Subtitles section Play video Print subtitles What is up? Guys fought here here from awesome dudes dot com. Whoa! Haven't said that in a while. Anyways, Before we start creating anything, I am going to preview the game that we're gonna create. So I'm gonna hit the play button and you will see now that we have our warriors, that they will fight each other. Don't mind the buttocks that you can see from the character. So you see the enemies chasing us in trying to attack us. Actually, he hit me. Pay attention to the health bars at the top, left and top right corner. And by the way, I can hold the shell like this. When I hold the shield, he is not able to attack. And now, when I lowered the shield, he won't be able to attack. You can hear the public behind in the back and let me just up the bottom of it. You can hear them cheering. They like when blood is spent. Anyways, I'm going to attack the enemy. And as you can see, I am dealing more damage because, hey, I don't want to lose in the game that I'm creating. I don't want to embarrass myself And when his help gets to zero, basically, I have to give him two more times. So one more time back. You see? Now he is that. And while I have one and the enemy's health is zero, as you can see at the top, right corner. Basically, this is the game that we're gonna create. We have Millie battle systems. Something we did not do before. We have enemy. Aye. Aye. That enemy can detect where the player is, and it will chase the player. Also. When the player goes away a little from the enemy, the enemy starts chasing the player again. So let's start treating this. I'm in a new project. Let me close this one because I don't want it to be open. Let me close it like this. So right, click here. And finally it's closed. Anyways, this is our project here. We have our samples, and this is a new three project by the waist. You're simply going to go and create a new three D project. Name it. However you want to name it. I named this one warrior fight game. This sample scene, I'm going to change the game plane just so I like to name things correctly and we're going to import the assets. By the way, the assets and the complete project are available for you to Donald Link is in the description below. So select all of these assets model sounds, textures. And you I and simply Dragon drop them right here. Inside of unity. Off course. It will take a moment or two for unity to load all of this. You know the procedure. It takes some time to important three D assets And, uh, yeah, while we wait, I can seem to you or we can stop the video. Let's actually try to sing it. No, I I'm just getting going to stop you Come back when everything is finished. Finally, unity took mercy upon us and it has imported all the assets and we can start building our game. The first thing that I want to do is create the terrain or the ground where we're going to stand for that. I'm simply going to right click here in the hierarchy panel and go under three the object and create a simple cube while this is artery. Now, of course not this cue. We're not gonna stand on a cube. Actually, we are. But I'm going to resize it and I'm going to call it ground for the skill X. I'm going to see 100 for scale White 0.1 because I want to make it. You know, Tin like this. I don't want to make it. You know, Lar, I don't know what's opposite of 10. Don't judge me. Anyways, I'm going to say here Z 100 as well. While this is what we have is going to be artery. Of course it is not pretty at all. I don't want this whiteness tearing my eyes apart. So if you pay attention here inside of the folders or the assets that we have important we have textures inside of textures. We only have this grass texture If I open, this is the grass that basically this somebody took a shot in his backyard. Anyways, what we're gonna do here is we are inside of the textures. I'm going to right click and create a new material. So here it is, right? Click and creates again. It's right. Click and go under. Create and material. This is what we want. And I'm going to call this one ground material and we're going to apply on the ground. So now I can drag and drop this on the ground. And this is how you make game objects look cool. Basically, because pay attention to our ground. It's white. If I put this material on it, it's still wide, though. But what I can do for example, this I can change the color to know red or dark or silver or what? Ever. But I can also drag and drop this grass inside of this albedo or albino. I don't have my hell until here it is. So if I take here as you can see, I have the grass and if I drag and drop it right here, it will this play that grass while on our ground. While this is how you make things look good in unity and in three D. But there is more to these materials and shakers Now, this is the first time I mentioned cheaters. So what are Shader is basically a shader determines how that material or the texture that is applied to that material looks like. So if I take here, pay attention, I have the standard Shader. This is on the dropdown list right here. So here it is. I'm highlighting that with my highlights Will. So when you click out that it's a drop down list and you can play with all the different shade er's you have built. And of course, there are others that you can import from the assets over. These are built in what I like to use this one unlit texture, and you see it's already a little bit different. It's a little bit darker, so the grass looks a little bit darker in comparison. Do what it looked like. A moment go. And I encourage you to experiment with these shader so that you can see their effects. Not every shooter will make your material look good. Maybe some will look bad. Others will look better, but you can find that out if you experiment. So, for example, if I go here, I don't know nature and say speed tree. Maybe this will not make it look good. Well, basically, it's a little lighter, and some shooters also have other fields here where you can add a texture, you can have a normal texture. Now I'm not going to go into that. That's a different topic, and I don't know too much about it. But basically, when you combine these sections like a normal map, another texture, some other texture that come along with it, you make your material look or the game object that has the material look good. Anyways, what you need to do is simply experiment with these. Just