Welcome back.
In this video, I would like to add an eye to my player to record.
And this is a little challenge.
You can try it yourself.
And I would highly recommend to do that.
So this way you will learn how to move something yourself by code.
You have done that already, but now you will do that in a little different way and you will follow
along with the ball, for example.
So post the video, try it by yourself, and once you're done you can check out how I've done it.
And if you're not interested in the exercise at all, you can also simply watch how I do it.
All right, so let's get started.
We need to add another script to our record player, too.
So I'm going to create a new script.
Which I call record player to a.
And now the question is, what does this record player to I need?
Well, it needs a speed and then it needs to follow along our ball.
So the means we need a a movement speed which is a float movement speed.
And we need the ball to follow.
So public game object ball.
And now within our fixed update method, we can check where is the ball and where are we?
So if math f which is a collection of common math functions dot EPS.
So if the absolute value which means it doesn't matter if it's a negative or a positive value in the
end, well the result will be a positive value.
So it returns a static float.
As you can see, it returns a float here.
So we call the EPS function and here I transform the position of my self.
So this dot transform dot position and subtract the position of the ball.
So ball to transform the position thought y and I should use y by my by my own as well.
I calculate the y value of the racquet of player two minus the y value of the ball.
And if that value is higher than 50, then do the following.
So first check if the ball is higher than the record.
So if transform dot position that y is higher than ball, don't transform that position y.
If that's the case, then get the component.
Rigid body rigid body to DH.
And change its velocity to a new vector two, which is zero comma one, and the one means the y value
is positive times, the movement speed.
So in this case, it just says if the ball.
Because further than 50 points higher than our record.
Please move the record up and else please move it down.
So we just copy that code here, we enter it there and now we use minus one.
So now please move it down.
And if this statement here is not true, then we have an LS and here we just say, please don't move
at all.
So we say get component and we reduce this movement speed here and enter zero.
So that means the velocity of our racquet will be zero whenever the distance from the ball to the racket
is lower than 50.
Not the distance in general, but the Y position distance.
All right.
So now that we have that, we can save that script.
We can deactivate our racket player to script, change the movement speed of our eye.
So let's save the scene and then we will see.
Okay, here, movement speed.
Let's do 200 and let's drag the ball in there as well.
All right.
So now let's check it out.
The ball moves.
And as you can see, the I, I don't press anything.
The eye follows along and whenever it's 50 points or higher, then it moves along and then we are game
over.
Great.
So we have an eye for our play to and that's great.
So now you know how to create a very, very basic eye.
It's even too much, almost to call it an eye, but it does something on its own based on the input
that it gets.
Great.
So see you in the next chapter where we create the next game.