W000008 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"id": "EN_B00000_S03813_W000008",
"language": "en",
"speaker": "EN_B00000_S03813",
"text": " So what do all of these classes have in common? An alive boolean variable and an eat and sleep method. So why don't we create a separate class and each of these classes will inherit from that one class. This will be a parent class. Rabbit, fish, and hawk will be children classes.",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000008.mp3"
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EN_B00000_S03813_W000009 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"id": "EN_B00000_S03813_W000009",
"language": "en",
"speaker": "EN_B00000_S03813",
"text": " So let's create class Animal. That's descriptive of what they all have in common. Class Rabbit will...",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000009.mp3"
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EN_B00000_S03813_W000010 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"id": "EN_B00000_S03813_W000010",
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"speaker": "EN_B00000_S03813",
"text": " Extends the animal class. Rabbit is the child class. Animal is the parent class. Do the same thing with fish and hawk.",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000010.mp3"
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EN_B00000_S03813_W000011 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"id": "EN_B00000_S03813_W000011",
"language": "en",
"speaker": "EN_B00000_S03813",
"text": " Any properties or methods that all of these classes have in common we can put within the parent class. They each have an alive property set to true. We can eliminate that for each class and stick it within the parent class. There's no need to repeat this variable each time. They each have the same eat and sleep methods. We can copy those.",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000011.mp3"
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EN_B00000_S03813_W000012 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"speaker": "EN_B00000_S03813",
"text": " Paste it within the animal class and then eliminate each of these methods within the children classes.",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000012.mp3"
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EN_B00000_S03813_W000013 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"speaker": "EN_B00000_S03813",
"text": " So any properties or methods that are unique to these children classes you should keep within the children classes. Rabbit inherits these properties and methods from the animal class.",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000013.mp3"
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EN_B00000_S03813_W000014 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"speaker": "EN_B00000_S03813",
"text": " And you can see that we eliminated a lot of lines of code. There was no need for us to repeat ourselves. Let's create some animal objects. Const rabbit equals new rabbit.",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000014.mp3"
} | EN_B00000_S03813_W000014.mp3 | [
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EN_B00000_S03813_W000015 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " Huck equals new Huck. Let's test to make sure that each of these children classes does in fact have access to these properties and methods. Rabbits should have an alive boolean variable.",
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EN_B00000_S03813_W000016 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
"dnsmos": 3.3436,
"duration": 5.773,
"id": "EN_B00000_S03813_W000016",
"language": "en",
"speaker": "EN_B00000_S03813",
"text": " If you're a rabbit, you're alive. Congratulations. It's console.log, rabbit.alive. That is true.",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000016.mp3"
} | EN_B00000_S03813_W000016.mp3 | [
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EN_B00000_S03813_W000017 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"language": "en",
"speaker": "EN_B00000_S03813",
"text": " Even though within the rabbit class we didn't write an alive boolean variable within the rabbit class itself, it inherited one from its parent. And I bet rabbits can also eat. I bet they can sleep.",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000017.mp3"
} | EN_B00000_S03813_W000017.mp3 | [
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EN_B00000_S03813_W000018 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
"dnsmos": 3.3469,
"duration": 4.431,
"id": "EN_B00000_S03813_W000018",
"language": "en",
"speaker": "EN_B00000_S03813",
"text": " Yep, the rabbit is eating, sleeping, running. So let's test this with fish.",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000018.mp3"
} | EN_B00000_S03813_W000018.mp3 | [
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EN_B00000_S03813_W000019 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"duration": 16.435,
"id": "EN_B00000_S03813_W000019",
"language": "en",
"speaker": "EN_B00000_S03813",
"text": " fish.alive, fish.eat, fish.sleep. What would happen exactly if I attempt to invoke the run method of fish? fish.run is not a function. So this run method belongs to the rabbit class. Fish don't have a run method, but what they have in common are those eat and sleep methods.",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000019.mp3"
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EN_B00000_S03813_W000020 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"language": "en",
"speaker": "EN_B00000_S03813",
"text": " Fish do have a swim method. So the fish is eating, the fish is sleeping, the fish is swimming. And let's test Hawk. Hawk.alive, Hawk.eat, Hawk.sleep, Hawk.fly. Okay, true.",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000020.mp3"
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EN_B00000_S03813_W000021 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"language": "en",
"speaker": "EN_B00000_S03813",
