Unity Game Tutorial: Pinball 3D | Octo Man | Skillshare
Play Speed
  • 0.5x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 2x
68 Lessons (9h 41m)
    • 1. #1 Introduction

      3:51
    • 2. #2 The Concept

      14:35
    • 3. #3 Planing Pinball

      13:53
    • 4. #4 Unity Setup

      3:20
    • 5. #5 Importing Models

      12:25
    • 6. #6 Colliders

      4:51
    • 7. #7 Gravity

      4:35
    • 8. #8 CleanUp

      6:39
    • 9. #9 Camera Setting

      2:45
    • 10. #10 Slingshot & Bumper

      8:13
    • 11. #11 Bumper Setup 1

      10:27
    • 12. #12 Bumper Setup 2

      2:32
    • 13. #13 Physical Material

      2:58
    • 14. #14 Bumper Animation

      9:59
    • 15. #15 Slingshots & Speed

      7:22
    • 16. #16 Flippers Setup 1

      14:11
    • 17. #17 Flippers Setup 2

      8:41
    • 18. #18 Fixing the Playfield

      9:24
    • 19. #19 Ramps

      13:01
    • 20. #20 Flipper and Ramp Update

      8:28
    • 21. #21 More Elements

      12:11
    • 22. #22 Switches

      3:37
    • 23. #23 Targets

      9:18
    • 24. #24 More 3D Parts

      13:27
    • 25. #25 The Rail

      12:25
    • 26. #26 Playfield Fixes

      15:15
    • 27. #27 Materials

      10:26
    • 28. #28 Plunger Script

      12:50
    • 29. #29 Plunger Animation

      13:26
    • 30. #30 Mission Script 1

      8:48
    • 31. #31 Mission Script 2

      5:26
    • 32. #32 Mission Manager

      4:44
    • 33. #33 Starting Missions

      6:12
    • 34. #34 Mission Timer

      8:15
    • 35. #35 Updating Mission

      1:49
    • 36. #36 Mission Sensor

      7:00
    • 37. #37 Sensor Setup

      10:36
    • 38. #38 Updating Sensors

      6:32
    • 39. #39 Mission Editor 1

      9:02
    • 40. #40 Mission Editor 2

      8:07
    • 41. #41 Mission Editor 3

      6:52
    • 42. #42 Mission Editor 4

      5:50
    • 43. #43 Mission Editor 5

      10:44
    • 44. #44 Lightshows 1

      7:18
    • 45. #45 Lightshows 2

      9:52
    • 46. #46 Lightshows 3

      8:45
    • 47. #47 Lightshows 4

      8:48
    • 48. #48 Lightshows 5

      4:34
    • 49. #49 Connect Lightshow to Mission

      8:11
    • 50. #50 Targets Animation

      7:38
    • 51. #51 Targets Animation Settings

      7:07
    • 52. #52 Target Script

      10:11
    • 53. #53 TargetSet Script

      13:57
    • 54. #54 Target Mission

      9:48
    • 55. #55 Target Lightshow

      8:17
    • 56. #56 Top Protection

      8:49
    • 57. #57 GameManager Spawn Ball

      10:41
    • 58. #58 Losing Ball

      5:43
    • 59. #59 Setup all Lose Functions

      14:06
    • 60. #60 Multiball Spawn

      6:19
    • 61. #61 Trigger Multiball

      11:16
    • 62. #62 Score Manager

      8:52
    • 63. #63 UI Canvas

      8:41
    • 64. #64 UI Manager

      11:11
    • 65. #65 Game Over Logic

      4:03
    • 66. #66 Game Over UI

      13:05
    • 67. #67 Conclusion

      6:41
    • 68. #68 Thank You

      1:39
  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels
  • Beg/Int level
  • Int/Adv level

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

48

Students

--

Projects

About This Class

In this Course you'll learn how to create Pinball games with Unity Engine. Physical games are loved by a lot Players all over the world. I will show you step by step how you can create Pinball Maschines.

This course is a Beginner course, so if you have trouble in any case, write me a message or Q&A, and i'll help as best as i can.

If you are beginner, you might have some trouble to follow, but the videos will guide you through the complete course. Don't forget you only become better if you repeat things and keep on learning!

So we create Systems which will give us the freedom to:

C# (Monodevelop)

  • Pinball Missions (time based and non-time based)

  • Editor Scripting

  • Basic C# int, float, string, classes

  • Lightshows for highlighting Targets using Sprites

Unity (2019.1)

  • Bumpers, Slingshot, Plunger, Flippers

  • we create Game Logic for Losing & Scoring

  • we create a Single Scene for just the Game

  • we create a Game Over Panel

  • we create 1 Simple Pinball Maschine

  • we animate Bumpers and Targets

  • we learn physics and all needed components

Course Material

I provide the following Material with the Course:

  1. Multiple 3D Models for the desk, you can always use your own.

  2. You have to write the code on your own, i do not provide the final scripts!

All other graphics for Menu's, Icons, Images or Buttons need to be created on your own.
All Materials i provide are for education only and should not be in your final release!

Conclusion

In the end of this course you will have a fully functional 3D Pinball Game. You just need to create your own menu scene and maybe more desks.

So what are you waiting for?

Let's make your dream game a reality!!

Level: Beginner
Video Course Length: ~9.5 hours 
Unity Version required: 5.6+

Meet Your Teacher

Teacher Profile Image

Octo Man

Let's make your dream game a reality!!

Teacher

Class Ratings

Expectations Met?
  • Exceeded!
    0%
  • Yes
    0%
  • Somewhat
    0%
  • Not really
    0%
Reviews Archive

In October 2018, we updated our review system to improve the way we collect feedback. Below are the reviews written before that update.

Your creative journey starts here.

  • Unlimited access to every class
  • Supportive online creative community
  • Learn offline with Skillshare’s app

