Welcome back.
In this video.
We are going to go ahead and set the right perspective and set up the project a little further.
So, first of all, let's rename our player or our character into character and then let's get rid of
the simple character controller.
Because in there, even though it's a simple character controller, there is already quite something
programmed.
And we could of course read the code and try to understand what's going on and all of that.
But at the same time we want to do that ourself.
So we want to be able to create the movement for our player self and understand what's going on and
so forth.
All right.
So let's get rid of that.
Let's remove that component.
As you can see, there are 200 lines of code and he's working with serialized fields and so forth with
enemies, all those kind of things.
And we are going to make it a little bit more simple.
So the next thing is he's using a animator controller, simple animations.
Let's get rid of that one as well.
So press the delete button after having selected the controller.
Then we should change the angle a little bit of our camera.
And before we do that, let's change the projection to orthographic.
We want things to look the same size, no matter how far away they are.
So that's why we use orthographic here.
Next, let's change the position of our camera a little bit and also some other minor changes, because
so far, it's it's not the perfect angle for our player.
So let's do that.
I want to use the X position position of one, the Y position of one and the Z position of minus five.
That's something that I have tested a little bit.
Then I want to change the angle.
So the rotation that we can see here and as well the size.
So let's go to the size of two.
Now, we zoomed in a little bit and now let's rotate just a bit by, let's say 30%.
Actually five should be a better value.
The position of five for the Y value should be a bit better.
Next, we will need to go to free aspect.
So let's change it from 16 to 9 to three aspect.
And the clipping panes is based on how much you can see.
So you can see this one here.
This is what is rendered.
So everything that is in this area here and this clipping pane, this piece here will be rendered.
And that's not exactly what we want.
We want to go to, let's say, minus ten so that we can see a little bit from the back as well.
So what is happening in the back should be rendered as well.
All right.
So next, we should change the character because I don't want the character to move forward.
I want him to move slightly to the top right corner or to top right side.
And so we need to change its rotation and to be precise its why rotation.
So let's change that to 45.
So now he's going to move towards this direction and I'm going to do the same thing with my road part.
So let's change the road part by 45 degrees as well.
So now this is the direction that our player should walk towards.
Now let's duplicate that row part and let's drag the road part.
So let's go here and let's drag a little piece to decide if you want it to be precisely at the edge
of the next one.
You can use command shift or control shift on windows.
Then it will position itself perfectly at the edge.
If it doesn't look the same for you, what you can do is change from global to local because as you
can see, this is the global angle and that one is the local angle.
So the global angle is much more difficult to position correctly where whereas the local one is quite
easy to position, let's duplicate that one again and then let's position it just next to it and again.
All right, there we are.
And now let's go ahead and do that several times again and again.
So duplicate it, move, duplicate.
Now you can create a little zigzag.
So duplicate and move with shift and command so that you position it just at the right angle.
All right, so I'm gonna duplicate it once again, duplicate once again and so forth.
As you can see here, this is how much the player can see and that's how the look the world looks for
him on that platform.
He should move left and right.
All right.
Let's let's change the background of our area.
Let's change the clear flags from skybox to solid color.
And now we can change the color to let's go with a lighter brownish color, brownish gray like that.
Or it's more of a beige or beige.
And then, yeah, that looks a lot better.
All right.
Next, let's change the direction of lighting a little bit.
As you can see here, we have 50 now.
And if we change that to let's say 200, you can see it's dark, it's total night.
So here this is the sun and you can rotate it a little bit back and forth.
It's the lighting and you can see if you rotate it, you can change the ambient lighting or the feeling
that you get for what time of the day it is, and so on.
So this one would be de peu de perfect daytime, 12:00 or something like that.
And then you can play around with the values here until you find something that looks just right for
you.
So this one could be could be a bit better where it's a bit darker.
You can see the road looks slightly differently if we change that lighting.
Yeah.
So play around with it, find something that you like.
And then next what we can do is change the color of the lighting so you can make it a little warmer
or you could make it darker or stuff like that.
So I'm going to do it, make it a little bit lighter.
Yeah, that's it.
So that's just a setup for our looks of the game.
So we have a little map design already.
We've created a little map.
We will do that procedurally later on.
And yeah, so that's just the beginning.
As you can see, by the way, if we start the game, we cannot move the player anymore.
And you might guess why that is.
Well, because we deleted the move controller, so w a SD doesn't do anything anymore and the players
are not animated anymore.
That's because our character does not have an animation controller, and neither does it have a component
that does the movement.
All right.
So let's save that scene and see you in the next video.