"text": " This hawk is eating, this hawk is sleeping, this hawk is flying. So that's inheritance everybody. A child class can inherit all of the properties and methods from a parent class. If you have multiple classes that all have the same properties and methods,",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000021.mp3"
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EN_B00000_S03813_W000022 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
"dnsmos": 3.3841,
"duration": 21.02,
"id": "EN_B00000_S03813_W000022",
"language": "en",
"speaker": "EN_B00000_S03813",
"text": " You could stick those properties and methods within a parent class, and there's no need to repeat those properties and methods if they're identical. Not only does this eliminate repetition when you're coding, but if you need to make any changes to one of these methods, it's all in one place. If my boss says I need to change the eat method to this, this.name is eating to hunting,",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000022.mp3"
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EN_B00000_S03813_W000023 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"duration": 11.1,
"id": "EN_B00000_S03813_W000023",
"language": "en",
"speaker": "EN_B00000_S03813",
"text": " I just have to make this change in one place. If we had an eat method within each of these classes, I would have to go to each individual class and make that change manually. It's not bad if there's three classes, but imagine if you had hundreds.",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000023.mp3"
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EN_B00000_S03813_W000024 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
"dnsmos": 3.2824,
"duration": 15.1,
"id": "EN_B00000_S03813_W000024",
"language": "en",
"speaker": "EN_B00000_S03813",
"text": " That would be a lot of unnecessary work when you could just make that change in one place. So that's inheritance, everybody. If you would like a copy of this code, I'll post this in the comment section down below. If you haven't already, please be sure you've smashed that like button, leave random comments down below, and subscribe if you'd like to become a fellow bro.",
"wav": "EN_B00000/EN_B00000_S03813/mp3/EN_B00000_S03813_W000024.mp3"
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EN_B00000_S03823_W000000 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
"dnsmos": 3.0797,
"duration": 26.844,
"id": "EN_B00000_S03823_W000000",
"language": "en",
"speaker": "EN_B00000_S03823",
"text": " And we can see all of the different versions of Unity. Unless you're a really experienced developer and working in a team, I definitely just recommend the personal version. You can see that it comes with all engine features, all platforms, updates, and it's totally royalty free. So you can use it even to create commercial games. The other stuff here is mostly some in the cloud features and of course the ability to customize your splash screen. So let's go ahead and hit download now. Let's also download the installer. And this should be very similar on both Windows and Mac.",
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EN_B00000_S03823_W000001 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000002 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000003 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " The documentation. The standard assets. If you're on a Windows, definitely check off Microsoft Visual Studio Tools for Unity. This will give you a much better text editor. Then you can of course choose the platforms that you want to export to. I'm just gonna select Mac and WebGL. We'll just go next. Choose a folder to install to, and it's going to download Unity and install for you.",
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EN_B00000_S03823_W000004 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " Let's take a while, let's hit finish. So as you can see I'm using Unity 5.5, which is currently the newest version. But don't worry, Unity rarely changes things really dramatically. So now we can just hit new to create a new project. And a Unity project is basically just a place to host all of our code and assets. It's pretty much our entire game before we build it. Let's give it a name.",
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EN_B00000_S03823_W000005 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000006 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000007 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " And hit create. So here's what Unity looks like right when you open it up. You'll notice that I have a dark skin for Unity. That's because I'm using a paid version. But other than the colour of the editor, that's not gonna make any difference throughout these videos. So let's begin by exploring the user interface. So in the middle here, we have this scene view. You can use the mouse wheel to zoom in and out. You can use the middle mouse button to pan around. And if we hold down alt and left click, we can then",
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EN_B00000_S03823_W000008 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " Over here we have the hierarchy. This displays all the different game objects that we have in our scene. You can see here our scene is currently untitled, and it has two game objects. The main camera,",
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EN_B00000_S03823_W000009 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " And the directional light. Notice that when I click on an object, say the main camera, the inspector will display properties for that object. Each one of these collapsible things here are called components. Components are what makes objects do different things.",
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EN_B00000_S03823_W000010 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"language": "en",
"speaker": "EN_B00000_S03823",
"text": " But we'll get into that in a second. We also have the project panel down here which shows all of our different game assets that we can then drag into our scene, making them appear in the hierarchy. You can totally rearrange Unity in any way that you would like and drag around panels and really go crazy with this,",
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EN_B00000_S03823_W000011 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"speaker": "EN_B00000_S03823",