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

phone

Transcripts

1. #1 Introduction: Hello and welcome to the cores. My name is up to man and I'm your instructor for the next couple of hours in how to create a pinball three D game in a unity to K 19 or under over doesn't really matter at all, but at least unity 5.6 should be used. We're gonna take a look into score as well as how many balls we're gonna have left. And how many we got. We gonna take a look into your bumpers like this one's over here as well as shooting up the ball on Ram's, we're going to take a look into targets as well as to flip us themselves. And also, we're gonna take a look into selling shots like these ones of below over here as well as we're gonna set up some rails and take a look. Oh, can the ball stay inside array Over here. Also, we're gonna take a look into how we can shoot a ball like he using the plunger and the bottom. You can see some slide animation over here. Whenever we let go, we're gonna shoot of the ball and we going to see some light shows running over there as well. So the lighters are going to be like the little arrows over here as well. Intellectuals are going to blink over here swell this night. Shows will be automatically activated whenever they get triggered. Like whenever emission gets started off a specific yell light show set. Then this will get to triggered over here. Also, we're gonna take a look into once again these targets, like whenever a target gets hit, then we gonna be able to trigger some a different things. Yes, well, also, we're gonna take a look at how we can get score. Like whenever we shoot a ball multiple times on to a bumper, you can see that we are getting 100,000 score whenever we hit the bumpers as an example, 10 times after activating the mission. Also, you see now that the little arrow key the little arrow. So we have been activated, which was a time based mission into which we designed so that the ball needs to travel those ramp that side three times in 30 seconds of words. Otherwise we don't get score and so on. And so force. We also take a look into editor scripting in which we can make use off designing our mission managers so that we simply can set it up. We can create multiple missions off different types, and so we're going to design and, like a fully functional table pinball table over here. Also, we have this Alou's area whenever we like, lose all the three balls we do have. Then we gather the puzzle will get the possibility to just show a little game overseen are or screen, which is going to give us a restart button in which we can literally restart the game. We reset all the score and zones of force. Also, there is going to be implemented a multi ball functionality in which you can literally trigger to an emission you like to. As an example, I set it up so that whenever all the little for targets are going to be set 1% correctly up , that we are able to trigger multiple. In this case, street bulls will be triggered to come out off the top off the ramp on the right side, like whenever we hear trigger that the Sri balls will be created over here, you can design. It's completely on your own. You can take a look into how you want to set this up completely. Also, we're going to take a look into some materials and probably some design decisions you can make on your own. So if you are interested into this course done, feel free to join me up over here into the course. And, yeah, let's get started learning in how to create a unity pinballs Redeem a scene over here. 2. #2 The Concept: Welcome to the concept video about how to create a pinball three D game in Unity. My name is Octo man and I'm your instructor for the next couple of hours in how to create once again a pinball game in three D. For those who don't know what a pinball game is about, basically you're gonna have a ball which gets shot with the plunder over a specific surface . And there are multiple things to get score and as on the force and we're going to implement lives and stuff like that over here. So what do we actually take care off in this course is we're gonna go over basic functions . So how do we actually create a plumber or flung of functionality where we are basically suiting the ball inside this little? That's a green area. Over here, we shoot it upwards by physics, and what we're going to do is we're gonna lead it into with the actual playfield area. From that point, we gonna design the flippers which are also part of the basic functionalities which are going to be the small white ones over here. These are the flippers which are basically only have like a rotation over 60 degrees of probably a bit less, depending on the machine. That can differ. But we gonna set this up as well. Also, we're gonna have bumpers, which are going to be most of the time Reservoir in the top over there and where most of the time are, three next to each other winter. But just pushing away the ball rez a fast, then we're gonna take a look into slingshots. Slingshots are usually those two bars over here. We're just over here is like a rubber band, which is off course, during the same as a bumper, but on Lee on the inner side, over here. But not on the outside over there. Also, we're gonna take a look into targets which are going to be, like, suitable targets to go downwards and upwards to depending what the mission is going to be about. So that's what we're going to start. We're gonna send the basic desk up over here, and of course, we later on talk about a bit off design and stuff like that about a desk. Ah, a pinball game in total. So when it comes to design later on, we can take a look into multiple possibilities. Over here we can create basically huge rams, which can be leading, which can lead over the complete field. We can also create small rams over here, swell everything once again the physics driven. So and as you can see those was, the stores are going to be as, um, seen as bumpers. So basically, where these the ball can bump against and so on and so force. There can also be multiple areas with bumpers and so on and so forth that it's once again completely NATO on up to you. Sometimes we gonna also have something called a toy. The toy is usually as something like a target or emission piece, where you're gonna have to hit like a specific target plate. Let's say a couple amount of time to get points or score, and you have probably something like 30 seconds left to do as much hits as possible. Targets can be seen as just little squares or whatever, or maybe like, just like a target. ROV, when like around one and they can just be a decrease or increase in sight can be sink down into the bar or into the bottom as well as their other targets, which are probably just fixed targets which always are represented. So when it comes to something to the physics itself, we're gonna take a look into how we can block the ball Was different blockers. So something like the white bar over here we're gonna take a look once again into rams and toys, probably also same for switches, which is are basically switching lights on and off, or like the screen areas, for example, over here, where these nights get turned on off. And then when you have, like, all three, let's up completely then you're gonna, for example, and create a mission or you finish a mission for that and get the multiplier for score or something similar. Also, we might take a look into a spinner. Currently, I don't have one implemented in here, but usually this are just things which are hanging on a some kind of a comments on some kind of, let's say, Iran bar and those spinners are when the ball passes there spinning quite fast. Also, we gonna take a look probably into rails, or there are possibilities for rails, meaning when we're going on to rember can be happening. That rail is going to lead somewhere on the Playfield, like was just in a steel parts of whatever as a kind of their transparent and the poor just , you know, drives along this rail and ST full pipes where there can be. Or there is a possibility to put pipes into a well, basically, they're not other, not differently treated than rams or even those rails in told. So these are the possibilities for these particular parts on the desk. Once again, there are multiple things we can implement over there. Also, like holes can be implemented and so on and so forth. Same for collection pieces where we can collect balls at a position. And whenever we, for example, create a multi ball ah, functional mission or whatever. Then we can collect them at a specific, um, a specific some position, for example, on the play fit and so on. And so force so usual sizes off the desk. The ball diameter is usually 27 many millimeters big. The desk itself usually have the Wyss off 50 or even 60 centimeters, and the length it's usually about one meter so 60 centimeters are a bit more rare, like in the real world, because they are like, most of the time, too broad to be handled nicely off course and games. It doesn't really matter how huge things are, but we gonna take this s, um, some kind of a guideline for our year for our desk itself or you probably later on. When you create your own model since reedy, then you probably want to take care of that sizes as well as for the ball diameter tube. Take a look into So everything will match the use of fall off in degrees somewhere about 6.7 degrees, like from top to bottom. The fall off so the actual gravity is going to drive it down. What's in that angle and a ram. The ramps, like these ones, are usually between five and 10 centimeters maximum abroad, line like from left to right. So you have a let's say, easy or not to, or, let's say, not too easy to fit the ball over the ramp. So you just need to make sure that it's at least five, which is kind of hard to hit or to actually ah, bypassed it or pass the ball inside, but never ever higher than 10 centimeters as white. It's just too simple to fit the ball into the ramp, so we need to on unit later on. In design cases, find the correct size, of course, and for your ramp itself. So, as you can see, this is a lot off things you need to take in consideration light on when you create your own pinball machine. When you start to model things in three D and so on, you want to make sure that you gonna stay with this actual sizes over here. Whenever we are done with the basics of that, we're going to take a look at two missions and how we can actually activate emission. How can we create a starting triggers and probably a starting to trigger can be something like when the ball starts, we're gonna trigger some a specific mission, and we're gonna take a look into Bowling's which are basically switching missions on and off. Then we're gonna have something that I could cover cell moat. We're gonna probably take a look into later on us. Well, the missions are usually something like hit the bumpers X amount of times hit the ramp or drive the ramp X amount of times or hit all specific targets or several targets off a specific set or even multiple targets at the same time. Or like in a in a time or whatever. We're gonna take a look, hopefully into a multiple load. So we're gonna shoot somewhere, and then the multiple gets stored somewhere to load up. We're going to start a new ball. And whenever we have, like three in total into our load, then we're gonna unload it by using another mission. Of course, like we gonna cover multi Lloyd Mission over there. Yes, well, then we started, and then all the bulls will fall down and so on. And so force. Also, we gonna be able, or we should to have a system to highlight the mission led. So whenever we have ramp missing, then we want to make sure that all the arrows are going to be said that, you know, blink into the direction off the ramp. So the player, actually later on knows where to suit. So we also want to take a look into his probably different stats, like Owen Or how do we want to actually treated this missions, like, Do we want to have them so that we're restarting them on the next ball with the bull true or force? Or would or wouldn't we want to stop on the boy. And so whenever we lose the ball that way, probably and the complete mission or we're going to restart the mission, whatever. So both of this are going to be things we're gonna take a look into. Then we also want to make sure that we are able to stop the mission. For example, the stop trigger can be that the time is over, the game is over or the mission is complete. So these are some possible stop triggers over here. And also, we gonna me be able to put something inside the carousel mode. So whenever we have one done, then the next one is going to start and so on. And we can probably also implement something called which we can switch with the flippers, like when we hit left and right off the flippers itself. So we can, like, basically switch through different possibilities off mission. Impossible missions. We gonna get offered as a innocent example. Also, we might like to take a look into how we can reset it this mission. So when? Because most of the time missions are going to be resettle depending on whatever they are like multiple shots, for example are usually resettle, So can we reset them on complete Yes or no? I sold. These are going to be also bowling's. We're going to take a look and of course, we and the final and we need to score for a mission. So whenever we complete the mission that we want to get score and, of course, at some multiplies and or the other content. So that is everything we want to go and cover in this complete tutorial serious about how to create a pinball three D game if you are actually, I only wanna make use off a two d game, of course, if basically came to the same. But the handling is kind of different because you don't not have like is why access to navigate on, but only an X and is that on exit of y value? Our accents add value in this case, So once again, these are going to be probably one off these highlights we want, unlike later on, like blink in an interval, Something whenever we have, like the ram permission on what this ramp mission on, If we have, like, a target only will probably want to let something blinky as well. Like when you have a toy emission or when we have a target mission, then we're probably one of make use off. Some other extra arose here as well. And also, we're gonna have something like here where we can probably enable these buttons or the switches and in the final and will probably also want to have something in the center which tells us what are the current to multiply in so many balls we have stored by just highlighting those with points. And probably also, we can use that for a mission set, for example. So if we have, like Cleary aged or were able to fulfill all these particular missions like each mission can be, ah, for one point. And whenever we complete this one mission that we're getting some extra extra in the center of here and so on once again, even that is a design decision and later on is going to be part off that How are we gonna plan all of that year's kind of heart? Since we need to actually understand how all the mechanics are going toe work as well as the planning itself can have, we can create, like, hundreds off difference possibilities over there. So maybe we gonna start with the concept about a single table, and then we're gonna go forward from this point. But also, all of that means we need to have all the three D objects or three D models prepared. I'm gonna give you some three D models, like for the flippers and from for the slingshots and some a block asi and there are gonna also offer some rams. And the rest is basically, um, done over there are gonna give you some bumpers. So we have literally all the basic elements to play around with. And in the end, we probably gonna go. Are you are, um, able to build your own? As long as you know how to model this three d models for the Rams for let's say, the toy. And of course, you need to get the correct idea for this. For example, there are multiple tests outside like very old one where you're gonna play an Indiana Jones or a A, uh, I believe it's called Adam's family, Um, and there are multiple other ones as well, so each probably each movie from the past do have at least one Philippa outside or one pinball machine where you can play around and see what they're doing. And that's why you can also grab your ideas from if you want to. They're also flip us about different themes, like football, baseball, whatever it can be. And you're gonna just need to make sure that your design the complete desk later on on your own. I do not cover three D modeling in this course. So if you don't have any three D modeling skills that you are actually able to learn them, or you might want to go into and learn how to mold them, approach a slate on the assets necessary for your own idea. But I believe it's better for you to learn three D modeling and, of course, put them later on onto your own desk. So that's everything for the moment on for the concert video and the next word your were gonna started. Set things up and probably beforehand. We're gonna take a look into how we can actually plan our own A pinball machine. And how would we actually act to, um how do we and how do you can pre plan? Basically, the idea you wanna create a later on the desk. So But that's what we're going to talk about in the next video, I believe. 3. #3 Planing Pinball: Welcome back to the course in this part. I want to talk about how to contempt a pinball machine. What you can do is you can go in a free program like this one, which is called Escape, and you just plan a hand how your desk could look so the basic things like the plunder, the slingshots, the flippers are always inside a pinball machine. Also, like blockers like the strangles or even assess, corner types are usually also involved in a desk as well. So that's what you can or what you should start with. Don't forget. The size of that is something between 50 and 60 centimeters and one meter long. You can always go with the design tools off escape and just passed boy and see how they fit into your needs. If you have special ideas, like multi desk like whenever another desk is coming above the desk or even next to each other, answer on. That is what you can plan already in here. There are also desk, which are basically two player. That's where another player is going to sit on the opposite direction over there, and you should basically balls from one table to the other table and vice further and you're gonna battle basically against the other one who gets the most off the score or each off the player gets like stroh t balls off 20 balls or whatever. And who loses 20 bowls or lives in this case, When and if you lose 20 balls, so you're gonna be the game over, But also the score. It might be interesting in that. So what I want to talk about now is how can you plan ahead or plan your very own desk? I recommend creating on and basically something like a preset of here, like, what do you know which is absolutely, always inside your desk. You want to make sure that you're born always fits into these slides of here, like a 27 millimeter ball gonna be passing by over there. I did not do it super precise, as you can see, because the sizes future than this one. But you can always go into and do this and you suit next one. What do you want to do is whenever you have like a desk, I'm gonna complete this complete desk right now and bring this over here to the side so we can talk about only the desk itself and keep everything ins. You know, out of the way. If I now would plan a had to have something like a football or soccer pin or pinball machine over here, I gonna be able to think about what do I want to achieve And what is a soccer field, for example? Abound. And as you probably guessed, that the first thing we gonna have on a soccer field is usually something like a goal area . Gonna make this one white and just bring this over here. Let's assume this is the goal where Keeper is going to stay inside. So probably gonna make some circles off here as well. So this could probably something which we can automate date on like a keeper, which is moving left and right. Meanwhile, you can shoot or the keeper has just like three. Position this or this in the center of this on the side. And if you're gonna suit or try to suit your ball inside the goal off course, there will be some other things to take a look into. As an example, there can be something like players on the playfield, the middle line in the design cases. So, for example, you can always, you know, draw simple lines over here and see want is going to be the actual impact. Once again. If that keeper is busy with something or you don't want to get one in here, you can also put some players, um, like, inside the play field, which are probably going to act like blockers or they're gonna act like bumpers so they can bump away the bull from any point. What you also can now see is when you would shoot your ball the full way off here, you would probably almost off the time intersect auto smash against the side of the goal. So in that case, you want to make sure that you have more than enough space that the ball is able to pass, boy. But also, you want to make sure that the ball is not able to be stuck at a residence, a straight line off here. So you always want to make sure that the boar can freely move, always like 1%. In that case, you wanna maybe make this sides here a bit more like in an ankle, maybe 15 degrees, 20 degrees, Something like that. Just to make sure that there is no intersection or no any problems. In any case, at this point, in that case, you can as an example, design your goal for the ball like the one I just do over here. Just duplicate things and just make sure that I get rid off unnecessary content from here. So I don't go in to cover too much in escape right now because that is something you're gonna be able. Or you should be able to learn on your own or even take another course about it. What I want you just to understand is that planning the pinball machine is absolutely crucial. Once again, you always want to think about If I now have a ball, gonna duplicate this one, make it worn out gray. So this or maybe it's like more a bit more night upgrade. If you shoot your ball up this, then it will go here and probably it it's not powerful enough. Then it can ruled on this way. That's good. Same for evidence. A bit more power. It can roll down this way. You always want to make sure that the ball can always move and never a be able to stuck. Even a lower angle in the top over here should work quite well as long as there are not too much off straight sections where the ball probably can stay at depending on if we are implementing a tilt where you can, like, rumble against the actual pinball machine. So the ball, whenever it stuck, gets like, like a slight shock and then maybe gets out of his situation, we gonna make sure that we don't have any of this issues even without the tilt ability. So keep that in mind whenever you plan your your pinball machine, even for a soccer game, you maybe wanna have something like site shots, maybe like a when when people are out and so on and so forth of this is something like a design face. You need to