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Know what's up everyone.

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Mark Price here at DEF soap's dot com and we've made great progress.

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We've got our second view controller in place which is going to show the ramps but there's no ramps

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on it yet.

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So we need to go ahead and take care of that.

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Let's make things happen.

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So let's go ahead and go over to our ramp picker visi.

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OK.

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And let's see what we got in here.

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View to load were we're setting the size that looks great that looks great but we don't have any scenes

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in there we don't have a scene to 3-D to show to the user so let's go ahead and do that.

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We're going to go to our art the Echinus assets folder and what I'm going to do is unfortunately when

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I click this and go to new file with the X code Bayda it it sometimes has issues and messes the app

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up so we're going to appear we're going to right click and go to new file and what we're going to do

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is we're going to go down here to resource and we want to do a sprite.

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Nope a scene kit seen file.

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There it is scene kit scene file.

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And what we're going to do is we're going to call this this is called this ramps ramps you have ramps

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and the idea is see this scene right here and I'm actually going to drag it up here and then drag it

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in here again because the excavator has some crashing issues.

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Anyway so just put it there in your art the CNS assets folder and we have an empty ramps.

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Does seem now the reason why I'm having an empty ramp seen here is again I want you to think about how

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Seen it works.

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A scene can hold one or more objects and so I want this to be my holder my world my scene in which the

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three ramps are going to live.

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So rather than rather than having these separately somehow loaded together or attached to each other

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we want to just go out and load them in in a virtual scene.

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It kind of pulls them altogether.

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I think it's a better way to organize and this is what you would do in a game.

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So ramps that scene and what we can do is we can click this camera here as you can see this camera down

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here kind of.

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So that camera we can click the camera and go over to the very far right little mountains here.

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The scene inspector and let's change the background of our camera.

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Let's change it to black.

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OK.

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So the ramps kind of really pop out.

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All right.

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And then what I want to do is I want to go into the ramp picker AVC And let's just load that scene.

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So what we'll do is we will say let the scene equals Sian's scene and we're going to say named right

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there and we're going to say Art dot a c and a assets assets and we're going to call this ramps a C.

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And I'm going to force unwrap it here because it has to exist in my app and so might as well just force

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unwrap it to make sure that it's there.

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And we've got her seen now how do we actually get it into our scene view.

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We just say scene view scene equal scene.

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Now if this worked correctly when I run the out background of the pop up should now be black.

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Let's go ahead and give it a shot here on our simulator.

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It's our app is running.

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Let's click the white icon and you can't really see here.

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And the background is now black and that's because we've successfully loaded the scene and the scene.

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We gave a black background on.

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So this is perfect.

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OK.

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But black is not the color that we want to keep that background.

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So actually I want to show you how to use a texture that can be applied as a background on your on your

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scene.

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So to do that all we have to do is grab that texture which is right here.

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Background.

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I'm going to drag it into the textures folder.

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And then what we'll do is in the ramps that scene file here click your little camera and instead of

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doing a black background the select an image and there you go and it's going to repeat itself.

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And I think that a look much nicer much cooler graffiti style.

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OK.

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Awesome.

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So back to rent picker visi.

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We've got our scene now.

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Well we want to do a show.

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Three ramps when I get the ramps in have them rotating.

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So how do we do that.

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How do we make ramps attached to or 3-D models attached to the scene that we just load it and it's not

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it's not all that hard.

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Just start out with one.

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So we're going to do is we're going to say let LBJ just arbitrary name.

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OK CNH seen named.

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And again you can use memory how you can use the the DA files interchangeably with the scene so named

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Morenci.

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Art slash our DOT S-E and assets slash Marine and call this pipe that DHHS.

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So we want to load the pipe.

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All right.

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And then what we're going to do is we're going to say let Noad equals RBJ up root node that child node

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that child node come on with name and we're going to call this pipe and recursively is going to be true.

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So what's happening here.

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So what we've just done in this first line here is we've created a scene.

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Okay.

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And this scene is the pipe scene.

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All right now what we want to do though because what we want to do is we want to grab the node out of

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this scene.

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So remember a scene can hold one or more objects right.

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So even though in this pipe there's only one object in here.

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The scene is assuming that there could be one or more objects so you're not actually when you load a

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scene you're not actually grabbing this object directly you're grabbing the entire scene.

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So when we write grab the scene and then what we do is we say Oh B.J. the root node.

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Well what we're doing is we're getting the root note.

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Every scene has a root node.

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And then we're finding a child node named pipe which is why it was so important.

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So back to our our editor here.

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Why is so important over here on this little cube icon here to give it an identity a name called pipe.

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Because now we're referencing this value right here.

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So what we're saying again is on this scene go to its base node.