"text": " But remember you can always go to the top right corner and select default, and it's going to reopen to the default layout. And any window you don't already have open, you can go to window,",
"wav": "EN_B00000/EN_B00000_S03823/mp3/EN_B00000_S03823_W000011.mp3"
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EN_B00000_S03823_W000012 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " And select it from here. So let's start building our game. First off, we want to create a ground plane for our player to stand on. To do that, let's go over to the Hierarchy, right click, you can also go under Create and select 3D Object, Cube. This spawns a new cube into our scene. Again, we can use the movement controls to have a look at it, and we can always quickly focus on it by hovering over the scene view,",
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EN_B00000_S03823_W000013 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " Selecting it and hitting F. Now the cube currently is somewhere in our scene and it's really hard to get a look at where. So what we'll do is just go over to the transform here, right click and hit reset.",
"wav": "EN_B00000/EN_B00000_S03823/mp3/EN_B00000_S03823_W000013.mp3"
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EN_B00000_S03823_W000014 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " And that just centres it, you can see the position is now zero on the X, zero on the Y, and zero on the Z, and gives it a scale of one by one by one.",
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EN_B00000_S03823_W000015 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " Again, hit F to focus on it. So if we go into our game view, we can now see our cube through our camera. If we want, we can take our game view here and dock it to the right so that we can see both our scene and the game view at the same time. Then we can take our camera here",
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EN_B00000_S03823_W000016 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " And we can readjust its position and you can see that updating in real time. I'm just gonna press Ctrl Z to undo that. I'm then gonna select the cube and scale it up. Let's give it a scale of 15 on the X. We keep it at 1 on the Y and give it say 100 on the Z. If we zoom out now, we can see just how huge this ground plane is. We can then go and rename it to ground.",
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EN_B00000_S03823_W000017 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " And we can simply drag on the blue arrow here to move it over. Something like that. Just so it starts about at the same point as our camera. Then let's create another object. So right click, go 3D object, and then cube. Again, let's reset the transform so it's centred on our scene. We can then drag on this green arrow.",
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EN_B00000_S03823_W000018 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " And let's also make him a bit more visible, because right now everything is pretty boring white. To do that, we need to assign a material to our player, and we create a new material in the project panel. So let's right click down here, go create, and then material.",
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EN_B00000_S03823_W000019 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " We'll name this material our player, and then matte for material, but that's optional. Let's hit enter. Now we can adjust different properties on this material, stuff like how metallic it should be, the smoothness of the material, and the colour up here. So we'll make this some kind of...",
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EN_B00000_S03823_W000020 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"id": "EN_B00000_S03823_W000020",
"language": "en",
"speaker": "EN_B00000_S03823",
"text": " Again, we can move it over by simply dragging on this arrow. Move it up a little bit. And that looks a lot better. So now if we were to hit play and actually run our game.",
"wav": "EN_B00000/EN_B00000_S03823/mp3/EN_B00000_S03823_W000020.mp3"
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EN_B00000_S03823_W000021 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " Not much happens. That's mostly because we haven't done any programming yet, and so we can't really control the player, but we also need to add some physics into our game. Right now if we exit play mode, take our player, drag him up here, and hit play again,",
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EN_B00000_S03823_W000022 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " He's just going to float in the air. He's not falling down. The reason why is that we need to tell this game object to interact with the Unity physics system. To do that, we go out of play mode and add a new component. In our case, we want to add the physics rigid body component.",
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EN_B00000_S03823_W000023 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " Now when we hit play, we should see that our cube falls to the ground, and indeed it does. Right now it falls in a bit boring way, so let's try and rotate our cube a bit to make it more interesting. To do that, we switch to the rotation tool. Notice how all of the different tools are up here. Right now we have the move tool selected, we can also shift to rotation.",
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EN_B00000_S03823_W000024 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " He's going to fall down, and we can now see that he has a lot more advanced physics applied than we were able to see before. So I'm just going to undo that rotation by pressing Ctrl Z, and I'm also going to move him down here. We can also try duplicating him, so let's press Ctrl D to duplicate, and let's move this one up and over a bit, and see how they interact with each other.",
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EN_B00000_S03823_W000025 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " Awesome. So one really important thing to understand is what is making these objects behave this way.",