take a look. Maybe you're going Teoh, um, have something called a pass where you are able probably to pass a board to someone, but maybe also because it is some kind of a soccer pinball. You want to maybe implement another Flippo on this position as an example why this position is rather simple. You, for example, depending on the ankle you can shoot. You can probably make use off that site Flipper, and bring the ball inside the goal. Same for the other side can also be possible, not necessarily have to burnt. That is the possibility for a lower area here, maybe as well. So you can, for example, take a slingshot. And if you have a lucky and therefore the board force quite downwards over here that the slingshot put it here, that's possible. Not necessarily happening often. And then when you hit the left Flipper, of course, both flippers will move, and you're gonna be able to try to suit the board from the other direction. Of course, you wanna make it so that the flipper machine is not too hard. So answer. You are able to get some points. If you want to implement something like thes bumpers, you can put them as, for example, in a special or an extra area like on top off the bottom area. If you want to button once again, don't necessarily have to. As an example, you can ramp up over here and bring the ball like it is rolling over the actual goal area. Bring it over here. Maybe on top, where currently nothing else is happening. You're gonna put next three bumpers gonna duplicate just this one of a here, make it purple so we can see better. For example, on a lift up area, we wanna have maybe three small bumpers. But we always want to make sure that the ball is able to pass by these bumpers. So we need to once again plan ahead that these bumpers are going to be more than enough away from each other. So we are able toe bump with the board between those bumpers, but also we are able to leave the area at the bottom part once again. You can put this like onto a higher area on the highest, sir phase of whatever it can be like a squared area if necessary, But it can also be going to bring this one down a bit. This can also be at any shape in this case. So that design once again here is completely up to you again. You can bring the actual ah ramp or you can start a ramp like maybe behind this little stick, like over here, Lead this into this area over there. I'm gonna make it a bit more broad so you can see stuff Better make it like I don't know authority. So you get the idea behind that and basically, that's everything. You just want to make sure that the ramp ihsaa modeled rather straight on the ground and you just lift it up in a unity later on so you can lead the ball into this area from the ramp directly over here again. This is something you need to test out on your own. That also means you need to have you have to test the complete parts later on and see if there really work the way you thought about him. It can also happen that some ideas may not work based on the physics in the end, So meaning maybe the ramp does not have enough space. Maybe the ankles too high because he created the gold toe high and so on. And so force once again, whenever you're done with this bumper area, when we are outside of this bumper area, we also need to elite bank the game or the ball anywhere, for example, you can lead it to directly into one of these areas. From from there to there are going to increase the size again so I can see it better. And now we're gonna be able to use pipes or rails or whatever. So we're gonna put like a huge ramp again. That's a modeling thing you need to cover on your own. And then you bring like, a rail over here, and they're even more possibilities for that. You can once again to a green, um, play to design were like where the grass is going to be seen on the texture and so on and so forth. And then you're gonna be able to create a pinball machine about a let's say, football, so call whatever game or however you like him. Please. You just need to make sure that you plan a hand like everything. So where do you want to place your toy? Maybe you want to put a directly under it. Maybe you want to put your toy directly on the point field once again, Maybe you're gonna have, like, multi keepers later on a just positions for each of these keeper. So ah, that you have possibilities to switch that back and forth. You also wanna think about how do you highlight this? How do you actually start missions? And how do you, you know, go and cover that? So, for example, you're gonna have, like, triangle shaped highlights over here for when there's a ramp mission. But also this can lead into a bomb permission whenever it say something like hit the small bumpers 20 times or 30 times you have. But you have, like, 30 seconds left and so on. These guys here in the center can be treated as target, so they are basically just players. So to show you a target is basically nothing else and a flat plane or flat um square, which are reaching outside. Or which I like outside off one off the slider so that you just bring them up and down. And we can basically put a image off a player onto it, and we can just make them don't so we can bypass them whenever we have, like a special mission, like to play you to somebody or hit All three players are targets on the playing field. We can put a mission around that. So we make it more interesting, and it is harder actually to get the ball inside our goal. So I hope this is a kind of interesting idea behind that for you. I hope you learned something already in how you can design or create your own pinball in the next port. We're gonna start to implement all this really morals I can offer. With that course, we're gonna take a basic look. We're gonna make use off one off the designs already showed in the first video. And then we are good to go and ask to start coding everything inside, put all the ready bodies and all the gravity unnecessary. Gravity's and so on were also take a look into Ah, we can light up things that we can make things blink or, um and so on and so forth and make a rather good or our first basic pinball machine on. Once we are done with that, we go over and discover, like all the missions and so on 4. #4 Unity Setup: Welcome back to the course. In this point, we want to set up our unity. What we need to do is that first, of course, we need to create a new complete new project. I recommend that you're using and downloading Unity Hump. In this case, it's current wars in is two points re available Over here. We just go on, select the distribution. You. We want to make use off if you don't find the one I'm using just downloaded for free or just take the actual that than us one. You can easily go to installs and add multiple ones over here by selecting the add button, go to projects. And now we're going to create a new one or what? I'm ensures that way, of course. Give it a nice or actually understandable project name. I'm gonna name mine pinball, poorest soil Pinball tutorial. You can name yours whatever your police in like. Of course, you're gonna have to choose a folder where you want to put your project into. Make sure you're using the three D workspace. If you want to make use off light white or high definition, render pied line, then you can add them over. Yes, well, but for the moment, they are not necessary. Just go for three D if you want to, and then we're gonna press on. Create now. Unity will basically set up everything for us. It's necessary on when it is done, we're going to see everything has been loaded over here. Once unity has been loaded, this might take a minute or sometimes two, depending on the PC, us sitting on or even Mac. You want to set up your layout so the first or the most important windows are going to be the scene view which is going to be this one it's labeled, was seen. You're gonna have the game window. Usually it starts to be next to the scene. You I recommend to drag that if it is like sitting next to your seeing view that you dragged away from their to have it on a different screen or at the different space. You want to make sure that the consul is always visible and also all the little Aikins over here are activated so we can see in the future all the warnings, Eros and everything else we are going to do as well as all the debug lines. You also want to see the project when no at all times as well as the hierarchy panel. And the final interesting or the most important one over here is going to be well, at least for the moment, the inspector, because the inspector will later on show all the components necessary for our game. And they're we're gonna set up the basic settings at all and where later on also go on, probably take a look into the lighting tap. But for the moment, this is the necessary standard over here. Is there anything not visible? Like, for example, this console? You can always go toe window general and deactivate or activate the correct or the necessary parts. Over here, the final stamp issue can go always to the loud on the top right corner and select or safe or delete layouts from the list as well. Safe the layout as however you like in police. I totally recommend the layout as I use it over here. That's everything. For this part 5. #5 Importing Models: Welcome back to the course in this point, we want to implement all these three D models I provide over here. Police unzip the zip file you confined in this lecture or somewhere in the course, Make sure you take all the FB X files and drag them into the assets folder. But before we do, then we want to create a new folder called Three D Models. So we're gonna clean, keep everything clean and organized. Once you have created that, you can just drag them all into this really Mortals folder. The important process shouldn't take longer than a couple of seconds. And when we know we can do is we can literally take any of this really models and drag them into the scene. What you want to do is you want to start with the frame. The frame consists. The O. R. Is part or has multiple parts on it. It has the frame itself. It has does the bottom area over here when we can later on coli too, as well as this little plonker. We're gonna take a look into these a bit later on. What you can see is that they are split like until flipper bottom, the plunk, a box and the plunder itself and off course, the frame itself, which is going to be this one. Now we can basically start to design put materials on the actual frame as well as on through the bottom. And we can also tend to the plunder to every or to any colors off our liking for two. For doing so, we can, for example, export the materials directly from the flipper off life frame in this case. So we go to materials by selecting this really model, and we basically can extract the materials toe the materials for the if we want to. If we don't want to do that because were you gonna like that, for example, then it can keep that as they are when you can. Also do is you can create actually a folder cold materials and inside. We can also create own custom materials. In that case, we go and create, like right click into the assets will create material. We could name this whatever we like to, for example, black, and what we can do was that it can just create a color, make it so that they can China even not and we can any time drag this black material onto any off the pieces we want. For example, the flung A box. You can also see that the this consists this material considered speculum highlights as waas reflections later gone on we go and more the detail in took materials and of course, settling and lighting because, as you can see currently there's a lit side of here as well at the shadow, which is kind of strangely yeah, passing through the under or the lower side over here. Even if there is no space between those tiles or pieces, once again, we're going to take a look into this later on. Once again, you cannot create if you want to be creative and create all the materials you need for your game and then has put them like by dragging them onto the corresponding materials or parts you want. The next one is. Since we're having this plonker box where our ball is going to be short up, we're gonna of course, need to have something like a site frame over here so the ball cannot fall off to the left or to the right. We can also already put like the round corner over here in the top. In that case, we just select the round corner and bring this up into the hierarchy panel when it can see is since it is modelled at this particular position already will also automatically position to where it has been modeled. If you don't like it at this point, of course, if you can actually take it and drag it away to wherever you please And like also, I want to implement a cornered ankle over here, or a corner which is a heart corner. In this case, I can also drank this of a unity. Concede instantly pops into the complete correct position we s we wanted. Once again, if you want to reuse that somewhere else on your flipper or pinball machine over here, you can absolutely do that. So now we have the basic set up. Now we're gonna need to create, like, the bottom area over here. In that case, we drag the slingshots to wherever we want them as well as the flippers. These we these need to be corrected by us because our ball may not fit through this on that corner, but we're going to take a look into this in a bit. So what we want to do is we're gonna have, like, the are flip aside. It's going to be like this area on this little box over here once again, we contended in any colorists would like Well, you can see is that a ball probably does not match through here if we're using a ball off 27 centimeters or millimeters in this case. So I just drag it away, at least for the moment. Also, if it might look that it is flying around, but he can drag it up in town. However you please in like here as well. We're going to reorganize does and reposition them later on, depending on where the flippers are, probably we're gonna take a right flipper here as well or just any flipper. So we're gonna bring this over here. And as you can see, this flipper contains two axle models over here. The 1st 1 is going to be like the base one is going to be our collision object. The 2nd 1 is going to be the axle. Philippa, if we would just you know, Take this secondary flipper and drag it anywhere. You can see that the actual design is over here. You don't want to split them apart. You wanna keep them s? They are. But when we want to do is that this flip over here? The first part? We're gonna disable the mass render component. We're gonna need to keep the measuring rod component for later issues because this going to act as our collider all object where collisions are going to happen. We're going in top view. We can always take a look into that and reposition the flipper toe wherever we want to. Once again, we can keep it as it is. But no ball would pass boy over here so we can literally dragged that wherever we think it is going to be in the end or sooner or later. Just make sure that you only drank the top part, but not the second or the bottom part over here can always drag it around, see where it should fit or where it could be. So we have enough space between the lower frame as well as to pass by the button or the actual part of hue. Also, I hold on control and snapped rotating to this flipper downside. Maybe like this. In that case, it's a zero hour. In this case, it is 30 degrees and don't want or, in this case, a positive degree ankle. I also want to hit control D till duplicate this lived flipper all don't control again rotated in the complete opposite direction and dragged sideways on the X axis. So wherever the second flipper is going to be once again if we are going and holding down old, we can you know easily, pan around and see around. If we hit one of these axes, we can literally take a complete look from the top. If we clack click on this name, we can go toe isometric view so we can see where the flippers truly should be. If that is like the center of the play fields, more or less we might want to put on your flippers so that they're kind off in the correct position of here. But the space is not too huge at this point as well. Once again, if we don't know if we're home 1% over here, we can always think off in line or just bring things from left to right and see if we are kind off in the correct part or a correct way. Layout it off here. Gonna leave isometric real once again and I can't see this point just needs to be dragged away a slight bit. The downside is no, that this port is too huge because as you can see, the plugger area where the little insert is going to be here, there's going to be a wall laid on. What does it mean is that this wall needs to be or doesn't necessarily have to be inside here, but it will go upwards over there. In that case, between the wall and this Philip aside, no war. No ball would be able to pass, boy to do so. We can, for example, or, as an example, just reduced the size off that point by just reducing its scale. And, of course, I want to make sure that we bring it a bit more closer to the area. Once again. You don't have to go and scale it in Hyde if you don't want to. But you can, so you can actually increase it to any height off liking. As you can see, the pivot point is literally on the bottom, so we can simply just drag it upwards. And we would increase the height, if necessary, going to do the same. We basically completely copy this number off the scale. Over here, we take the left flipper site, so l flip aside. So we know drank the l flip aside inside home a scene. We just bring it wherever we want to. And in this numbers over here, we just copy and paste the numbers we have actually copied from the scale over here. Once you got that, you can just literally once again drag around the piece and see if it is like more than enough space later on for ball and the finest ever wanted to create a new sweetie arms inked sphere. The sphere is at the moment super huge because it is one meter in its dia meter completely . We want to reduce it to zero point zero to or 0.27 0.27 and zero point 27 As you can see, it's still two huge. That's like now 27 centimeters. But we need to reduce it to 27 millimeters. So we're gonna put a zero in here in front, like between the comma into two to get the correct size off overboard. Once again, when you're three d artists, you want to make sure that everything is, of course, matching later on in your motor as well. So when we don't want to do is we want to test If the boy would literally match or pass, it will be able to pass by this area. So we just drag him around here and just see if that would be possible to bring the ball through that areas. Also, we want to make it so that this ball is passing or able to pass. Boy, if the distance between those usually between two flippers that should be in a distance between or that should be distance off 1.5 bowl in between. So probably we're gonna put them a bit closer together. So I'm gonna take the first and the second flipper like one after the other, and just drag them a slide bit to the inside. Over here, say, for these pieces, we can basically bring them a bit closer to the actual flippers. So they are going to be wherever they hopefully are going to be laid on s Well, these are the first steps I wanted to discover. So you get a feeling and an idea about how to design the actual flipper from one part to the next. 6. #6 Colliders: welcome back to the course. In this point, I want to talk about collision. In that case, each part off our flipper needs have colliders. Since these colliders are unusual, we want to make sure that we have different settings for different colliders. For example, I want planning a box over here usually is just a box. So we could in the end, make use off a box collider. Since Dad is part of the frame, which is not a bad idea at all, we can or we want to make sure that the frame itself as well as the flip of bottom, are going to get different colliders. So as you can see, the flip of bottom and the box are going to be different in their actual shapes. If we would just make use off a box collider, it would just be around over here. But it cannot see where war this or anything else. In that case, we're gonna take over frame over here and add a mesh collider. This mess collider will fulfill the complete mash with collision objects to make it visible . We just disable the measure under component off the frame as you can see, it just lays around the complete frame over here and takes care off collisions like, as precise as they can, based on the actual frame and the public on polygon amount. We really enabled the mess render component and take a look into this flipper bottom. Gonna add a medical lighter here as well. We deactivate the measure under component, and as you can see now, it has a green grid over here, which is all my actual collision object for that part. I want to do the same for all the other ones. Like these two need a magical lighter as well. So whenever, once again, we do save a medical lighter and we're going to see that this is the mess render component . We're gonna see this green grid for the flippers. There is also this invisible one over here. I'm gonna use that invisible one because it consists off less mesh density. So meaning the lower the mesh density, the less expensive the calculation off the rigid bodies and the extra collisions are going to be Let me show you what I mean by switching to say that wire frame. As you can see, this little the flipper itself, Like this white part has kind of low amount or a low density in the mesh. If I disable this measuring the component, you can see this one. The underlying one does have way more ports to check, like way more polygons and movement way more triangles to check. So it's going to be calculation heavy on the rigid body later on. So we want a white that or I want to wait that. So I'm gonna create the mess renderers or this little mess as a part or at the base off that. So also later on, we're gonna only move this one since the other one is basically I have Children off this object. We only move the parent object in this case and everything else was still work. We're going to make the collision only off the parent object, but not on the Let's say Axa graphic off the three D model. Just keep that in mind ful. Nitya ports off for later project. You're going toe work on. You will see the setting later on again. If a now disabled the mishmash Narendra, you can see it takes the actual mash over here from our low polio from my low, poorly model over here also checks down to the bottom where this one is not going to do that. Final step is, of course, the other flipper. So we're gonna make sure we gonna select this measure and a component, and I select the mesh collide over here, and we want to make sure that this mesh collider now is visible here as well. Incorrectly, set it up. So when we gonna do us from the first and the second flipper, we can de activate the mess render components. The last one would be probably this box over here, the planning of box. But actually, we don't need to because we're going to define an extra area in front over here as well as a little box