Prepearing The Hook

The Fish Master The Fish Master
7 minutes
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Transcript

Welcome back guys. Omar here from magic Cody. And today we are moving on with our the fish master. First we're gonna start things off by adding our background because looking at this blue color blue color or dark blue, whatever it is blue kinda. We're going to change it but because it bothers me. So first we're going to start things off by right clicking inside of our hierarchy, create empty game object, we set its position, you can right click it or we can click on the gear button, reset and then change the game object name to background so background like this.

Inside of it, we're going to have our main background to go sprites, find the main background. If you hear back then minus main. I'd not know how to call it but minus that will be our dish Man, so where is the fisherman and he is gonna be a bit below, let's say like minus two, because he's fishing he needs to be on the lake, like his wife's out. And last but not least we're gonna have our back then minus two for the order in layers. For the back main, we're going to use negative two for the fisherman, we're going to leave it as zero as for the back minus two, we're going to put it at or back to underemployed like that not minus is going to be at minus three. So behind everything and yeah, that will be our background.

So we have our back main we have our fishermen and we have our back then my Stuart back to now inside of our main camera, we're going to add back to or back three depending what you want. I use back three because it's been either because we're gonna be Polly is this when we are fishing so we have something behind our hook. And that is our back to, I mean three t right now z stand and we are going to leave it at our backup at negative two and negative three. That's what I meant. Yeah, like that. So as you can see our background is kind of set up, except we have to add our hook.

So let's get started. First off, we're going to start off by adding our empty game object as we usually do not there but outside of it. And we're going to name this hook. Now, for the hook we will have our rigid body so rigid body can do actually I'm going to add that later for I'm going to add the graphics. set another game, empty game object inside of it and call it graph graphics. g A p at CES.

I spell it right. Am I right? Yep. Um, right. Now as for the graphics, we are going to have our rope. So for our ob, we're going to use this IP, put it inside the graphics.

For the scale on the X it will be point one, as for the Y it will be eight. So it's kind of long rope can play around with it, find what works for you. And we're going to put this at negative 2.5 like this 2.5 Next up, we'll have our hook which is here and I'm going to rename this to hook not do Kansa or what was that no. Hook and hook will be at same zero for the x it will be negative five point 25 as for The scale x mark will be point 5.5. Let me see. It's kind of nice, but not right on the hook.

So I'm gonna move it a bit. Yeah, that looks fine. So it's 0.09. So it is perfectly match in the hook. And as I was messing the hook, we're going to leave it leaving the beginning, put it at minus six, so it's below it. But before we actually do that, I want to mention that we'll add our rigid body.

And why did I waited this long? Well, basically because now we have our graphics and I can show you what rigid body does. So this rigid body to the army implements the physics inside of our game. And when I click play, you will see that our hook will start falling down because it has gravity it has mass, angular dragon, so one as per the 2d game, army. This kind of 2d game, we are not going to have that. So we're going to put it in a manic.

So now when we start our game, it would stay in the place, but we can use rigid body. And what can we use rigid body? If it's not in the code? Well, we can use it for our colliders that we're going to have our circle collider 2d. And when our circle collider 2d is a trigger, or has to be with someone who is the trigger, so we have to have rigidbody on one of the one of the objects so that what I'm saying when I say circle is a trigger, or no cohort, any collide is a trigger to be triggered. It needs to have a rigidbody I can't I thought, I think it says right there.

The physic material used by Collider, alright, any rigid 2d or global physics material, as you can see, it's any rigidbody 2d material is inside here, but it's for some else but as I was mentioning, it came up so I thought it was that. So as I said, if something has to be a trigger like our fishes or our glider, it has to be a trigger and it has to have rigid body. Other than that, we're going to change the offset and attitude which will be zero points. For the wall, it will be negative 5.3, which is right on our hook. As for the radius will be 0.3. So this is around the hook, we will catch our fishes.

And yeah, so this is how we're gonna set up and one more thing, we're gonna have our hook transformed or hook transformed. And what it is, well basically, we're gonna have our hooked form when we hook our fishes. I'm worried that when you hook our fishes, we're going to put them where our hook is, which is at negative 5.5 somewhere around there, and we're going to rotate them by 90 on the Z 19 disease so that our face like this is normal, at least to be like with point one, when one is like this, we are going to rotate it by 90. So it is actually like on the hook, not outside, but actually on the hook. I mean, it can be like this. I mean, it wouldn't matter like that much.

But it's about the details. So I'm gonna put it to be like this. Why? Because I can't animate scheme bad. So yeah, everything is set up. Let me just put back our code at minus six.

And that will be it for this video. In the next one, we're gonna start scripting, and that is very fun PSP. So as I said, that will be it for this video. And I will see you guys in the next one.

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