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EN_B00000_S03823_W000026 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"speaker": "EN_B00000_S03823",
"text": " And the answer is of course, components. So if we now exit out of play mode, and select the player here.",
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EN_B00000_S03823_W000027 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " We can see that he has all of these different components. The first one is something that you will see on all game objects called the transform component, which just keeps track of where the game object is in space, how it's rotated,",
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EN_B00000_S03823_W000028 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " And it's size. You can see we can adjust all of these, and the game object will be adjusted accordingly. And also, if we go ahead and drag on the game object, you will see the transform component updating. The rest of them, though, are all optional. We have the mesh renderer down here, which is responsible for drawing the object on the screen. If we go ahead and disable that, it's actually going to disappear.",
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EN_B00000_S03823_W000029 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
"dnsmos": 3.2604,
"duration": 17.788,
"id": "EN_B00000_S03823_W000029",
"language": "en",
"speaker": "EN_B00000_S03823",
"text": " It's still in here, you can see it's still in the hierarchy, and it still has this green box, and we can move it around, but until we re-enable the mesh renderer, it's not going to be visible. Then of course we have the box collider. Without this, we wouldn't be able to collide with other objects. If I go ahead and disable the box collider, and then hit play, this should just fall through the ground.",
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EN_B00000_S03823_W000030 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " But if we then go ahead and re-enable the box collider, you can see that it's now able to collide with everything. So remember, to get realistic physics, we both need a collider,",
"wav": "EN_B00000/EN_B00000_S03823/mp3/EN_B00000_S03823_W000030.mp3"
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EN_B00000_S03823_W000031 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"id": "EN_B00000_S03823_W000031",
"language": "en",
"speaker": "EN_B00000_S03823",
"text": " And in order to see it, we need a mesh renderer. I of course skipped the mesh filter up here, and that's not because it's super advanced, it's just that this is only responsible for a very simple thing, and that is choosing the shape of our object. Right now you can see it has the cube selected. We can easily go in here and change it, so we simply click on the little ball here, and we can change it to a capsule, a cylinder, a plane,",
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EN_B00000_S03823_W000032 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"language": "en",
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"text": " A sphere, and so on. And you will notice that it's distorted, but that's just because we messed around with the scale. So we can just change that to one, and you will notice now that it's a sphere. Of course, our box collider is still a box. So if we want this to behave like a sphere, we'll need to remove the box collider. So right click, go remove component.",
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EN_B00000_S03823_W000033 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " And instead add a sphere collider. And notice how I'm just using search here. That just makes things a lot easier. So let's just enter that.",
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EN_B00000_S03823_W000034 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"speaker": "EN_B00000_S03823",
"text": " And you can see now that it has a sphere collider, so if we go ahead and hit play, it acts like a sphere. And this is of course more noticeable if we move it over, so that we can see it hitting the box. And it's going to go and roll off our ground plane. Another thing is you can also adjust values while playing. We could take our player here, and we're still playing, and move him around.",
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EN_B00000_S03823_W000035 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"speaker": "EN_B00000_S03823",
"text": " It might be a bit buggy sometimes when using the physics system, but we are able to do it. We can even go in here and say,",
"wav": "EN_B00000/EN_B00000_S03823/mp3/EN_B00000_S03823_W000035.mp3"
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EN_B00000_S03823_W000036 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " Disable the ground plane or do different stuff like that But just know that any adjustment that you make while in the game and running are going to go back as soon as you quit playing So make sure not to do any important adjustments while playing",
"wav": "EN_B00000/EN_B00000_S03823/mp3/EN_B00000_S03823_W000036.mp3"
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EN_B00000_S03823_W000037 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"duration": 12.476,
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"language": "en",
"speaker": "EN_B00000_S03823",
"text": " Or at least remember your settings, or else you're just going to have lost progress. So the final thing I wanted to do is just delete the ball here, and maybe make this a bit prettier by changing our skybox. To do that we go and select our main camera,",
"wav": "EN_B00000/EN_B00000_S03823/mp3/EN_B00000_S03823_W000037.mp3"
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EN_B00000_S03823_W000038 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " And as the skybox here, we're going to change it to solid color. And let's make the color here a very white gray. Not the most exciting thing in the world, but I think it looks pretty simplistic and cool. By the way, the way I just maximized the game view here is something you're going to see me do a lot of times. That's by hitting shift.",