side or just another cube, or lets a rectangle next to the box. So we don't have any problems with the collision directly on the Prolong. A box over here 7. #7 Gravity: welcome back to the course in this part. We want to take a look into gravity. Gravity is a major player in our pinball game, and, as you can see on the desk currently, or our pinball desk is kind of straight, what we want to do is who need to simulate now the gravity in two directions. The 1st 1 is the Y direction. This case, it's see up excess over here. And also we want to make sure that it is like falling the Zach, Texas like into the forward access. Over here, the forward excess is usually the sad access. So if you're coming from three DS max, that is always the up excess. And why is the kind of the forward access? But that doesn't matter at the moment. What we need to do is to make use off gravity. We're gonna need to add a rigid body component to our ball, so we type in rigid body. You may want to make sure that you earn able gravity over here, since that is a cruise apart to make use off the gravity for the ball. If I drag up the ball just a bit on press play, the ball should fall down and so touch the actual mess Collider off our frame. As you can see, it's stocks over there if you don't want to see maximize on play whenever you press the play button. And of course, you don't need to and just deactivate this often inside the game panel. For the moment, we don't need to have anything else in the game panel. Once again, we just want to make use on should make sure that the ball falls down automatically by the use off gravity. Also, when everything is correct over here, you should not have any ball falling through the mesh. So as long as there is a magical lighter on the frame, make sure you only made use off the rigid body directly on the ball. The other ones are not necessary at this point. The next one is when our ball is basically anywhere on the screen. We want to make sure that is getting drank like over the forward access, depending on the direction you're like on the world space direction, your game field is going to be designed. You want to make it to the positive all the negatives that direction So. But where do we change that? The gravity also works in one of the other direction. Well, what we need to do is we need to goto added project settings. And here we have multiple settings we can play around with, and one of them is physics. As you can see, the Y axis at the moment does have a negative 9.81 as this is the usual gravity on Earth. We know when I would do is we want to change the that gravity over here to be five, as Justin example Later on, you can play around with this number, but for the moment, we want to make sure that five or at least five, is going to be in this that value, close the window and press play. What you see is that the ball falls or actually drives or roles in this case into the sad access. If you are not sure of the ball is really rolling. You can drag it up once, and you can see the collision on directors just moves it, and the ball is automatically rolling if you're gonna let it fall anywhere else. you can see it also rolls down onto a more flippers. So gravity no works. But we off course cannot drag it freely all the time, as you have seen, it sometimes can get stocks row other things. But for now, that is what we wanted. We no need to do is whenever we let's say, play the Palanka or pressed up long that the ball gets a let's say, explosion push and then it gets dragged downward once again, automatically by the axle, that gravity, as you can see if everything works over here as well as it just like able to react to the bottom frame over there as well. We are absolutely correct at this point. 8. #8 CleanUp: welcome back to the course in this part. We wanna make sure that we're creating, like, a small box onto the right side or in this case, left type from the plan a box to make use of that, depending on the design you decided to create. You can also make a split our box over here. If you want to do so, we can simply go and creating use. Really, Object Cube. As you can see, this cube is absolutely super huge and actually almost overlays the complete flipper because the flipper in my case is almost one meter long. As I explained in the axle concept video, what you can do is you can now play around with scale like with the user scale and scale everything however you please in like there's also another option where, how you can actually make use off that, or design the actual size as well as the look. As you can see over different ones, I can decide how long I want us to be. It doesn't really matter where it is. You can make it slimmer, and that can also decrease the height ones. And whenever I think this is going to match like inside this little hole. I'm gonna be able to drag it wherever it should be. Just drag it around. You can always go into isometric view as well as on top view onto the Y axis over here and see where that should match over there. Once again, goto isometric drag around. So basically, when I've always scroll in wisdom, I was Well, we should be able to bring this into this little field If you don't like the idea about it . Of course, you don't have toe do it like I do and can find your own way to do it. You can also skip the sport on, basically also drank it like over here. You just want to make sure that in the end there's no gap over here, and the ball is not ableto four through anywhere else. Once you have that and you're happy was the result. You might want to take a look into that. You lifted up sleight of it, so it's not sticking too much into our frame once again, if you now have the position, correct. But the length is not what you think. And the scaling in this case doesn't work as a Children you selected because it will always scare formed center. You want to make use off the wrecked tool was a rectal. You can freely just check or take one of these sides and drag it along. Make sure you drag it so much that the ball cannot fall through anywhere, but also at the same time, you want to make sure that the ball has enough space to pass by here as well. So whenever we know would basically shoot the ball upwards, it would follow this round corner and won't probably depending on the speed or the power off the actual push providence over here if you make a soft one. Or maybe you're gonna have some other blockers later on running around here. And of course, you can lead the ball anywhere else, for example, into a bumper area. If you have one at this point, once you have this one, I set it up. You know, of course, when I make sure that you have at least a box collider on that is automatically created anyways, once again, if you like to, you can put a secondary one like to next to each other. So you probably have a gap where the boar can force rule with some kind of lit so you can literally open and close a little later on, depending on a let's, say, a little trigger or collision object, which opens and closes the lead, as so you can lead the ball directly into the game field. Over here. This is on some discs already provided, but well, once again, that is completely up to you. Whenever you're done with that, you probably want to clean up your hurricane panel. In that case, I usually tend to create empty game of debts and zero them out first. Good. Also, make use off the re sent directly over here. You will see that this is going to re sent over there to the world excess of 000 Now you want to take away the flipper or actual pieces off our pinball like the cube, which is going to his side wall as well as all the other ports which are connected to the actual frame as well as the frame itself and bring them on to as a child dragged them onto the empty game object. Now we're gonna rename this to be a pin bowl desk. Blanken. Well, why do we do this is rather simple. We are able now to drag the complete desk around if necessary, but also weak have not a super long and super full hierarchy panel. The sphere cannot be renamed Toby Born, because that is what our ball is going to be, and we gonna later on, find it a bit easier if you want to. You can already create it'll nice material for that one. So you go to your materials folder, right click material and named this. Let's say metal, Oh, born or whatever, since Dad bulls are usually highly reflective, like 1% this materials are going to be full metallic. But he concedes, there's a kind of a shine on to this. This is where the smoothness factor on the material comes in play. The higher the small business, the more blank the ball is going to be. So it's not so rough, I would say the lower the amount, the more rough the actual surface off the ball is. But the reflecting goes away as well. Maybe you find something about here like 0.8. You can also go for more full metal, but that's completely up to you. Once you're done, was that we gonna later on take a look a bit deeper into this boy. Using extra reflections, you can drag the material directly on to the ball. As you can see, the ball now reflects only the sky itself, but not the desk. There are a couple of reasons for that, but we're going to take a look into this a bit later on as well that's ever seen for the moment and the next port. We're going to set up the camera so we can see a bit more off the play feels whenever we press apply over here in the game scene. 9. #9 Camera Setting: we'll come back to the course in this part. We want to take a look into the camera itself and where it should be located. As you can see, you know I gave you. We don't see anything because the camera is like 10 meters away from all the desk. When we can do is to simply file process. We go outside of isometric view, but in perspective, we're gonna bring the desk, like in a toothy ankle. Our desk could be like whenever you watch that this could be the ankle for on camera as well, so we're gonna literally see where the ball is. And also we should be able to see the ball, the wall, time falling down. We only see one thing not is going to be when it is basically falling through over here. If you want to make a higher angle, there's no issue was dead, and you can literally do that at any time. Whenever you happy is the ankle off your flipper desk and probably also the position you're going to select the main camera, go to game object, a line with view. What's happening is that the camera predicts, or acid copies. The angle and the kind of the distance from the actual have you over here and bring this over here into the game view. We now go and senior and rotate. You can see that the camera over here just point stone. If you want to bring it a bit closer to it, then you hit the W key on the keyboard. Change from a global to local if you want to, and drank on the that access downwards over here. But once again, that is the decision you have to do on your own. Same for sideways. The camera is not like in the center of the game field. You want to drag it away or around as necessary. For the moment. That's more than enough and more than necessary to get a view over here. If you select maximize on play over here and you have defined already 60 by 10 or 16 by nine and press play, you should be able to see the full impact off the camera setting and see how the game looks or, in this case where the ball is going to fall and if you can basically see everything which is important you can also make a test was the ball itself. So you bring this like over here, for example, press play and see what it does for the moment. It should just fly around one. This case falls down. So whenever the ball is basically going to be over here, we should be able to see this from this ankle as well. If you don't want to see it or you don't really care about this ankle, of course you can go a bit flatter with the actual ankle off the camera. 10. #10 Slingshot & Bumper: welcome back to the course in this part. I want to implement thes link shins as Wallace. Some bumpers. So as you can see, there are two different slingshots. There's one with an L. And as one with an order. The difference between the boats is actually the where the actual arrows are going to point . If you don't want to have these, then create your own in your favorite three D modeling software. I'm gonna drag in the right one, and I gonna drag in the left one, and we're gonna instantly see wherever they have been modeled. They do not fit our needs. So probably you need to reduce improbably, you wanna make them, Let's say rotate them and so on. What you can also see is that little white part over here. This is going to be our collision. Neither own is going to be happening. You can rotate this link shirts if you wanna have them more straight to this piece, like with these two angles or you just keep him as they are. You want to make sure that there for enough away so at least one ball is able to pass. Boy, if you don't know if that is possible. Just take a ball of a year. Bring this between the two and see what the distances. Currently, I am an isometric view directly from top, so you can see stuff better. If you're not sure if they would actually fit over here. Then once again, just let him fall down and you're going to see if they react to it. Also, later on, you wanna have probably another wall over here, like in between those two? Not necessarily, but probably so in that case, you might have a idea about it. And you want to make sure that the ball is able to pass by this area and, of course, later on this area here as well. Same for the other side. Once again, the height needs to be or the size needs to be, so that at least or the position needs to be so that the ball is absolutely 1% able to pass by this area, probably later on, you need to fill in a small gaps with something otherwise, it might be able might happen that the ball can get stuck. You want to avoid that By any case, gonna do the other side here as well. We're going to bring the ball onto the other side. Probably. I need to bring the slingshot quite a bit inside. And also, I want to make sure that the boy was able to pass by these two areas over here. Once you're done with that and you find or you found the correct position over here, you're gonna once again make sure that the ball can pass. By this way, this way. And, of course, once again laid on between those areas, it seems as quite some space over here where almost 1.5 ball or 100 hard 1.5 size ball can pass, boy. So probably I gonna bring those parts of the downward. So I have less space here, but in the more space into the top. To do that, I just hold on control and select all of these pieces over here. And then I just dragged the complete set a bit down. So the distance between those does not need to be that high. So in the end, we gonna get some more space for the top. Once again, make sure that the ball is able to pass by whenever it's rolling down over here as well as is able to pass by over here. This one here once again is 1.5 balls, about 1.5 bulls. So it's not too easy over here to win the race or win the game. Once again, you can design your own desk. You can also get rid of these and create your own. Let's say was just some simple squares or just boxes, as we already have done with this line or this part. But once again, that's totally up to you over here as well. Once you're happy was the result. In everything is working, you can always press, play and see if the ball would be able to pass by these areas. As you can see, that does work. The final step is now that we're gonna position and make sure that the collusion objects are set here completely correct. What I did not do is I didn't created an extra medical lighter for this one, which I suit, as you can see just to reduce the axle, you know, calculation, heaviness. In that case, we still want to make sure that these two, or at least all these objects, do get their own mess. Render component. So this link should collide over here, needs to have off course render a component or must collider in this case. And of course, the Mesrine wreck component can be disabled. Same for the other side. Like for this sub collider, we gonna need to have a mess collider and deactivate the mess. Render component the base of the strings. Slingshots also need have mashed collision objects. You're going to see if they were completely correct. If you disable or once you disable the measure, render component as well. That is a bit awful, actually. Once again, that depends on how you have created and model teas. And if you forgot, or you have implemented some extra collision objects once again, I don't haven't done this for these two ports, but probably you want to take a look into this when you're going to model your own just to save a lot of CPU power. Whenever calculation based on physics is going to happen once again. No, you can always make sure take the ball to any of the slingshots and see if they're basically able to pass, boy or fall down onto them. And that's working completely good. So the next one is going to be a bumper. So basically about the same. The bumper do have a special setting or set up as well. You can see he has, or the bumper has a white cylinder graphic over here. So my actual bumper, which is going to be the collision object and then the actual colored bomb book. So this is the colored bumper and this ISTEA collision object. If you disable the mess, render you can see through and see. What is this about? So this one here just know needs to have the mess Collider. The bumper doesn't have to take anything. We disable the measuring the component off the actual bumper. So we only have the inner student to be the checker for our collisions. Once again. Now, depending on the design you have created beforehand, you're gonna be able to drag around these bumpers. You can also go and scare them down. If you wanna have them a bit more smaller, you can also scale them upwards to actually scare them apart. But no not necessarily too much needed over here. Maybe I gonna bring it a bit more up. So it's looking maybe a bit better, but we also have enough space to put some more things onto the game field over here. Once again, that is a planning thing you need to plan hand. You need to make sure that you set it up quite nicely as well. Is that this re bumpers which are usually positioned? I believe this way. So whenever they come down on the ball comes down that we can, you know, get this nice, bumpy effect between those also what I want to make sure that at least one of the Hoff balls are able to pass by these bumpers. Probably two balls are going to or need to a match between those. Once again, that is something you need to test out a bit on your own. So once again, the ball needs to be able to fall through these. Also, when I make sure that one of ball now falls down, that is able, or the bull able to stick away from these can also see the ball. It's kind of be we gonna talk take a look into this in a bid. Basically, it has a high friction on the ground, so we're gonna need to reduce the friction from the ball to the actual floor quite some bit . 11. #11 Bumper Setup 1: welcome back to the course in this part. We want to talk about the bumper as well as the code off the bumper. The bumper is usually a sphere on this case, a cylinder, so the cylinder does have sides, and so the rigid body on this bumper is going to have provisioned points. Or, in this case, contact points off the rigid body. What we want to achieve that if a ball is going to hit one of these sites, we want to give it an opposite, like a negative normal bump or a normalized redirection off the ball's direction where it's coming from. As an example, if we have, like a hexagonal shape over here or in N Gun, in any case, we want to make sure that the ball, whenever it hits like one side, one polygon, it's going to take its normal, like the context point normal from the rigid body and do the opposite off the current force by giving it an impulse like a force impulse or want to implement is also some kind of a power where we can determine how high or how strong this push bank is going to be. So once again the ball, for example, comes into this place and we gonna have have a contact point. We wanna redirect it from the contact, points normal direction by its negative and multiply it by some power. What's going to happen is that the forced impulse falls is going to bring. This bank wants into the opposite or any direction depending on the contact points normal over here. Once again, it can be something like this blue line. This is going to be a usually the normal off a polygon, so the contact point basically is taken from the rigid body. In that case, we gonna need to code in such force for the bumper. And also later on, we are able toe animate those bumpers like by making them bacon small. Also, we're gonna be able to make use of that directly on the slingshot if we want to. Let's head over to unity. Where our bumpers are going to be inside. We want to do first is we want to create a script which is going to sit directly on the bumper collider we want to do. Is we gonna create a new C shop script and call this one bumper. You can also named this one slingshot because basically, both are going to do the same. Once the compiler has done running, we want to make sure that we also create a folder for all hours groups we're going to create to keep stuff organized. So I'm gonna name this one script and drag the bumper script into this groups folder. Once the structure is complete and the compiler has done everything, we're going to double click to open the bumper script in visual studio or mono developer. Whatever you please. And like once we're done, was that we want to get rid of the update loop. Since we don't need it. What we need is the start message at all. And we're going to create another collision message for that as well. First off, we want to implement a power float, so we're gonna create just afloat, call it power and set it to something like one. When we also can do is we can set this power, Toby public so we can see this later on in inside the inspector. If you don't want to have access from the outside, you can also see type in square parentheses or square brackets and type in serialized field . This will keep the actual massive or the axle variable private, but were still able to change it directly inside the Inspector. This is not a necessary step that would probably want to take a look into that in start. We also want a NATO on get the component often, animator. So whenever we animate over bumper or even slingshot, which probably does not happen, we gonna have Or we wanna have a connection to the animator component, which we don't have yet, but probably later on, we will add. So we type out animator and give it just an instance, name or in this case of very able name called Annam. In start, we want to try to pick this animated component from our child object. In that case, we're gonna say Annam is equal to get component in Children off type. So we tied about the triangle blankets and say animator, open close parentheses at the very end and close the line was a semi colon, so that will later on give us the possibility to trigger animations whenever there are any . For the moment, we don't need those, But