experiment, tried him out and see different effects that you will get. And that's how you learn the best. Now moving forward, we have our ground. And again, the scale X is 100 Z's 100. Why is 1000.1? Why? Well, because the attention if I said the why, for example, of 100 I don't want this. What the hell is this? You see, we don't want this. We only want our ground, so we want to make it look like a ground. That's why I put the scales so that it's not too large on the white access. So moving forward. If I go back in assets and models, we have the arena here in side off the Models folder. So in the Models folder we have the arena. If I click here. This is our arena. If I drag and drop it, here it is. This is the arena now, of course, it's too small. So we need to resize it. Make sure it is positioning 000 for X, Y and Z and I'm going to call it Battle Arena. So this is the name of the game object and the scale for X, Y and Z is going to be 25 25 25 25. And while our this is our arena, it already has materials applied on it. If you click on the drop down list, you'll see all of these different game objects that are put together to make this arena. If I deactivate some of them. So let's try activities. You see the effect if I deactivate him while they are gone. So that is another thing if you can experiment. But basically these are just three D models put to get put together to create this battle arena. You can see here we have some people's spectating or whatever. Yeah, this Wieder look at that weirdo. Yeah, these do that. Probably up to something. Anyways, I don't know what I'm saying. But this is our battle arena. Now moving forward, we are going to import our character. And here he is our warrior. Now, one thing to note is this is a headless warriors If I drag and drop in here and if I go to him while this is a headless warrior like a headless woodsman. But of course, we are going to make him with head. So I don't know how you see had what's opposite of headless hand hand on us. I don't know. Anyways, this is our game objects. What I'm gonna do is first of all, I'm going to take and rename itself from Body Underscore zero. I'm going to rename it to war year. Next, we need to apply this head on end. So if you pay attention to the head now, it's too big. We are not getting way. We're not gonna do this to him many bit. Did you do the head licking that? We're not gonna do this to him. We are going to resize the head a little, so I'm going to resize it. Let's say here head is 111 actually, no. So the head is gonna be 1.51 point five and 1.5. Exactly. So 1.5 for the head. This is totally fine. And we need you select the warrior click on this dropdown list. Do you go through all of the elements that make him or took his body parts? So click on the warrior than this. B I P 001 click on that drop down list. And again you have B I p 001 pelvis. Click on that one. And let me just resize this year. Then we're gonna go under spine than spine want and spine to man. This model is killing me. Then we have the neck and right here we have the head. So what you can also do is in the search bar. If I take the highlight tool here, you have the search bar in the hierarchy panel. You can also select the search bar and you can type here, for example, head and it will find it for you. It's this one right here. B i b 001 head. So this is the part of the body that we need. So now we're gonna drag and drop the head right here. Normally, we don't have to do this because under models come with the head. But this model is like this. So what I'm gonna do is I'm going to resize it or actually reposition it. Something to say. Zero point 016 This is going to be for the X for the wind's gonna be 0.0 one to you and for dizzy It's gonna be negative. Zero point. Let's say here I was gonna leave it just a zero Just as you leave the sea at zero and I think his head is all is also still too big. So yeah, this is OK. And let's take here and resize the handle a bit So the scales gonna be point for seven for X Y and Z I think now it's okay. So when you select the head said the scale to point for seven that is 0.474 x, y and z The position X X is gonna be negative 0.274 and why is gonna be 0.12 and yeah, this is where our head is going to be exactly, And it looks good. Looks good, Actually. Looks like it's already built on him anyways. As I said, we're not gonna do this that often because most models come with the head. But this one is like this and what we can do or yeah. Anyway, select the warrior now. And what I'm gonna do is I'm going to click on this ad component here, and we are going to filter for character controller. This is a bill in controller that comes with unity. Safe. I selected here again. It's under add component and filter here. Character controller. As I said, this is a built in controller, and I don't know if you can see the green things around him. So, yeah, I turned off the ground and the ballerina so we can see this capsule thing around him. Basically, this character controller comes with a collider and also comes with a rigid body in it, so we don't have to apply these things. This green thing that you can see is a collider that's around our player. So what we can do is we can reposition it, so I'm going to put it on my 0.96 and for the X I'm going to leave it, Z, I'm going to leave it. A radius, however, is gonna be 0.25. And while I you see the radius, it will resize that collider. Now it could be a little lower. I know, for example, points to one. Yeah, and you can see now it is around our player well around the middle of him. And this is, as I said, the character controller that we are going to use in order to make him move. And by the way, let me just put him like this. So if I put him like this and if I hit the play button, actually, where's my camera? He is standing still. Now, even though we have a rigid body, we have a velocity in our character controller. We still need to apply gravity on him. So we need to apply gravity and in order to apply gravity. Basically, we do that the eye script. So it's time to get our hands dirty. Let's go back in the assets and right click here and create a new folder which I'm going to call scripts inside off the scripts folder we are going to right click and create our bullet here. Move script. And by the way, before we continue, what I'm gonna do is go back here in assets and right click and create a folder.