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EN_B00000_S03823_W000039 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000040 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " Save scenes. Then we need to name our scene something, and scenes in Unity are basically just levels. So we'll just go ahead and call this one level.",
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EN_B00000_S03823_W000041 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000042 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000043 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " So that was pretty much all of the handy tips that I could fit into this video. I know some things are probably really confusing, but really the best way for you to learn some of this stuff is by just messing around with it yourself. And then of course in the next video, we'll delve into some actual programming. So that was pretty much it for this video. Hit the subscribe button to be notified when a new video comes out. I upload Sundays and Wednesdays. And of course if you're a fan of the channel, you can always support me over at Patreon, patreon.com slash Brackeys. So thanks for watching, and I will see you in the next video.",
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EN_B00000_S03833_W000000 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " I, I, I saw that in your first slide, you mentioned that you are using this technique for adolescents when they require",
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EN_B00000_S03833_W000001 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03843_W000000 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " What did our naive sister get herself into now? Ugh. Intervention time.",
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EN_B00000_S03853_W000000 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03863_W000000 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"language": "en",
"speaker": "EN_B00000_S03863",
"text": " Uh, no, seriously, I'm gonna go check on the cable car back on the trip. Alright, see ya man. See ya! See ya!",
"wav": "EN_B00000/EN_B00000_S03863/mp3/EN_B00000_S03863_W000000.mp3"
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EN_B00000_S03873_W000000 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"speaker": "EN_B00000_S03873",
"text": " In this video, we're gonna have a look at creating obstacles and how to make things happen when two objects collide. Also, before we jump into the tutorial, I have a quick update for you guys. I'm really glad the feedback on this series has been so positive so far. I'm having a blast making it. If you don't follow me on social media, when you're watching this video, I'm actually on my first vacation for a very",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000000.mp3"
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EN_B00000_S03873_W000001 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " Enough rambling, let's get started! So if we select our player, we can see that we currently have a player movement script. And we could definitely go ahead and add our collision code to this script as well.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000001.mp3"
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EN_B00000_S03873_W000002 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " But to make things easier to understand, let's go ahead and create a separate script. Let's hit add component, and let's call it something like player collision. Hit new script.",
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EN_B00000_S03873_W000003 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " Let's double click the script to open it up in Visual Studio. Let's delete the two using tags up here and both the start and the update method. So adding code to colliding objects in Unity is actually really easy to do. Just like start and update, Unity has created a function with a specific name",
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EN_B00000_S03873_W000004 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " That is called whenever two objects collide. Let's write void, just as we would do with start and update. And then write on, collision, enter.",
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EN_B00000_S03873_W000005 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"id": "EN_B00000_S03873_W000005",
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"speaker": "EN_B00000_S03873",
"text": " Make sure to use capital letters the same way that I do, and that you spell this in the right way. If you do this wrong, Unity is not going to throw an error, it's not going to complain in any way, but it's just not going to be working.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000005.mp3"
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EN_B00000_S03873_W000006 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " We can then open and close some parentheses and some curly brackets. This now means that whatever code we place within these two curly brackets will be called whenever this object collides with something. So if we save this and go back into Unity, we can add our player collision script to whatever object we want. As long as the object has a rigid body,",
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EN_B00000_S03873_W000007 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " And a collider, we can be sure that this code will be called. So to test this, let's just go ahead and throw a debug.log statement that says, we hit something.",
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EN_B00000_S03873_W000008 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"text": " Let's save this, go into Unity and hit play, and you can see now that right off the gate, a message displays in our console saying that we hit something. And you might think that's a bit weird because we don't currently have any obstacles in our scene, but Unity detects collision between all objects. So what we actually hit here is the ground.",
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EN_B00000_S03873_W000009 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