we want again Atlas front a novelty Later on. Now we want to end at the collision function which is called on coalition. Enter on collision Enter is for collision only and not for trigger Collider. So we want to add a collision over here and give it a name. Just C U l. Now it's explained before we want to take a look into all the current collisions and loop through all the contact points directly happening on the rigid body and actually do the calculation for the force into the negative contact points normalized direction. What we need to do is we looked through all the content points. So we say for each open, close parentheses, contact point, then we give it a name, for example. Just contact in. And now where do we want to see that is in all collision dot Contacts in a because trump, curly brace. We wanna say whenever that is happening and we find quantum point at this collision, we want to say contact dot And now we're gonna talk to the other collider at this contact point. So whoever currently is going to do the collision onto this particular contact point the other collider. And in here we're gonna talk to the attached rigid body. So in this case, this is going to be our sphere like ours. Our ball, we are going to shoot around. This is going to be attached. Ready, Bonnie of that And what we want to do is we wanna adforce toe the ball so to the other attached rigid body. So we say and force. Now we're gonna do the negative calculated direction to the normalized contact point. In this case, we say minus one. So we need gate, whatever the input is and multiply that by our contact point normal. Now we also multiply that by the power which ever we laid on be able to set over here, and this is going to be once happening. Now we need to also define the force or the type off the force. In this case, it's called force mode. I don't impulse. So we given impulse onto the opposite or the attached rigid body in this case, the ball once again off the other collider by using the force at Force Mass it over here. We close the line. Was this in my column and that's it. If we laid on having and made a component attached to it, we want to check for this and of course, activated possible trigger. I'm gonna create this, so if not equal, or and I'm not equal to now. So if it's not empty whenever we are basically, you know, starting the game on, we do not find any, then we don't want to react to it. Otherwise, if there is any we want to say Annam don't set trigger to want to set a specific trigger we're gonna create later on. We're going to call this activate, so whatever we want to activate its an animation later on. So we trigger that and we're good to go once again. At the moment that doesn't make any difference or any sense for you. But later on, we're going to take a closer look into the animation trigger. Once we're done was that we want to make sure that the compiler runs over here by activating the unity window once again. And if there are no issues over here, we want to make sure that we gonna add the script toe all the bumpers, mash, colliders or the collider objects. So, as you can see, this is to bump a graphic which has three graphic or three materials. And this one is just a magical Ida. We also want to implement before we're doing out before you add it. Want to make sure that I'm a bumper does have two components. The 1st 1 is going to be We gonna type in square brackets over here. We want to make sure that we add a required component of the what required component is going to be type off often close parentheses, rigid body. I want to make sure my bumper does 1% have everybody component. Otherwise, it cannot make use off collision objects. We're gonna duplicate this one by control C control V or command V, probably on the neck. We also want to make sure that we have a match collider on your bumper. Also later on, of course, onto the slingshot. We're gonna save by hitting control s or just goto file safe and go back to unity and see that the compiler has no issues with us. Once that is done, we want to take the main bumper objects of here and drank over, bump a script directly onto him. As he can see the riddle, Bonnie will automatically added to it as well as the Bumpers Group shows a power off one Once again, this is a private value. But in the Inspector, we can still see this because off the little argument off serialized field in the next part , we're going to take a look into these bumpers. Take a look into the necessary changes for the Mexico lighters if there are any and so on, and so forces well set up an animation. 12. #12 Bumper Setup 2: Welcome back to the course in this part. We want to take a look into the bumpers, directing as well as an animation we want to trigger whenever the ball hits stat for stuff . Whenever you press play now you're going to see non convex Medical. Either was non can America Rigid bodies are no longer supported since unity five. What we need to do is we need to change the magical lighters over here to be call next colliders. Otherwise, the rich bodies on the bumpers are not going to work with the rich body component. Also what we want to make sure that we deactivate use gravity because we don't want our bumpers to false rule. Fall down when we know pros play all the bull should fall down. What? We also want to do it since we don't want to move them. In any case, we want to activate Esquina Matic on all of these three bumpers. So activate is can a manic inside the very body component once again make sure use gravity is deactivated. Usually use gravity will be deactivated automatically whenever rigid body is Can a Matic is can a Matic means that a rigid body or a object is not able to be moved by any force, no matter what. Once we're no pressing play, the ball should fall down and bump into the bumpers. Also, you can see the force is not really high when we now can play around with is the actual power off the force, for example? Five. Let's test it out again and see how far or how strong this force is going to be as you have seen the forces kind of high for a five. So we need to find or define a better force light on. For example, two or 1.5 when we are pressing play. Right now, you can see 1.5 does seem to be quite high as well, or in this case, two does seem to be quite high as well. Let's play around with data bid. You can always. Depending on the size off your flipper or pinball machine. You can always take a look into how high the force is going to be. So 1.5 is probably a good power, but we also have another issue. Our axle frame off the here does have quite some high friction, which slows down the ball quite a lot. To avoid that, we want to create a physical material, but we're gonna create that in the next video. 13. #13 Physical Material: Welcome back to the course in this part. We want to create a physical material which stops. I were born to have a high friction to the axle frame. You can see that whenever you let fall down the ball, you can see that it is not Call your kind of really freefalling or free rolling over here. It always keeps on staying on. Be kind of a sticked to be on the frame. To avoid that, we want to make all actual frame a bit more slippery to do so we goto our materials folder , right click, create a new physical material. It's going to be over here. We can name this one slippy desk or whatever you please in like it doesn't really matter. You can also name this one icefield. As you can see, a physical material has different settings. Over here we have a dynamic friction, a static friction and some bounciness. And of course, some multipliers. We're actually going to be maximum off the friction which is combination combined a minimum , we're gonna be able to multiply the friction like the dynamic and the static friction as well as we have combination off all bounds factors in this case. The same like average to make stuff slippy. We don't want to have any dynamic friction, so we set it to zero. Same for static. We don't want to have static friction, so we reduce it completely to zero here as well. Now we take over frame and in our mask. ALeiter, we want to add the physical material from almost Libby desk Next up. Just drank it in and to You should be able to go forward. Don't forget to say that scene by hitting Control s for quick, safe. And what you can see now is that the ball falls kind of frilly downwards because the actual FRITTON is completely taken over or we now can see also is whenever we let the both bounce into our actual bumpers, you're going to see some pretty much faster yet way over here or faster movement. If that movement is quite a bit too fast, we can also reduce it by getting rid off actual gravity onto the sand plain. Or we're gonna give some friction toe the slippy desk, for example, a dynamic friction off 0.1, as well as a static friction off 0.1 you can always play around with these. These will now be average between two, and so we gonna be able to reduce the friction a bit. Also, as you can see, the bumpers are are able kind off at the moment to bring back the ball inside this desk area. They don't. We want to make sure that we probably avoid it or just keep track of it in any case. 14. #14 Bumper Animation: we'll come back to the course in this part. I want to enemy the bumpers so we can actually call an animated function as a child or inside a child when we want to animate is the axle bump a graphic, but not the XO collider. So the collision should always happen as a church. But the bumper itself can be animated toe. Basically, we can scale it over. Let's say always reacts is if we want to. To do so, we go to window animation animation. Make sure you have the bumper selected over here, not the bomb pickle lighter, which is going to be the 1st 1 Now we want to create a new animation club. The animator component will later on automatically be created. We never gained two acids. And since we don't have an animation full that I do this off screen right now, I'm going to create a new animation folder. Double click to open and give the animation any name. For example, bumper scale gonna show you in the second what I did. What? When you have done that? When he created this one, the animator component is created automatically as well as we have a timeline over here for an animation. So and of course, in here we're gonna have the animation folder was a bumper scale animator component as well as the bumper itself. We're gonna take a look into the other two in a sec. So when bumper scale is no activated over here and we have a bump, a graphic selected, we can know animated by hitting the record button, we can go to any time like, for example, to the 15 off his 0 15 which is 15 milliseconds over here. So the one is going to be one second in total. I'm gonna start Ed Zoo 15. What you can do is you can now take any any current off tools, for example, scale tool by hitting the archy. And now we are able to make this one bigger or smaller. However we want to, for example, I bring it down just a slight bit. So what's happening when I know Move the timeline Over here it's again. See? It scales from this key down to the ski. You can also see that we are scaring them from a scale of one. Don wants to a scale 0.86 Now what we want to do is we're gonna take the first key and corporatists control, see and go to frame That's a 30 paste by control V so you can see No, we go down and we go up again. We want to make sure that we go up again. Otherwise it looks kind of crazy or not as good as we want. Now when we press play, we want to see that this is kind of super short animation. But this one, as you can see, is other than fast. I want to select all the keys and take this little bar over here and drag them together. So I slide down. It's so that the maximum amount or the animation size or length, is only 15 milliseconds. I only know press play. You can see that bumps quite fast. If that is even too small over here, we can also reduce it to 10 milliseconds. That looks kind of right. So 10 milliseconds on five, we have the maximum scale. It's 10. We're back to where we came from, pretty good. Now we can close the animation window, deactivate the record key or record button if it's already on and close the window. What we now have is a bumper controller or animator controller for the animator component as well as the axle animation. We want to make sure that when we so lengthy animation inside our animation folder that we deactivate loop time over here because you only want to play this animation wants. Now we double click the bumper animated component. And as you can see, we just have a bump, a scale and two states in any state and an entry. Any state is not useful for us. We just need the entry. Since we only have that small animation, we also need to create another kind of idle animation over here for the bumper scale itself . To do that, we can simply go to the bumper where the animator component is sticked on. And then we can once again create another animation, which is called Something like Bumper Idol. The bumper idol will just keep on idling until we change anything. So once again you can always go select again and go to the animation window where you still have the bump of scale. We can now go and select bumper scale and create a new clip. This one is going to be our bumper idol state. It's safe and make sure that the bumper idol is going to be activated over here in the animate of Indo. What we want to do is we were just want to add a scale property. So we go to transform scale and hit the plus. As you can see, nothing is changing over here. We can also always check this whenever we navigate back to the senior. You can see the bumper idle doesn't do anything over one second that is good and necessary for over any major component. So once again, open the animator component and we want to do is we want to set off a bumper idol to be our set as Leia default state. So this one is going to be orange. We also want to create a transition by right clicking onto that make transition to a bumper scale also from Bamba Scale. We want to make a transition back to bumper Idol, so whatever now is going to activate it placed the bumper scale and hits bank toe bumper idol to do some activation. We want to add a trigger trigger can be a created on parameters. Then we hit the plus and create a new trigger called Activate. Make sure the activate is going to be the same name as we've written in the code. Once you're done hit, enter now, select the left or the downwards actual transition we go to on the right side into the condition. Stamp and hit Activate. Make sure this is completely active. Of course we want a deactivate has extra time. Also, we wanna have an instant or kind of instant. Yet let's say transition into our actual bumper state on the right side, like the transition backwards toe idol. We want to do the same. We don't want to have any, or in this case, we need to have an extra time. But we want to reduce the actual exit over here. I want to make sure that this only happens whenever bumper is completely done. Like at the very bottom. We're in the very last part over here. By zooming in with your mouse wheel, you can make sure that the transitions are going to be timed quite well. If that is not a case where you can always go and m where work directly over here, like where exit time is on one. And the transition duration is going to be like a zero when we know when the check is. If that is working completely. So as again, see, this warm warning message was just because I deactivated has access time, since there's no condition over here, so you need to have has exit time and online or on whenever there's no condition. So what's now happening? Whenever bumpers running, we activated trigger called Activate. Then we go into the bumper scale, play the animation once, and hit back to the bumper idol. Once again, it is necessary that the bumper scale is not loop time or not activated. So now we have set this one up. So whenever our ball is no going to hit this particular bump over here, we should see an animation, and then it should go back once again in code. You want to make sure that this asset activate trigger is going to be written 100% the same way. If you're untrue, just copy the name. Go back to the animator component window and make sure that you duplicate or paste the name in here to make sure these two names do match once you're done was don't press planes. He if the bumper dust a scale, as you can see whenever the hit ball no hits the bumper to bumper scales down and up again , that's good. Now you want to make sure that all the other bumpers over here are going to do the same. So we just so like these two. Or, in this case, the graphics overrule on. We're gonna add a new component called Animator. Now we want to make sure that we add the control of for the animation maters to be the bumper animator and we had done was that. Now, whatever the ball, no matter which bumper is getting hit, should scale over here. Let's try the other ones just to make sure you can see this one was activated. This one was activated, and we also able to check this for the center one over here as well as you can see, all this re bumpers are now activated and doing their bumper animation whenever the ball triggers the contact or, in this case, the animation trigger 15. #15 Slingshots & Speed: welcome back to the course in this part. We want to take a look onto the slingshots because they're basically the same as the bumpers. Yes, you can see the bumpers are the slingshots are going to have this little trigger collider here as well. Or in this case, a rigid Barnicle lighter was a mash collision object. What we want to make sure is that we do the same settings to the actual slingshots as well . But as you can see in this case, the collision objects are child off. That also the slingshots itself do not have any actual animations. But it doesn't matter eso. Since we don't have any child objects, we and we will have an empty animator component. We don't trigger any animations over here. What we want to do now is we want to add all the necessary components to the BoE's slingshots collision audience. So first we go to scripts and drank our bumper script onto him. The rigid body component will automatically add it. We're gonna deactivate, use gravity and activate is Kinnah Matic. So in that case, we can also activate the Comex Collider. As you can see, it's changes quite a bit, so we only see a kind of reduced mass here as well. And we don't have the triangles, which we had before. So what we now can do us whenever our ball is heading downwards onto the slingshots, We should see something again over here. Also, you have seen that whenever the little wall over here is headed, that Omar ball gets high fraction again. We want to add some friction, object on some material for physics material onto these objects as well. So we keep the ball rolling, they don't. So once again, I'm gonna take my ball right now and bring this over to one of my slingshots. So whenever the ball now falls down with a force should be popped like into, You know, this objects on the normal off the contact point. So as you can see, this pop was kind of small, so we probably want to give it a bit more dense or a bit more push into the direct. So the power needs to be incremental. Did maybe 2.5 or 1.5 or maybe more. That doesn't look too bad, but still has some quite strange friction over here. So probably we gonna need Teoh fiddle around with that a bit more. Maybe a problem off to is going to be a bit better. We still see some strange movement going on. So based on the friction we had before for now, I want to go to the materials folder, slippy desk and get rid off. The dynamic is, well, a static friction and test again bad looks a bit more realistic over here, but we still have friction onto other pieces. As an example, this one here does not have any slippy desk, so we're gonna added to it. This one here does not have any slippy desk. So we added Yes. Well, also, these parts do not have any flip any slippy ports. So we want to make sure that we gonna Adam to this maybe as well. So we don't have or we try to avoid as much friction as possible. But since the ball does have friction as well, we want to add slippy desk to it as well inside this rear collider. So we get rid off any friction based on the ball, as you have seen. Now we have quite some good amount off power and strength off the ball whenever he pushed things around. Once again, we can always go and late on Rhea remove speed from the ball itself by getting rid off some off the that based movement in this case or that based gravity as well. So for the moment when I drag stuff up, I'm gonna see you some kind of Haydn's part as well as you can see that the ball now is actually has been thrown through on actual mashed collision object. To avoid that, we, of course, first want to make this one north convex. We're gonna keep it as is, But I also want to do some more checks on the reddit body. What we need to do is we need to goto added project settings time. In this timeline, we gonna have fixed time steps. The's fixed time steps are a specific frame rate for fixed update in this Games for physics calculations. What we want to do is we want to change this 0.2 to be a point. 01 This will make sure that the ball is not able to actually pass. Boy, this areas over here we cannot close that time window and play spraying again and see if we were still able to push the ball down once or actually push its room. Also, my ball seems to be quite high in the air. So I'm gonna bring this one down. Wants just in case again. The born still seems to be quite high in speed in the that direction. So we want to make sure that will reduce the direction speed. So we once again enter added project settings physics and reduce. Probably that too strict. We're gonna close the window and test out again. They want to avoid that. The ball is going to become too fast into the that direction a bit. Speed is fine, but depending on the size of the audience, the speed under the direction needs to be a bit higher or even slower. As you can see, that is kind of OK is right now, but probably we're gonna give it it. It's less just in case maybe a two into that direction for the moment since I was slippy. Desk material is now taking in consideration by adding or in this case, the creed ing a decreasing any dynamic friction and stuff like that. This looks way more and way better than an actual pinball machine. So once again it might be a bit too fast for you. So in any case, you can always go back to the protests for six settings and reduce it at any time. For example, Toby want? Don't forget to save in between and just in case and see if that maybe looks a bit better. That does kind of look great at the moment, so we have now. A Zandt directs and drank gravity off one. We have high slippy desk highest Libby walls and eyes Libby pieces. The actual flippers do not have any of thes friction or anti friction A slipper ports, but we're going to take care of the flippers later on on their own anyways. 