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Every scene has a bass note or root node.

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Go find the child node named pipe OK.

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And so this is interesting so what I could have done is actually could have had like a scene that says

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all ramps OK with three ramps in it and then I could just left them there and I could each grab each

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one using the exact same way.

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But it's not a good way to organize things.

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You don't want multiple things in one file.

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They don't need to be.

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So they we we separated them.

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But that's what we're doing.

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We're grabbing the actual node itself.

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OK.

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C.A. All right let me show you what that is.

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Here a child node type LCN node.

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OK.

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So just scroll up here.

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The top so see and no right here.

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OK.

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It's the model class for for no tree objects and encapsulates the position rotations other transforms

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of a note which define a coordinate system.

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So does a scene have a coordinate system where you can move a scene around with scale and position.

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No it does not.

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But the node you put in there do so when you drag the 3D model in that half pipe that you saw in there

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when you see the inside of a scene.

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OK it's just a note.

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It's an ECN note and that's what you move around really important it can be confusing the difference

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between a scene and a note.

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A scene has a root node and the root node can have one or more nodes attached to it.

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OK.

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And that's all we're doing here is we're finding the child know that name is pipe.

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All right.

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Pretty cool stuff and in the last thing to do is just throw it onto the scene right so we can just say

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scene root node ADD child node put in the node in there.

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OK so we've got her scene which is the empty ramp scene.

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OK.

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Oh and we're going to have to unwrap this here.

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Let's do it right here.

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We're going to assume that it can find it and if it couldn't find or We misspelled it would crash.

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But that's OK because we're compiling we're building.

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We're not.

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This is not something we're downloading from the internet at runtime that could possibly fail.

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OK.

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That's a. note is not unwrapped.

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Oh maybe it wants us to.

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Now that should work just fine.

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I guess it wants us he really wants us to unwrap that.

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OK.

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That's fine.

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OK.

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So there's our node.

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And so he's seen the ramp seen it's empty.

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OK.

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And then we set the scene to the scene view member the scene views the view that shown to the user inherits

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from you eye view and we're setting the scene on it which is the ramps which is empty right now.

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We give it that nice you know concrete style background.

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And then what we're doing is we're grabbing a new scene.

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The pipe we're grabbing its child node named pipe.

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Describing the node out of it.

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We're not even using the scene we're describing the node out of it.

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And then we're taking that note and adding it on to our scene.

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OK onto our ramp scene.

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And so if this all worked when we run the app we should see some type of dark gray background with concrete

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style.

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And we should see our half pipe on there if everything worked as it was supposed to.

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So there's our app let's click the button and cool.

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There's the dark gray background and there is the Rampa but it's really big really really big.

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Also the camera angle is really very very wrong for what we're trying to do right.

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We're trying to have something we can select now maybe normal you might have you Kit we could have a

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sprite kit for this view and then basically show 2D images and you select one to place it.

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But I really wanted to show a 3D object spinning.

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But how do you create a grid system of objects when you're in 3-D space.

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It's really hard especially with a perspective camera.

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And so what we really need to do is set an orthographic camera.

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Orthographic cameras will allow you to still work with 3-D but it removes the depth the z index.

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It removes that feeling of depth and makes things look a little more 2D so if you ever see a 3-D side

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scroller game it's using an orthographic camera basically.

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It still renders the 3-D but it removes the depth.

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So all you see is an x and y plane and that's why we need to we need to remove the depth and use an

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orthographic camera so this looks right.

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Also it's way too big.

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This isn't what we want.

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So let's go ahead and fix both of those problems now.

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The first problem is pretty easy to solve.

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The orthographic camera OK all we have to do what we could do this from inside the scene file here but

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I think it makes more sense to do it here in the code.

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And what we're going to do is in this scene.

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OK we're going to just set a custom camera so let the camera equals a scene camera.

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All right and what we're going to do is we're going to say camera uses uses orthographic projection

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and that's will be equal to true.

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And then we'll say seen that root node camera equals camera.

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No big deal.

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See no big deal.

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And let's go ahead and rerun it make sure everything's working.

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Command are to run.

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And hopefully we should see a a more flat angle that doesn't have the depth it may look strange with

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the ramp being so big.

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But I just want to make sure that the code actually worked click the little pit and ramp icon.

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OK good.

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It did.

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It's changed the perspective you may not see it perfectly here but you will you will when there when

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a lot smaller.

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So the next thing to do is actually just make the ramp smaller the scale is too big and it's in the

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wrong position as well too.

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So I want to move it around.

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So let's go ahead and we'll do that now.

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So

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here we go.

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So we'll put it down here.

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Let's do it.

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Here we go.

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And so let's go ahead and say no the scale is going to be equal to LCN vector 3 make.