"dnsmos": 3.2615,
"duration": 3.868,
"id": "EN_B00000_S03873_W000009",
"language": "en",
"speaker": "EN_B00000_S03873",
"text": " So when we hit play and our player falls down, this message is displayed.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000009.mp3"
} | EN_B00000_S03873_W000009.mp3 | [
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EN_B00000_S03873_W000010 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
"dnsmos": 3.1732,
"duration": 11.132,
"id": "EN_B00000_S03873_W000010",
"language": "en",
"speaker": "EN_B00000_S03873",
"text": " So let's try and add an obstacle to our scene. We can go over here in the hierarchy, right click, go 3D object, and then cube. We can then reset the transform of this object. Let's move it forward a bit.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000010.mp3"
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EN_B00000_S03873_W000011 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
"dnsmos": 3.2893,
"duration": 9.788,
"id": "EN_B00000_S03873_W000011",
"language": "en",
"speaker": "EN_B00000_S03873",
"text": " Let's put it at 1 on the Y axis, hit F to focus on it, and we can see that it's standing on our ground. It's currently totally white, so let's go into our project panel, right click, go create,",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000011.mp3"
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EN_B00000_S03873_W000012 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"duration": 11.068,
"id": "EN_B00000_S03873_W000012",
"language": "en",
"speaker": "EN_B00000_S03873",
"text": " Material. And this one is going to be our obstacle matte. We can make this a bit darker. And we can drag it onto our obstacle. We can also consider turning down the smoothness. You will notice the preview down here changing.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000012.mp3"
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EN_B00000_S03873_W000013 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"language": "en",
"speaker": "EN_B00000_S03873",
"text": " The higher the smoothness, the more light will bounce off the surface. Let's just leave that at zero. We can now take this cube, move it forward a bit more, and give it a scale on the x-axis of about two. We can rename it to something like obstacle.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000013.mp3"
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EN_B00000_S03873_W000014 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"id": "EN_B00000_S03873_W000014",
"language": "en",
"speaker": "EN_B00000_S03873",
"text": " And you will notice this right away has a box collider. So all we need to do is add a rigid body as well. We can go ahead and increase the mass a tiny bit. This is a bit bigger than the cube, so let's set it to something like 2.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000014.mp3"
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EN_B00000_S03873_W000015 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"id": "EN_B00000_S03873_W000015",
"language": "en",
"speaker": "EN_B00000_S03873",
"text": " And that should be all the settings we need to configure. Now if we go to our console, clear all the stuff we have in it, and hit play, we should see that we both collide with the ground",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000015.mp3"
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EN_B00000_S03873_W000016 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
"dnsmos": 3.3308,
"duration": 16.636,
"id": "EN_B00000_S03873_W000016",
"language": "en",
"speaker": "EN_B00000_S03873",
"text": " And the obstacle object. However, we need a way of keeping track of what we hit, because we don't want this to trigger whenever we hit the ground. To do that, we go into our script, and we tell Unity we want some information about what object we hit. We can do that by inserting a bit of code within these two parentheses.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000016.mp3"
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EN_B00000_S03873_W000017 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"id": "EN_B00000_S03873_W000017",
"language": "en",
"speaker": "EN_B00000_S03873",
"text": " Then down here, instead of simply writing, we hit something, let's display what we hit. To do that, we can replace our text with collision info. We then use the dot to access different parts of this information.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000017.mp3"
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EN_B00000_S03873_W000018 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"speaker": "EN_B00000_S03873",
"text": " You can see that we can get information about the contact points between the colliders, stuff like the impact force sum, and other handy parameters. The most important one for us is that we can get info about the collider we hit. So let's write dot collider, and again we can type dot, and we'll get all of the information about that collider.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000018.mp3"
} | EN_B00000_S03873_W000018.mp3 | [
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EN_B00000_S03873_W000019 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
"dnsmos": 3.2477,
"duration": 4.092,
"id": "EN_B00000_S03873_W000019",
"language": "en",
"speaker": "EN_B00000_S03873",
"text": " Here we can access the rigid body of our collider, the material of our collider,",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000019.mp3"
} | EN_B00000_S03873_W000019.mp3 | [
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EN_B00000_S03873_W000020 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
"dnsmos": 3.2358,
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"language": "en",
"speaker": "EN_B00000_S03873",
"text": " Or just display its name. So by accessing the Collider within CollisionInfo and the name within the Collider, we should now display the name of whatever we hit. Let's see if this works in Unity. Let's hit play. And we should see that it first shows Ground and then Obstacle. This makes it really easy for us to have different stuff happen depending on what we hit. We could write If.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000020.mp3"