16. #16 Flippers Setup 1: Welcome back to the course in this part. We want to talk about the flippers. End of cool started coding on them. A flipper iss, one of these parts where we can, you know, push a button like left and right mouse button. Or probably a Rocchi's or any other key inputs. Whenever we decide to dio to actually animate and make move, or rotate this flippers around those that access as you can see, we're gonna have the possibility to do that by using 45 degrees. But also we want to make sure is that the flip a light on whenever is at its maximum and we let go the key that it goes down automatically where it came from. To do so, we want to make use off a hinge joint. This joint is basically doing everything for us. Since Dad has some kind off a spring mechanic into it, let's take a closer look into a spring joint or hints joint in this case, and also how we can code it. That's that back to unity and select one or basically one off our flippers. So, as you can see, the flipper collision object is the one we want to move, Gonna go outside of isometric view so we can go closer to the object. The flipper object once again, the main object where we currently just see the mass collision shape is going to be the one we want to take care off the inner side like the flip. A graphic will be untouched. So some act the main object over here. But it's not necessary, and we now want to add a new script to it. Let's go to the scripts full this in status easier to set up and create a new C chop script and call this one flipper. At the moment, it doesn't matter if it is a negative or a left or right trigger. We're gonna do this by coat in a bit. That's open this one up in mono develop or visual studio or whatever i d you're using. So we want to do is over here. We first off want to define required components for Flipper. So in square brackets, we wanna once again typing required component open, close, prime to seize and type and type off and open close parentheses. We wanna add a hinge joint so This is the first required component. The other two are, I believe, kind of simple. The 1st 1 is a rigid body component. The 2nd 1 is going to be a mess, Collider, object or Kaleida component as well. So with Dan that we can now define everything we need and want. We're gonna need the update as well as the start message. So keep them in. I just get rid off the normal comments over here. Hit control as to save and on. Let's take a closer look to the flipper. What's happening? They're gonna select the left flipper and the right flipper by just holding down control key and add the flavor script onto them. As you can see, the red body and the hints joint are automatically added. We want to do nothing onto the since joints because the code will do the rest. For us, for the rigid bodies we wanna deactivate is gravity. And probably we later on me to constrain them onto some off the rotations as well as off some off the directions. Once a like that, you can see some small aero sitting over here, but probably later on need to take a look onto them a closer look so I can see this rent. This directions are going to be like the rigid or the hinge joint directions. Whenever we would fiddle round on the's, we would see some changes onto the axis and an open ankle. So basically defining how big or how small this rotation ankle should be. Since we don't want to touch them too much sense, A lot of stuff can happen over here. We want to do that all by code. So, for example, we want to activate spring. So we have in a spring mechanic, so the axle flippers are going to fling back Whenever we had done was doing the input. The connected, rigid body will be automatically taken over here from this component, so we don't need to take care of that as well. We don't touch motor or even break force or even Twerk. And, of course, later on, the collision is going to be done by our medical lied on rigid body component. For the moment, we keep the settings Este are, and we're going to go back to our script over here and define what we want to see first off . We want to define the start position, an end position, a power and to temper so we can damn from and pull around power down stuff as we need. We're gonna start with some floats. We want to make them public so we can set them directly into the inspector if necessary. If you wanna, once again protect them, we can always use serialized field over here. So we wanna have a serialized field off type float and named this one start to us for start position and said this one to be equal to zero. We're gonna have some more off these serialized fields. So no case we're gonna have an end position. I could just obligate them. And the imposition of the here's 45 degrees. In that case, we're also going to have the power as well as we gonna have something called a dember we're gonna set or I'm gonna set the damper toe one. We need to play around with these values later and we're gonna give it a start. Power off 10. Also, we're gonna have to integrate an Inter Gia called direction. This direction is basically taken as a parameter to multiply by whatever necessary in this case, we can put like a positive or even a nerve in a negative setting over here. So, as an example, if it is the left trigger, we're gonna need to negate the direction over here. Otherwise, we're gonna mold like, you know, we multiply by a negative or positive direction. If we don't want to have that, we just need gators laid on by any setting we want toe. I gonna let it go for the moment. So we gonna take a look into this We'll also wanna have is a connection to our hidden joint . So it type in hinge joint, give it just a name joined as well as we need to create two more. The 1st 1 is called Joint Spring. So we wanna have a connection to the spring, which is sitting directly onto the joint. So we just name this one spring, and of course we want to talk to joint limits because we want to make sure that we limit I was joined by the end of the start position. So in that case, we just give it something called limits as the name you're going to keep them private. Since we don't need to see them inside the inspector, that's will be set automatically in a man in a moment. Also, I want to implement a public in, Um, there's in, um, just Ito minds if we are currently having a left trigger or right trigger and I'm gonna name this one, just sites. So insights, I just declare left and right. And in, um is nothing else than an inter journalist with some, you know, string parameters. To read it easier we can later on have or we will have a drop down menu to declare if our current flippers selected Flipper is going to be a left sided or right side of Flipper. If we don't declare that we're gonna have the same direction moving on with debt setting, we can. They don't define if a trigger is going to or Flipper goes into the left side up or the right side up. Also, we need to have a public excessive for the um so we just name it Public sites site for just cite a single in start. We want to know Gil and grab all the necessary components and set everything up. We're gonna create for us the connection to our joint. So we say joint this equal to get component. Often close parentheses, hints, joint close parentheses over here. Ankles. The line was a semi colon once again in trying of brackets were also or we always need to get its components or the component types. No, let's get everything for spring so you can always command things out. So you know what's going on and what is about what. So in our joint, which we grabbed beforehand there, we want to activate use spring and we said this one equal to true. Also, we want to create a new spring. So he said spring yes, equal to new joint strength. Open cross Branta sees close. The line was a semi colon. Now we are able to set the power and the temper toe Whatever our power in Denver off the spring are going to be. So he said, spring dot spring to be equal to power. Also, we're gonna set spring don't damper Toby equal to our them. So that's everything for the spring directly. We also want to do is we want to define limits. So the limits in which ankle. The joint limits are going to be for on to our limits itself from the hints joint. So he's saying joint dot use limits is equal to trip. So we wanna make sure that I would drop hints joint is going to make use off limits over here. Now we create a new limits component or dim its setting. So we say new joint limits open cause Prentice's close The line was a summer color. Now we fill in all the information for the limits. So we say limits. I don't men. So the smallest one is equal to our start us. Of course, we also wanted to find the maximum limits. So limits don't. Max is equal to no end us. But also, we want to make sure that we add the director we currently don't have. Over here in the saddle, there are multiple things we can do. Was this direction based on the settings we have made that led to see him? We're gonna air that by multiplying it. So we gonna have later on a negative and position or a positive. And in that case, I gonna go and create a public in direction over here so we can set it later on up directly perf linger or pulled her flipper. So we're gonna take now our and us and multiply that by our direction. Once again, Director will later on be a positive one or in negative one, but never zero. Also, we know what we want to know do is we want to set the joint limits. So joined took limits is equal to our limits. So in that case, to this particular limits, So the newly created and set it up one. We need to do it this way. Otherwise it's not working as it should. Once we had done was that on the game plays or starts playing, it will automatically sent all these things completely up. Let's couldn't hit a safe and take it out inside our consul or inside the Inspector. So once the compilers done running and let's just select one over here and press play, we're going to see, of course, the Nora friends or the non convex mesh collision stuff over here. So we select both for the person, make sure that the rigid body, or, in this case, the bridge body is going to be a rigid body, which is can a Matic that should still work. And also, we should be able to move it later on when we know his player gonna go out off, maximize and play and hit. Pause are huge joined should be updated completely correct. So the selected tins joint should use spring use limits this spring. And the damper, as you can see currently is not set up. So we probably need to give it a sec, but it doesn't take care of that, at least not for the moment. So probably we're gonna update this one late on as well as the limits should be anywhere. But as we don't have any set direction over here into whatever left or right side it is, we don't have any and position of the day. So when we want to do is we want to say maybe this one needs to be a negative one. So the left flipper. So also, we're gonna set it to be the left side, and this is going to be our right side flipper. So we're gonna give it a positive direction in this case one. So let's press. Oh, are you press play again and see what the difference is going to be now on to the actual hinged joint. So what you can see now is that on the left flipper, we have no a minimum off minus 45 a maximum of zero. Based on the end into start position over here, Spring and Damper are still not active, but probably we're gonna update that in the seconds will the other side, like this flipper over here, should have a positive one. A positive max direction, as you can see over here. 17. #17 Flippers Setup 2: Welcome back to the course in this point, we want to continue on the Flipper script. We're gonna do the actual inputs for them. So open your flippers. See chap script on. Take a Let's take a look into the update loop. An update. We now wanna make use off our sites in, um, at first. So for self Wanna check if our current side is equal to side? Start left. And when we know wanna check is of course, what the current input is going to be in this case if input don't get key. So we want to hold down a key as well. So not just selected ones, but get key. Make sure that we can hold on the key in this case, we're gonna give it key codes. Don't left arrow. You can always go and use any other key code if necessary. By using an or operator it open close, curly brains. We want to know set I waas spring Don't target position to be equal to Allah and position times the direction if we don't let go the key year. So if we don't have that hold down anymore, we're gonna put in an else statement and say we want to send our spring. Don't target position back to always start position. In that case, we were going to make sure that we always fling back the flipper to the actual start position. We also want to do the same for the right side. So we're gonna keep the core. Copy this complete content. We're gonna change the Inam tests to be sides dot right? We're gonna change the actual key to be a right arrow key and the rest is going to stay the same at the very end. After we have done all the complete inputs, we want to set the joint spring to be spring. So joined Don't spring. It's equal to a spring. Don't forget to save. And this non should give us the possibility or the actual movement directly for the complete flippers. Now we need just need to get into and make sure that we organize and also update the power in the damper to whatever is necessary. Don't forget to save everything that the compiler run. See if there are any issues, it's safe. And that's press play and see what the Flinders do whenever we hit the left key for my case , the left and the right key do not react. In any case, what we can see is that whenever we do something, the quote is changing the target position. As you can see, Target position is currently set of zero. If I hit another right key on the right flipper, you're gonna see the target position is 45. But currently we don't have any rotation on our axle Flipper itself that probably comes from is can a Matic. But if we deactivate that, we want to make sure that the flipper is going to use a corn makes magical leider. Currently, I just do this in play mode. To see is that does any change what you can see now something is happening, but it does it on to the wrong direction. It doesn't want to flip it like over the y axis. It's trying to do this over. The expects is, as you can't see, so in that case we need to update the flippers just a bit. In that case, the access currently set on X one needs to be zero, and the sad needs to be one. Let's do the same things again. We go to corn mix on the national lighter we deactivate is can a Matic on the rigid body and test again I'm gonna hit right key Unless you can see Still nothing is working and it doesn't seem to be the correct access on that as well. So, as I said before, we want to make sure that the Axis is going to be the why excess? Because that is the upward access in this case. So let's do this same settings for the other foot beside here as well. So we goto a joint hit one into the Y axis. Over here. We don't touch anything else but that we're gonna set them escalator to be a call next collider and deactivate is can marry. That's test again. I got press play. Now you can see my right side. Flipper moves up and down whenever I hold down the key. Same for the left side. Pretty good. So now we have two flippers moving along, but also what they do is they don't actually react instant. So we now need to find a Korean way or coric numbers to make the flippers fast enough and also precise enough. In that case, we want to play around with the power and the temper that start was the damper on gonna select blows flippers so I can do both settings at the same time. And that's play around with the damper. First, for example, was a 10 and let's see what's happening was 10 on the damper. As you can see, the dampers slows down the movement completely over here. So we probably want to reduce the damper. Quite a bid, for example, 2.1. So we don't have any slow, most and damping, and it kind of reacts rather fast. At the same time, you can see that they're kind of wiggling around a bit. So we now need to find a week's kind of sweet spot where they're not to fling Guerry and not too slippery. But the movement looks kind of nice. Still the best thing to see that is, whenever we go to maximize, um, play, we're gonna go into the temper setting, make sure the points restates inside, gonna press play and see how that stinks are going to look pretty good. Now I'm gonna take the ball and bring this over here. So we have the possibility, hopefully, to get grab the axle ball over here. You can see currently it's kind of sloppy movement over here, and we're not really able to do something that is because, or flippers do not have any slipping movements. In that case, we want on probably make sure that these little fling er's or flippers to use these slippery material here as well. That's tested out. I'm gonna let fall it down. And, as you can see there, no kind of slippy. And which means we need to probably get rid of some of the sleepiness by reducing the acts of power into the center racks in over here. Maybe I gonna reduce it 2.5 in the physic settings. Let's try, go. I try it out again. We are also able to fling them upwards pretty decent. You want to increase the power off the actual flippers over here? We can. So it's just select the boats and we're gonna probably hit the power a bit up to maybe 50. So we have, like a 50 power to send or to shoot the balls up. Then power is basically the axle collision Whenever we hit it up, once it pops or shoots the ball, quite some bid up 50 is not high enough. We can also give it something like a 300 as a power. So we are able to bring the ball quite a bit up as well. But also the higher the power is the most. Libby, our animation once again is going to be once again. No, we need to just fiddle around with the actual power off both and see where the ball is going to give us the best result in the end. 18. #18 Fixing the Playfield: welcome back to the course in this part. We need to fix some issues. The first issue is a size issue, and depending on the size off our models as well as on the sphere, we gonna have different problems. Let's take a look into the very first problem which is going to be related to the ball and the gravity itself or even the gravity scale. Let's take a look into this little slingshot. I just ripped it apart to see differences. As you can see, the slingshot collider, of course, still have the bumper script on it. But this part of here does not have any bumper script on it because we don't want this to be bumped away. When we know let fall down the ball to this little bumper over here, we're going to get an issue. The issue is going to be that even if we are not hitting this little collider where the bumpers on the board gets just like pushed away. So depending on the heart, Astle, you know Reggie body mass off the ball. That shouldn't happen. When I know, press play and let it fall down. You shoot instantly. See that the ball gets pushed away. Or so you see that the ball flies kind of high and low or don't wards. So we have light on also issues with Villa with the flippers itself to avoid all the problems. I want you to scale the playing field as well as the ball. Of course, for the moment, it doesn't really is what we want. But in the end, we gonna turn out quite well whenever we do. So to do so, we want to make sure that we completely tank the full pinball desk. Meaning we want to make sure that the slingshot and the bumpers are all part off our pinball desk. You can if you want to take the ball as well and, you know, scale it up off. So But I want to avoid that. When I don't want to do is I want to hit the scale over here and increase the scale to not one but 10 by one over hell the universe. So axe wines that should now be half a scale off 10. We gonna get some issues or some problems over here, but we don't really care about them. We just clear the console off. Also we want to do this was the scale of the ball, basically would just take away 10 over here. So why we have a ball science off 0.22 on all three axes. Once we're done with that, we are, of course, able to push the ball anywhere wherever we like to see. That is not going to be inside the ground just a bit upwards. And we also want to make sure that the camera is going to go a bit higher. From the point off view we had, I'm gonna change it to Global. So I basically just lifted up and then bring this to the side so I can actually see the complete Playfield once again, like in the center. Also repositioned that one a bit to the back side. So we see basically the complete playfield as we had beforehand. Now what's happening when we leave or let the ball fall down, the speed will be reduced because the size and the mess off the bowl have changed. When I know press play, I don't see any off this flipping away on this little part. It now does what it tends to dio but not fling away the ball. If I let the ball fall down onto the insight where our bumpers group is going to be sitting on, it should be flinging away off course. The bumper is not powerful enough to do them hard for us, so we need to take a look into that as well also from the sphere itself. I want to get rid of the physical material and I want to increase the project settings off our physics as well. In the last point, we changed it down too far, toe one because it was kind of slow. But now we gonna go bank to five where we initially set this one, too. I'm gonna close that window and try again and see if the ball nor falls faster and the bumper does work or not. And you can see the bumper like on the slingshot does not do any hard pushback as it has done before. Also, we gonna have the possibility to play around with the power. But usually we only should take care off that or use a power off one onto these I over here in the left side I didn't ripped off that left side off the bumper and have a power off to still on that side. So we're going to take a look into this and you can see it's kind of just bouncing away, but not really give it a push. Teoh. Change that. We can also change the mess off the ball itself so we can make it a bit lighter. So I'm gonna select the ball, go to the rigid body and reduce the mess of that 2.1 or 0.1. In the mess itself, the boy will fall down faster, will slip faster, and we should be able to fling it away kind a bit better. Also, it increases the damage or increases the speed over time. Same for the bumpers in the top you should be having no to see was a power off to. It's getting fling the way, but it's the reacts, as it should. That is a good one and was kind of necessary because we want to make sure that the flippers later on to have an easy play was the ball with the other settings that was just completely unpoliced, a ble or impossible. Now when we go and try out our flippers themselves on currently they're kind of slow. So we need to give it a bit more power as well as a bit more speed. So we're gonna take the left and the right flipper. And now we're gonna change the power here to, let's say, 500. Are we going to keep or go and increase the damper to something like 30 just to test it out and see how fast they actually do react. So that was a bit faster. And the flippers are basically no able to do the push up. Probably we should even