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OK we're going to make a vector 3.

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And basically when you're doing a scale you want to do uniform scale so all of them need to be modified.

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And we're going to make it really small.

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So say 0 0 3 2.

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This is after some trial and error.

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This this was the right number.

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Of course we may have to adjust that every app is different even if you have just built it.

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I know that from experience and 0.00 3:2.

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And then let's change the position no doubt position to be equal to SDN vector 3 make.

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And we're going to say negative zero point nine five.

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You know what these are wrong numbers.

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These are for our quarter pipe going to say 12 instead of 32 0 0 12.

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That's correct.

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And then for the position is going to be negative zero point ninety five and we're going to say zero

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point five for the Y and Z is going to be negative 1.

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All right let's see what happens when we run this.

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Now and by the way when you're working with placing objects and you need to be in a fixed spot you know

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sometimes it is trial and error.

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It's actually it can be kind of difficult when you're working with scene kit and 3D 3D objects to actually

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get the edges of the screen.

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It's actually a very complex math to get your camera to line up perfectly along the edges of a screen

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when working with scene kit.

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Now we get things like Unity 3D they make all that stuff super easy but it still is a long way to go

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if you're still debating on whether to build games in scene kit or with with unity.

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I will say unity has implemented a market into their platform already and unity is super easy to use

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and you could do a lot of this stuff much much easier with unity.

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If you need a full on immersive experience if you if you want to access the the tools that come with

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iOS when you like view controllers and all that stuff then you seen it.

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But if you're making a full on game with a market that you don't need all the standard Iowa stuff do

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it and unity it is way easier.

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My advice.

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Do whatever you want to your life but just click the icon down here.

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OK cool.

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So it did put it on here.

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It's a little bit smaller than I want so the 00 12 is a little too small.

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And it's a little bit lower here than where I want it to be but the orthographic projection is perfect

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it looks great.

247
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OK.

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So what I want to do is I want to make this a little bit bigger.

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And so instead of scaling down let's just put this at a 9 9 9.

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I'm just playing around playing around some numbers here

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OK that's obviously way too big.

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So before it was a one that's a 9.

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We probably need to meet somewhere in the middle with like a four and I'm just leaving the twos just

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because.

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Why not.

256
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Still it ought to be.

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OK we're going to put this down to a two two and a two.

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And if you're wondering why are rescaling is so small it's just because that's how big That's how big

259
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the objects are in the 3D program and the the scene has a different coordinate and sizing space.

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And so I just used what I was given I could have resized them in the modeling program which is probably

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the better choice.

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You don't have to do these really small numbers.

263
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Ok cool.

264
00:16:22,790 --> 00:16:24,310
That looks good.

265
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The position on the right hands a little off and the position from the top is a little bit off as well

266
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too.

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00:16:29,000 --> 00:16:32,680
So of course x's from left to right wise from down the top.

268
00:16:32,840 --> 00:16:38,440
And so I want to move it up a little more and try Point 7 and point nine five is too much to see.

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00:16:38,440 --> 00:16:39,380
Point nine.

270
00:16:39,730 --> 00:16:41,380
And let's rerun it again.

271
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Just getting it nice and perfect.

272
00:16:44,970 --> 00:16:45,460
OK.

273
00:16:45,580 --> 00:16:46,510
It moved it to the right.

274
00:16:46,510 --> 00:16:51,140
Even more actually which is not what we wanted so oh because we're in the negative.

275
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That's right.

276
00:16:51,670 --> 00:16:55,920
So let's actually instead of point nine five say say negative 1.

277
00:16:56,860 --> 00:16:58,460
That's probably right in the center actually.

278
00:16:58,530 --> 00:16:59,880
I didn't even need to change it.

279
00:17:00,120 --> 00:17:03,800
And let's see from the top from the top is pretty good.

280
00:17:03,810 --> 00:17:09,140
So let's just run it again make sure it's in the center and I think we'll be good.

281
00:17:09,140 --> 00:17:10,300
Cool.

282
00:17:10,310 --> 00:17:11,120
That is really cool.

283
00:17:11,120 --> 00:17:11,680
And there it is.

284
00:17:11,690 --> 00:17:12,470
It looks great.

285
00:17:12,470 --> 00:17:13,070
It looks really good.

286
00:17:13,070 --> 00:17:19,760
So what we need to do next is get our our quarter pipe and our pyramid in here and then we can rotate

287
00:17:19,760 --> 00:17:21,980
them and move from there and the background looks cool as well too.

288
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So let's call this video done.

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We're making great progress.

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And let's finish up these 3-D models and the picker and the next video.

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Mark Price at depth slopes dot com.

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In case you forgot.

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See you soon.