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EN_B00000_S03873_W000021 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"speaker": "EN_B00000_S03873",
"text": " Obstacle, and remember to put this within quotation marks.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000021.mp3"
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EN_B00000_S03873_W000022 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"duration": 19.228,
"id": "EN_B00000_S03873_W000022",
"language": "en",
"speaker": "EN_B00000_S03873",
"text": " Let's then open and close the curly brackets. And now everything we write within these two curly brackets will only happen if the name of the collider that we hit is obstacle. Let's see if that works. Let's write a debug.log statement here saying we hit an obstacle. Again, let's save this. Hit back into Unity and hit play. And you can see nothing happens when we hit the ground.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000022.mp3"
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EN_B00000_S03873_W000023 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"speaker": "EN_B00000_S03873",
"text": " But as soon as we collide with the obstacle, it displays a message. In our case, it actually displayed two. That's because we had two quick collisions with the obstacle.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000023.mp3"
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EN_B00000_S03873_W000024 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"language": "en",
"speaker": "EN_B00000_S03873",
"text": " It was hard to see with the naked eye, but Unity actually detected it. However, most of the times we'll only see one.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000024.mp3"
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EN_B00000_S03873_W000025 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"speaker": "EN_B00000_S03873",
"text": " One thing that we should correct about this piece of code is that checking for an obstacle's name is not the best way to go about things. If you create a laundry game, you can quickly have hundreds, if not thousands of objects in your scene.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000025.mp3"
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EN_B00000_S03873_W000026 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"speaker": "EN_B00000_S03873",
"text": " Tags can be used to group objects together. So in our case, we could mark all of our different obstacles with an obstacle tag. To do that, we go up here, where it says Tag, we click Untagged, and you can see the different tags created by Unity automatically. We need to go ahead and add a new one, hit the plus sign to create a new entry,",
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EN_B00000_S03873_W000027 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
"dnsmos": 3.2123,
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"language": "en",
"speaker": "EN_B00000_S03873",
"text": " Let's call this one obstacle. We can then select our obstacle object, and change the tag to obstacle. Then in our code, instead of checking for the name, we'll check for tag. This is much better because it allows us to create a bunch of different objects, and as long as they share the same tag, we can configure them in any way we want. Let's just make sure that this is working by hitting play, and...",
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EN_B00000_S03873_W000028 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"duration": 19.708,
"id": "EN_B00000_S03873_W000028",
"language": "en",
"speaker": "EN_B00000_S03873",
"text": " Indeed it is. Of course, displaying a message in the console isn't very exciting. What you should probably do is add some kind of end screen, or maybe just restart the level. Those are great things to add, but it's enough for a separate video. Instead, let's make sure to disable our player's movement, because right now when we hit the object, we actually just keep flying. Instead, we can simply go in through script,",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000028.mp3"
} | EN_B00000_S03873_W000028.mp3 | [
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EN_B00000_S03873_W000029 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
"dnsmos": 3.3294,
"duration": 13.628,
"id": "EN_B00000_S03873_W000029",
"language": "en",
"speaker": "EN_B00000_S03873",
"text": " And turn off our PlayerMovement script. To do that, we need to have a reference to our PlayerMovement script. Let's go into Visual Studio. And before our function, let's add a variable. Let's type public. Then the name of our script, which is PlayerMovement.",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000029.mp3"
} | EN_B00000_S03873_W000029.mp3 | [
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EN_B00000_S03873_W000030 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"id": "EN_B00000_S03873_W000030",
"language": "en",
"speaker": "EN_B00000_S03873",
"text": " And then we need to give the variable a name. In our case, let's call it just movement. When we now save this and go into Unity, we can see that there's now an empty slot here. So by simply dragging our player movement script into that slot, we've now created a reference from the player collision script to the player movement script, and we've called this",
"wav": "EN_B00000/EN_B00000_S03873/mp3/EN_B00000_S03873_W000030.mp3"
} | EN_B00000_S03873_W000030.mp3 | [
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EN_B00000_S03883_W000000 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
"dnsmos": 3.2273,
"duration": 11.834,
"id": "EN_B00000_S03883_W000000",
"language": "en",
"speaker": "EN_B00000_S03883",
"text": " Uh, we have some treats, which we'll explore a bit later on. Uh, they both got into the lies. They were like entertaining you. Yeah. Mason and I are over here. Or was I entertaining them? Yeah, I think you were entertaining them.",
"wav": "EN_B00000/EN_B00000_S03883/mp3/EN_B00000_S03883_W000000.mp3"
} | EN_B00000_S03883_W000000.mp3 | [
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