increase the power a bit more. Also, you can see I changed the end position from 45 to 60 degrees. That is the decision you can do on your own. Let me increase the power now 2000 and the Dempo keeps or I keep the temper to be 30. What he can see. No, we have some quite fast flippers now moving downwards, given more than enough beef to the ball. So we are able to push it up. I'm gonna try to let it directly fall down onto a flipper to see the actual effect. So depending on how much power we gonna give to the flippers, the mount more, the ASA ball gets shot away. Also, the power off to on the slingshot seems to be a bit too high. So probably, but not necessarily. We're gonna change the actual power to one once again for the left finger Or like for the left slingshot. So I put in a poem off one just once again, let it fall down, See again how it works. Of course I need to be a bit faster. Was hitting that was our flipper. Gonna bring it a bit more to the side? Gonna try to hit Looks good More so it kind of reacts completely correct. And now I want to bring this one downwards to hit the light left Flipper side or the left slingshot side So we see a power off. One does seem to be kind of correct at the moment. That way, since we know increased the size off that we reduced the mass off the board by kind of 10 times as well increased the size or the scale of it by a 10 as well as increased our playfield by a scale of 10. We now have more feeling and a more precise setting for the complete playfield, and we can go a bit deeper and be more precise for the flippers and the flip of power. Once again, we can go up and down with these numbers as we police and, like we can also hit it. Or maybe put it up until as 3000 off a power. We just want to make sure that they're not, like for lingering or flipper or flicker too much whenever we moved the flippers themselves . So we need to find a once again, a sweet spot between the power as well as the damper. So in that way, we can now go and optimize on of that. Or you can do that as well as as you can see or you have seen that I increased. Does that gravity once again just to make sure that we can calculate this 11% correct over here 19. #19 Ramps: welcome back to the course in this part. I want to make sure that the corner points do also have medical lighters as well as we're starting to implement a ramp to get a feel what a ramp has to be about. So whenever you create one later on on your own, you know what you need to take care off. So first off, we want to make sure that these corner parts, which currently don't have any medical lighters, will get one. So we're gonna add mesh colliders to them as well as we want to make sure that all of them are or the settings of going to be correct. So for stuff, we want to make sure that, of course, these parts like our desk piece as well as the bottom piece over here they used the material off slippy desk. We want to make sure that these two are going to make use of this material swell. So be basically just choose the material, slippy desk or whatever you have named it. Of course, we also want to do is want to implement the ramp materials like ramps, reedy models for doing so. I'm going to create a new folder, just in case because they consist of multiple parts. So I'm gonna name this a folder ramp over here, my three d models holder DoubleClick. And of course, you want to make sure that you under the course material file was of imports inside and bring all the extracted FB X files into the ramp materials folder. What you're going to end up with is five different pieces on one meters straight it to meet a straight a 45 degree as well as the ramp began as well as ram down triangle. Probably we don't not make use of the ramp down triangle over here, but well, that depends on how you're going to design all of your own. So let's take a look at one of the ramp or how we can kinda design a ramp. Our own 1st 1 is we're gonna have once again this straight piece with just one meet along in its size. So probably the sizes off. All of these are going to be a bit too huge for my desk over here, so we might gonna shrink them down by 10 as we already have done with the desk over here as increasing that. So what I can do is akin, for example, creating new empty game object and named this one something like Just ramp one or just ramp . Depending on how many you are going to have later on, I'm gonna resented the position 2000 onto the axis and I gotta drag, Let's say the ramp begin directly as part of it over here. We also want to make sure that we're putting this directly. Where the point ISS, as you can see that it looks kind of big, but probably it's later on. Better to just reduce the size off the main object off the ramp. One over here instead, off shrinking down all the ramparts on one off, the other, one after another. Next one isn't will probably want to go on enter a two meter straight of a year, make this also child off the ramp and, of course, recited to be 00 over here. As you can see, this part is kind of stepped away from there so we can hold on the wiki so we can snap toe one vertex and snap it to the bottom side of here. As you can see, since these tools are, these parts are going to be created, like one piece after another and are kind of modular right now we can make use of that. So whenever you're light on going to create your own three D models, you want to make sure that you, for example, make them fully modular or you're gonna fully create them as one piece off a three D object . Next one is a probably want to go on. Add a 45 degree bigger what degree ramp port overhears are gonna take this year. And, of course, I want to make sure that any he's ever this one out, or I'm gonna just hit the take the corner and try to snap it onto the side of the here. Once again, try to grab it and snapper to the coric corner off Vertex. As you can see, this way, we are actually able known to design whatever ramp we like to. If we don't like a straight piece of two meter of the year, we can also make use of a short of one or even none off any of thes exponents. We can duplicate the 45 degree one gonna hit control D rotate by air 90 degree or a 90 degree over its pivot. Once again, the pivot doesn't matter at this point, but at the moment, it's just where it is. And then we can move it along as we won't dio again. Again. It doesn't matter whether pivot is we do not need to correct it in this case, but we can make use off the wiki once again and snap the Vertex s here. So we're now gonna have is a kind of fully ramp over here, depending on once again how we want to design this one. I want to have the ramp, like over here to the right side and leading anyhow into the bumper area as an example week no can do is we can basically try to position and scale like everything about the bumpers or around wherever we wandered. But you can also see is that the ball related to the actual rams are going to be too small . So I'm gonna take the ramp one part of a he and scale it, for example, down by half. So in X y and that value just in case. As you can see, that looks a bit too small since the bull is barely fitting home inside this ramp over here . So we need to find a sweet spot once again. Maybe something like a 0.4 is going to be kind of okay ish over here. Once you have it was the result. We cannot lift it up a bit. We can also rotate it a bit up. So we're gonna have the ramp feeling over here. But make sure that the ankle is not too high and not too small. So that is something where we need to take a look at also gonna rotate it. Let's say somewhere over here. So the ball, whenever we are able toe hit the ramp or bring the ball inside the ramp that we're ending up somewhere in this area, you wanna make bigger ones, you can always go in the design even further. Within this ramp, areas also laid on. We might want to take a look into some other parts, like where football could be stuck. And we want to avoid that the bulls able to be stuck. So in this case, we probably put some walls or like angled walls in between over here, so the ball is not able to pass by organized get stuck like into this corner, because the rule is always going to stay the same. Wherever a bull could stuck it one or the other day will stuck it. Keep that in mind. So with that setting, we should be able Teoh test, at least if we are able to hit the ball with the fling er and get it anyhow onto the ramp. If it is too huge again or too small again, if the for example the the ankle is not correct, this is completely up to you. You want to set it so that you're happy was the result. Also want to make sure that the ramp begin does not have any huge, Let's say a yet difference between the acts of boredom over here, so the ball can. Why don percent Lee go into this ramp and gets pulled down over here again? You can hit or create multiple rams. You can pull you create another one over here, all of that, even the size, even the lines off the pieces you can even put in one meter peace between those two. Ah, yet those two cornered ones over here makes you You designed that before you honestly of rotating this room. Part of the otherwise you might get, you know, get a bit confused of the because of the rotation. So you want to make sure that you reset old rotations, put some new pieces inside, test the mount. If you don't like them, will probably want to keep it for later ports. You can also create a prefab by just dragging it into a pre fabs folder if you want it. That's basically everything about the Rams. When I want to make sure is that each one piece is going to have a magical lighter as well . So I'm gonna add match collider toe all of these. Once again, make sure that you disable the measure under component to see if the medical lighter fits completely correct. Also checked the other ones, like for this room. Straight port. You need toe. Take the secondary item over here and make sure that the magical Leider is going to work 1% . As you can see, this mess collider does not react to this particular match, so we're gonna need to probably drag it into or whatever is actually needed to make sure that this piece is going to have a magical lighter as well. So in that, Kenny, since that is going to be more or less just an empty we're gonna take this medical lighter and bring this over here. So I get rid of this remove component. Go to this. Ah, second pair piece. Basically, and add the medical light over here. December much render and see if it works 1%. All of their depends on how you have modeled that. So I didn't actually took care off that how I ever wanted to model it. So I just removed the components where I don't need them and re add them to make sure their 1% at the correct position in a room of this component for the rampy again or the 45 degree Rempt port and added over here as well. Once again, make sure that all the ramp eases do have the mask, collider or objects on them. What we can do is we can literally just put our ball onto the ramp and see if it works and if it would actually roll down over here. Like, for example, from this point as well as, of course, from the other side. So as an example, we can duplicate this ball to this side. Just so we test it, don't forget. And whenever we press play, we should see two balls rolling down. Wants one is rolling this way. The other one was rolling the other way. So the final step when we want to test is that we are able to suit it off. What's inside the ramp area. Best way is probably to put this like wherever it's going to land next to off lingers probably anywhere over here. So it will basically roll down to the fling area and then lips. We press play, hold on the right up already. So we get the idea behind it and try to hit it inside. If we're basically not able to Well, that was a strong one. Well, whenever we're not able to put this one inside the flu in your area or in to the area on the top, we want to make sure that we tested out as long as we are able to imagine and how hard this is going to be. So this is basically will be need to test, unlike most of the time, right? No, until we get the idea off the ramp itself, is the ramp going to be at the core in position? Is the realm going to be at the wrong position? Are we even able to hit it? And how easy is it to get a ball stuck between the ramp and the floor? Basically, So it seems that the ramp for me is not going to make it this way. So I tried to fiddle around with that. The beds are probably going to bring this a bit more down once over here or a bit more upwards. Once again, we can also try out to increase the size if it is too hard to hit. Also, it doesn't need to necessarily have to be inside the other area over here as well as for testing purposes. We probably want to create some small squares which we can basically put over here. So we always make sure that the ports are going toe lend next to our flippers again. To do that, we can always go in, for example, duplicate this one, since we have kind of the height of it. So I say control de for public eight, drag over, Drink out of the pinball desk so we can play around. Was that I go usually into the rank tumors we already have spoken about before. I'm gonna create some of these. I make sure I just close the areas where would lose the ball. So I have the full possibilities in the end to test if our ball is able to one day at least or one time come into the area where our Grampus once again I just closed the sides so I can make sure I have enough test possibilities for that. 20. #20 Flipper and Ramp Update: welcome back to the course in this part. We want to take a look into the time settings as well as how we can actually optimize the Flinders. So we are actually able to put the or flippers to put the ball onto the ramp. As we have seen in the last video, it sometimes happened that the poem off my bumpers have been too high. So first off, we want to go and select them all angles. Three bumpers. I want to make sure that the power is not 1.5 point one. Also, it sometimes happened to me that the ball is slipping. Throw the actual flippers whenever they are too fast. Because I was playing around with some numbers and I saw that there is a difference we want to do is we want to go and head added floating settings and go over here to time. As you can see, there's a fixed a time stamp. This is for physical frame rate calculation. As you can see, whenever physics are calculated, the fixed update is going to be the events to be performed. Zero point. There were two. It's kind of tea too high for us. All we want to do is we want to increase or, in this case decrees this number to be 0.1 In that case, the physics checks are going to be way more precise, and we should not have any slips rule no matter where on how fast the ball is going to be. Don't forget to close. That hits control as for safe, just in case. And let's try that out once again. Whenever I do the Flint Flipper over here, I usually would not be able to hit this ball That's fast once they have seen that the ball is kind of highly punched through. So we might need to take a look into the ramp itself, based on the size as an example. Also, the bumpers are now not so heavy as they have had basically before, and they hopefully do not push the ball directly through the axle frame off the pinball machine. When we know what to do is we want to test until the actual ball is able to hit the ramp. As you can see, the 1st 1 did not really work out over here. I'm gonna try to get the board onto the other side. Anyhow, catch it over here and try to put it any onto the ramp. Once again, If the ramp is too huge or too small, it is harder to get this ramp down or running. Also, we need to later on. Take a look into the Plumber box FF. As you have seen, the ball slips through the long a box since there is no collision object at the moment. What you can see is that the flipper is no a bit more wiggling. But that should be hard enough or good enough as an atl east to get the flippers or the ball with the flipper onto the ramp. Once again, that is what we need to test if the actual power off the Flipper is high enough. In this case for my flipper settings, I want to try out no, a 60 end position, as we had before a power of 3000 as well as the damper off 30. I want to do the others the for the other one as well. So instead of 1500 I'm gonna add a power of 3000 over here and should give us a love power for our ball to actually come onto the ramp. As you have seen, the power has been kind of it too small, it seems. But we were able to put the ball onto the ramp, at least for a second. All service you have seen, the ball was able to lend onto one of the bumpers. In that way, it got shot away from that. So when we want to make sure is that? Of course, the ball is able to bypass the bottom off the ramp. But also we are kind of protecting the ball flying outside of the playfield. What? I want to try that first if the ball is still able to move below the ramp, which, as you can see, is still possible when we could try owned. Over here is that we take the ramp and rotated down wants by hitting the E key as well as go to local rotation and maybe rotated a bit more down. Once again. You want to keep still distance between the frame or the ramp and the ball, so we are not able. The ball is not able to get stuck under the ramp once again. If there are possibilities for the ball to get stuck later on it, one day will stuck at this point. So once again, if you don't want to have the possibility to get away from or as a slip away from the ramp itself, you should be able to cap. Or, as they put some kind off a roof camp an invisible one over here as well as you have seen the ball. Just, you know, flyover flew over and didn't really stayed where it should be. To put some of these camps or some possible, let's say impossible or visible pieces on top. You can always duplicate your cube over here. You can bring this basically wherever you like to we gonna rolled it by, Let's say 1 80 and once again rotated quite some bit more just to make sure we're gonna have some kind of ah roof we can create over here. If you don't like the way I do it, you can also always go in and model more roofs. Once again, we want to make sure that we keep the ball inside the sport once again. You can also go and increase the size of it by, for example, using direct tool. Which makes it this the easiest of this case. Once again, a do rotate a bit, since that is a two meter piece on original. It was a two meter peas, and now we gonna be able to deserve the mash render, and we still have a roof on top. So we can also later on Tim toothy, invisible ones. But so we only see them as gizmos blood. Once again, that is something we're gonna take a look into later on. So whenever we should a ball onto the ramp, we want to make sure that the ball is not able to fall outside. And that's what we're now achieved, boy creating an invisible roof, at least for the peace or the port where we're going and ramping up. That's 11 small thing over the years, it can cease tucking through. So I'm gonna take the ramp as well as this cube, make the cube part of the ramp and also gonna bring the ramp up, slide a bit once again. So we're not able to see this area over there like probably like that. So it also is not able to do any strange collision over here at this point. Once you have the was the result. Once again, you can always go take this ramp, copy, paste, public aid, rotate and so on and so forth make big ones small ones or lead to the ramp to at any point off the game you want, for example, you can lead the ramp to be or to end over here as well. So but what we need to take care off is that the ramp is not, um asked the colliding into any of the other objects. And the ball is always able to pass. Boy, also, you came in pieces invisible, like using a transparent material. If you like to, you can also you use pipe type materials of the hero pipe type three D models. So in the end, you're gonna have some nice rams over here. So as you can see from time to time, it becomes a bit more interesting for us and for the players, hopefully, later on as well. We can also deserve, divide or design other pieces off content, as we have talked about inside our actual concept video as well 21. #21 More Elements: Welcome back to the course in this part. I want to talk about this upper area over here which actually contains just these quotes over the improbably we're gonna put in some switches for lights and stuff like that of ready we are. We already implemented the three D models for the switches, I believe, but we're gonna take a look into the lights way, way later on. Also, I want to increments or implement these corner types. Probably not necessarily. Once again, the design is completely up to you, but to get something up and running, same for this white areas over here. We want to take a look into them right now as well. So our desk already looks kind of nice, I believe. But there are still these pieces missing. Once again, we can now make use of the pieces we already have taken over here for easier testing on the desk. And we can ask off course, duplicate them or whatever we police. And like, we can also take the ones we already have over there. I'm gonna rotate this one back and bring this to the position where it could be. Also, I'm gonna take a look at the bottom and see if there are any problems or issues with the size, which kind of looks OK. I just want to make sure I bring the size a bit more down of the U. S. So it kind of matches the design off the desk. It's well, probably also going to increase the length off the desk piece or the sport. So the ball has a way more on way cleaner than wants way once again, when we want to make sure that whenever we put something new into the desk that the ball is able to pass in. Probably this area is a bit call kind of small for the ball to pass in. But still we can test it out easily later on whenever we lead the board into this area. If it is to bank over here too small or whatever, you think you can always take the other pieces and bring them. That's a slide away from here, not too much, but of it. So the ball has more than enough space on this one on this one. We can, you know, lead the ball inside this area. Same for the other side. We want to make sure that we rotate this one, probably back over here, make it so that it is matching these size or actual position off our three d model of mice regimental. Then we're gonna bring it so that the sizes kind of matching in the West as well as the lines off our actual other side. Yes, well, I want to make sure that the ball is able to pass by can see that's more than enough space . Same here. More than enough space. Pretty good. There are some corner pieces over here which are somewhere in the project like l war peace . And there's also in our world peace. I want to make sure that these war pieces are going to be somewhere here on the side as well, so we can literally have something to bump against, probably not always ending inside the out of removing it. So we always have something as again, or as you have seen. Usually the ball gets stuck on the side and rules permanently downwards, and we cannot do anything against that. That way we can actually