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EN_B00000_S03813_W000006 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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 classe... | 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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"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 fr... | 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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"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 i... | 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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"text": " So let's create class Animal. That's descriptive of what they all have in common. Class Rabbit will...",
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EN_B00000_S03813_W000010 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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_S038... | 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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"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 ... | 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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"text": " Paste it within the animal class and then eliminate each of these methods within the children classes.",
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EN_B00000_S03813_W000013 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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... | 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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"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.",
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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 boolea... | EN_B00000_S03813_W000015.mp3 | [
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EN_B00000_S03813_W000016 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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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"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.... | EN_B00000_S03813_W000017.mp3 | [
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EN_B00000_S03813_W000018 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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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"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... | 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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"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.",
... | 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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"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 cla... | EN_B00000_S03813_W000021.mp3 | [
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EN_B00000_S03813_W000022 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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 eliminat... | 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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"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... | EN_B00000_S03813_W000023.mp3 | [
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EN_B00000_S03813_W000024 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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 thi... | EN_B00000_S03813_W000024.mp3 | [
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EN_B00000_S03823_W000000 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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. Yo... | EN_B00000_S03823_W000000.mp3 | [
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EN_B00000_S03823_W000001 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"speaker": "EN_B00000_S03823",
"text": " Go ahead and open the file you just downloaded, select yes, and then we can just skip through the installer.",
"wav": "EN_B00000/EN_B00000_S03823/mp3/EN_B00000_S03823_W000001... | EN_B00000_S03823_W000001.mp3 | [
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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. The... | EN_B00000_S03823_W000003.mp3 | [
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EN_B00000_S03823_W000004 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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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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EN_B00000_S03823_W000008 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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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 thi... | EN_B00000_S03823_W000009.mp3 | [
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EN_B00000_S03823_W000010 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000011 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000012 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000013 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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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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EN_B00000_S03823_W000016 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000017 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000018 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000019 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000020 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000021 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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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 g... | EN_B00000_S03823_W000022.mp3 | [
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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 mak... | EN_B00000_S03823_W000023.mp3 | [
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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... | EN_B00000_S03823_W000024.mp3 | [
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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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"text": " And the answer is of course, components. So if we now exit out of play mode, and select the player here.",
"wav": "EN_B00000/EN_B00000_S03823/mp3/EN_B00000_S03823_W000026.mp3... | EN_B00000_S03823_W000026.mp3 | [
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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 trac... | EN_B00000_S03823_W000027.mp3 | [
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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... | EN_B00000_S03823_W000028.mp3 | [
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EN_B00000_S03823_W000029 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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 goi... | EN_B00000_S03823_W000029.mp3 | [
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EN_B00000_S03823_W000030 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000031 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000032 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000033 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03823_W000034 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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 c... | EN_B00000_S03823_W000034.mp3 | [
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EN_B00000_S03823_W000035 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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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 ... | 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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EN_B00000_S03823_W000038 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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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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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_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_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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EN_B00000_S03873_W000000 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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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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"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 t... | 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 obje... | EN_B00000_S03873_W000006.mp3 | [
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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 t... | EN_B00000_S03873_W000008.mp3 | [
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EN_B00000_S03873_W000009 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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 | {
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"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. ... | EN_B00000_S03873_W000010.mp3 | [
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EN_B00000_S03873_W000011 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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 ... | 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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EN_B00000_S03873_W000013 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03873_W000014 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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 bigge... | 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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EN_B00000_S03873_W000016 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03873_W000017 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03873_W000018 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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... | EN_B00000_S03873_W000018.mp3 | [
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EN_B00000_S03873_W000019 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03873_W000020 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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 t... | 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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"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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EN_B00000_S03873_W000023 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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EN_B00000_S03873_W000024 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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_S0387... | 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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"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... | 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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"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 ... | EN_B00000_S03873_W000026.mp3 | [
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EN_B00000_S03873_W000027 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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. ... | EN_B00000_S03873_W000027.mp3 | [
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EN_B00000_S03873_W000028 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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. ... | EN_B00000_S03873_W000028.mp3 | [
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EN_B00000_S03873_W000029 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"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... | 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... | EN_B00000_S03873_W000030.mp3 | [
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EN_B00000_S03883_W000000 | hf://datasets/amphion/Emilia-Dataset@bcaad00d13e7c101485990a46e88f5884ffed3fc/EN/EN-B000003.tar | {
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"id": "EN_B00000_S03883_W000000",
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"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 entert... | EN_B00000_S03883_W000000.mp3 | [
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