get read off some problems we have, so I'm gonna take the are of wool pees on the L will peas and direct them into the scene, probably or most of the time, they might be too small, you can see. So in that case, we first off go and scale them to 111 It's against the These are kind of huge right now. So probably they are too huge for our acts of purpose. As you can see, two huge. So be probably take something like a 20.5 and scale and see how they work in each of these axes, if you're unhappy, was the size. You can always change them. As you know, already off course, we want to make sure that we lift them up slightly. We want to make sure that the right wall pieces off course, going to be on the right side as well as going to be close to the wall. So whenever the ball falls down, it always gets led back into the center off the field again. This doesn't need to be super huge. You can make it the same or the size you want it to be. Same for the other one not going to reduce it 2.5, point 5.5 in all three axes again. And bring this on to the other side of the heel of the Playfield. Bring this up slide of it. So it's not sticking too much inside the ground as well as bring this wherever I think it is going to help best. So whenever, once again the ball goes onto this lower piece of probably lens on the slingshot and we can do something like Bumpy up and done it once again. If these parts of two huge we can always scale around until we find the Cory size of them. Good. So in that case, once again, whenever they fall down here, we gonna lead them back inside this field. Also, what we want to make sure is that these pieces to have mashed colliders on them. So whenever we press play into bull falls on one of these corners, as you can see the Borg, it's let Abe once again back into the center. So we have a possibility to do something now. Just some sitting. Some the things or some rules were they don't need to take care off these outer sides of rear for example, for increasing some small let's say, clapping doors or something which we can open and close when we like to, for example, to always lead the ball inside this area once again, all a design decision we can take a look into later on. That's one more thing I want to talk about. Of course, is going to be these quants pieces as an example, sometimes not often, but sometimes it happens that the ball, even if it is getting drank downwards lens 100% onto the side of this. This is not often possible or not often happening that, as you can see, even now, it is going to stay at this point. So to avoid that, I want to introduce another three D model. So please import the half cylinder fbx file from the actual sent course material in this course part. You can basically just put this wherever you like to this port has been made to avoid that , the ball is able to stuck on such corners. I'm gonna bring the officer lender inside my scene to see how it looks on the whole huge desk. You will see it's like a one meter in its with on a one meter in its height. You can't actually drag it in and put this wherever you please. In like, as you can see, the half cylinder does not do anything about being half a Celinda. Also, it doesn't really need to be visible for anything. We can rotate it, boy, whatever ankle we need, we can also, of course, go scaling down by whatever the size we need. Also, we can reposition that I want to make sure that we are small. Ella, enough with the Celinda not in its height a bunt, but in its wish. So it's not like over sticking anywhere. You can always go into the full top view and make it isometric and keep on scaling down until it kind of fits these size over here gonna bring it next to it. And the rest is basically just bringing it up in its size by the correct angle. For example, like that or just over the complete size over here in the actual inspector. This also needs to have a mass collision object. So and what we now can do us we can, as an example, create another pre flop out of it are just duplicated wherever we think we need it. For example, we can also put this year into the other side. In this case, we are able we have want to make sure that this piece basically protects the playing field for us. You can see this one is kind of huge, so I'm going to reduce the size as well. So it fits on a design again. Pretty good. You can be as precise as you like with these. Once again, make sure you mortal new pieces. If you're not us, redeem modeler, then get somebody to model that for you or learn three d modeling as well. So since we got this, we can also know design the upper areas we talked about in the beginning where this three pieces are going to be. So I'm gonna duplicate this two pieces of a day and bring them over here. The same issue can happen whenever we've actually use the plunger and shoot the ball. Over here, it happens sometimes not often that the board can stuck or can be stuck on this little soluna or on the flat surface from the actual Cube that happened to me quite some time, so I wanted to make sure that we are avoiding that by any possibilities. So was that set on? Was that out of the way? We're gonna have basically a set of those I just askin sees reduced the size of it. So what we know want to do is we're gonna just a duplicate this scent. So in this case, addressed it control D and his hold on control and snap it to wherever I think those pieces are going to be. So again, you want to make sure that the pieces are not stalking through our will ramp as well is that they're visible as well as that they have the possibility to lead back or through the actionable in its size. Looking into my act support, you can see we have, like, four walls in self three. So I'm gonna need to create another one here as well. Well, you are going to place them is completely up to you also. It depends off course on the design you're making. So, with these cents now, old of the way, I can no completely take them all by holding down control and select them. I can multi select. I could even put them kind off in an extra game object and just bring them so that we are able to put some light on two switches whenever we need to. So in that case, as I said before, we want to make sure that with the desk is keeping or staying kind of clean, we can name it something like it hope NYT area or something. Just give it some names and put like all the cubes and half cubes or half selling nurse into this. The other ones, the other half Selena's wants again are going to be the ones over here. If you want to combine these after of the pieces, you can always take this little cylinder and make it port off the axle cube over here. So basically, just make it the child of it. So whenever we drank the cube, the cylinder will follow. Same for the other one. You want to probably take this cylinder over here, which is going to be currently in the top blind corner, and we're gonna put it onto Cube, too. So take this and bring this on to Cuba to So whenever we bring or their bring away the Cube , Purcell in the piece is going to follow here as well. And the final part for the axle upper area might be some switches. So whenever we are going over some switches, some nights go on and off. If you want that to happen, we're going to trigger some quests, missions, events or whatever we call it light on and, of course, bring some light inside this area. 22. #22 Switches: Welcome back to the course in this part we want are finally at the switches. This re ones over here. We do not have any purpose for them, but we can already put them into the top flight area. Gonna drag one switch into that area over here. As you can see the scale once again, it's kind of strange. So I gonna bring this up to a 111 scale lead lifted up a bit and probably bring this a bit into the front. Maybe the size of it is a bit too huge. Later on, we're going to play around with some noise effects, probably with where these switches might get lit up or anything wrong with the blue color over here, we can put in basically late on any time or kind of color we want to have their. So the weekend late on, the use of the switches as soon as I said before to trigger some events or probably light some areas up and so on. And so, force. This is maybe one of these green areas over here when we're gonna have the switches and maybe the light areas which are going to be these areas where we're going to get the switch from, uh, Zoom. Good, actually, is you make this one a bit smaller and I, who have gone on go and duplicate this three times. I want to make sure the distance is kind of a case to the center. And don't forget to save your seeing quite often. Pretty good. So we have the switches basically in place later on, they will get some trigger colliders. Is waas the events and actions? We want to implement them over here as well. So unshaded mode. We kind of have a nice setting over here. Swell. If you want to, you can take these switches and also place them over here into this area. So whenever, for example, of thes, three or four are active or in this case, the lights from that which has got active would probably want to save thumb or put some Nope, inside the bottom or activated? Nope. Or a cylinder which is activated on coming up with so the ball cannot pass. Boy, we could also put um, as I said before some door mechanics over here so the boy cannot fly. Yes. Rule here as well. We're gonna put something else at this point. Once again, there are hundreds and thousands of possibilities to do the design at this case. I guess they're gonna duplicate one of these switches on Bring this down. Wants into one of these areas at first, Maybe like here on WK did more than enough. So we gonna have once Which Perseid? One of make sure, of course, later on, that he switches are going to be actually able to get rolled over by our ball. But that's what we're going to do with the Let's say rez. A huge collision object. Pretty good. Also in the game. You it does look quite OK ish. So whenever we are now that say that our board for through over here, when I make sure that everything works so far so the bumpers are going to work, the corner types are going toe work. We are able to fling. The balls are quite nicely and everything seems to be completely correct. Nice 23. #23 Targets: Welcome back to the course in this part we want and put some targets on two on one pinball machine off course. These are not necessarily over here. But we want to make sure that the player gets something to Dio. In this case, these target are going to be like this. A drop down targets. For example, this red cube of year goes inside one of a target, God said, And of course, to late on a form emission around these targets, we probably want to put something like for up to six, probably anywhere in scene. We have quite some possibilities to place these target on as well as the positions we can define later on as well. Usually, once again, we want to make sure something like we gonna create an empty one for our target set. So you can do this. You don't have to do it depending on how you clean. You wanna work? I got a zero this one out. Of course. The probably not a good idea to through it out, but in this case, I can put this basically whenever I liked you. After that, I drag one of these targets on to it. And of course, make sure that this scale is correct. Time for these actual position over here. As you can see, this in this case at the target is kind of small of a year beginning to bring this one upwards. But as you can see, not much is going to change. That case would probably want to implement the size to be attended by 10 in that case, So in 10 and X Y and Zed also the target kind of sticks into the ground. So we can basically flip this or put this one up slightly over here, so we're gonna see all the details off it later on. You want to make sure that wherever the targets are going to be, we're gonna have something like collisions do happen and animate the target Stone Woods. We're gonna do this later on. If the size, by the way, is going to be doing big for you, of course, were free to change it to whatever the size issue actually liked it. Now we're gonna decide or have to decide where one applies that a particular target set. For example, we can place those like anywhere, directly inside the screen, but we want to make sure that the opposite direction is going to be so that the ball can always pass. Boy also became you could make use of these world times. For example, we just lift up slightly and put two targets on the left and two on the right, or even more or even less, that where we're going, that is something where we can start it. For example, we need to make sure that the ball is able to pass by this area as well as one of make sure that the ah yeah, bull is going to be able to hit this target at this world types one or maybe rotated boy any degree off the angle over here and place them wherever we want them to be. Once again as an example, we can take one of these over here. I try to rotate it so that it is like, you know, in case of design that it is going to be like next to the wall over there. If you don't see something like because maybe the bottom overhears too dark, you can always tend it or just once again go into the shaded wire frame mode and probably you see stuff better if not off course. It does really matter at all. And you can duplicate the target and just bring it to wherever we please And like, don't make it too close to the wall. So it still looks like it's it looks kind of okay. Is it nice? I also want to duplicate thes targets once again and bring them into the other side. And like the other direction over here, I'm gonna rotate them if necessary. But we wanna make sure that we do this, like for each individual. Because, as you can see, these targets are not 1% as we want them to be. I'm gonna rotate them so that they're passing. Imagine the other Avary over here. So in that case, we know have, like, four targets, as you also can see the war behind it looks a bit too small. So I'm gonna go into the side view and actually just increased the hide off this wall. Same for the other side that this war is going to be maybe a bit too small. So rotate the camera until and can see the full size of it and just lifted ups. Will I? It a bit if you're unhappy with size, you can even go higher or lower or whatever you please in like In that case, we now have two targets on each side which are basically counting as a set. But you can also do is there's always is you're gonna be as creative, festive like, and put any target lines off here. Swell once again depends on how your actual game design is going to look. In the end. There are also some ideas where you put like everything before was targets in the center. We still have the bumpers, and the targets are going to be connected or hit by these bumper also re or bounces as and so we gonna be able to hit multiple of thes targets. Also, there are other targets possible where we just basically ring a bell. We're on some of these middle areas. Maybe here maybe here or on any other kind of stinks or sticking out pieces where we gonna be able to hit other targets as well. All of that once again is totally up to you. And in design case is completely your choice. Also, when you have something like where the ramp is going to be like mine and you have, like, open spaces, you want to make sure that you have probably something inside these spaces, so you can literally fill of any type off a space totally to get a good feel and enough to do on your flip of field or pinball field. Also, you can put something like up pushing or downwards rolling or circling around areas and sewn into force. But that's what I give totally and completely up to you again. If the size of the bumpers for you is going to be too small or too huge or whatever, you can always resize them to your needs. So for them poured, and for the design case, I would say we're kind of done once again, I would make sure that we probably have no possibility to simply go back into the suit area . So in that case, we may want to close this ramp a bit of over here, and we gonna be able to take some of these squares. Also, we want to make sure that on this topping over here There's also some kind of a cylindrical part whenever there's nothing else. So in that case we might want to go and take one of these and I got a double IC eight, this one by control de once again. And now what I would do is I just form more or less, some kind off a rounding. So we're not able to pass by this area off course in. Whenever you model your content, you can always create everything for your needs. But if there are some ideas you came across and you want to just test them out, you want to make sure that you're able to do so. So in that case, our ball is basically not able to pass. Boy this area. So the ramp on I don't whenever we shoot the ball up from the plunder, it's pretty hard to come back into this area, even if it's not impossible, as you will notice, probably later on, in the center of the hero. If you are. If you want to make use off a toy which has also something like a target, and we probably give some idea behind it or you want to put some multi sent functionality of here. Like whenever we try to hit some specific area that our Boyle gets stored and me instantly get a new ball showed up or something, that whenever we hit something three times that we actually enable multi ball. For this possibility, you might wanna design something to get the multiple possibilities active. In that case, whenever you have no idea, you want to take a look into other pinball machines how them multiples are going to pass, boy or hold. They work as an example. You can put some any kind of an opening, and you don't want to open this. Probably like the wall time. But maybe you're gonna have a possibility to, you know, ramp up some from somewhere else, or we're gonna open this boy of a specific trigger and then we can shoot a multi ball ball inside this trigger whenever multiples connected off completed that all the three balls from the multiple, whatever the amount is is going which are going to be stored in this area are going to spit out. So we're gonna have, like, four balls in total whenever we have like, one ball is still running outside. Also, of course they don't. We need to decide how we want to trigger multi ball and how to get it out as well. But in this case, we might want to go in. Look into this later on. Whenever you get an idea, once again, you can put another ramp up over here like over this surface. And you can always, though higher rams if you want to, as well as put some a toy over here will put the multiple functionality over there and so on, and so force. 24. #24 More 3D Parts: welcome back to the course in this part. I want to introduce even some more three D models. In this case, the finer has three D models of the here. So first off, police created new folder and call this one rail parts or just rail whatever you please and like and now please implement into the models delivered with the course material over here . In this case, it's going to be called Flat Corner as the 1st 1 and the four different rail parts which come in with the current course material zip file. So these rails and the flat corner are for me now going to be in this Write up a corner over here. So we want to have just implement is secondary ramp over here going up into the corner and then creating a rail which probably leads down into this bottom area as it is kind of most off the time seen in any of the pinball machines. I decided to do this on the right side. Often you also see this leading into the right side or into the left side. It doesn't actually really matter, but we wanna have some content to play around with in to get actually usedto I also create an empty over here. It doesn't really matter where it is. Reset it to zero. I'm probably I going on. Bring this somewhere in next to the area where it is going to be once again, It doesn't really matter what I want to make sure that the flat corner is going to be part of it. And as you can see, the scale of the flat corner is kind of small, so we want to probably go in scale, this one a bit more to be a bit bigger. In all three axes, you can always use the scale tool. You can also use that boy numbers and that is a decision. Once again, you're gonna have to do on your own. I want to scale up just a bit more, So probably something like a a scale off to on all three axes probably makes it kind of useful for us at this point. So what I want to achieve is down that this is going to be like a island on top, like at the Secondary island. Once again, you can be as creative as you like. And whenever we are shooting up over here by using another ramp and on this side, I want to make sure that I lied the ball onto a rail downwards once again to this area Over here. We have multiple possibilities to do that. First off, we need to have a ramp which is leading the way upwards. So we need to have this flat island of the here huge enough so we can actually lead it upwards as well as a ramp which is going to deliver the actual size but also don't want to intersect into the bumper area. So we need to define the height off the total area over here later on as well. So since we don't have that, I gonna name this somehow any ah kind of a corner or something. And to this corner, I wanna have no a ramp, basically just a straight rumpus. This one and I want to bring this length of words overhears whenever we're maybe using the left fling, or that we are anyhow able to lead into this arm object into this area over here once again . I don't know how long how short this is going to be. We need to test it out. You need to test it out and need to get a feel about how we're gonna go and create this. Okay, so what we do is rather simple ways. Create another empty. We reset it once again. We could basically take the pieces from this one when we just take the ones which we have created or used beforehand Doesn't really matter at all. We're gonna have to scale the stone enough to our needs anyways, So I want again go and name this one. Maybe ramp to I'm gonna implement a ramp, begin part and I want to reset it to zero. Also, I want to have, like, a straight to M or one. MPC does not really matter at this point since we're going to scare these to our needs anyway, so kind of reset it. And once again I go hold on Wiki and snap it to the beginning over there. The rest doesn't really matter. And for now we just move it all over the place wherever we think I will. Ramp is going to be on. I'm gonna scale down the actual ramp once again. Over here to make it, Let's say big enough for small enough but still be passable for our board. Probably. It's a bit harder to reach this area. So be maybe want to make this born it bit smaller. I also want to rotate it so far that the actual left Flipper is able to reach or to actually suit onto this ramp. We also cute trying to make it somewhere over here and started over a year. Or we're gonna bring this one a bit. Bank warts. It all depends on where your bumpers are going to be. Also, it may not happen 1% that this side of here is 1% Lee matching this side burns once again. That doesn't really matter at this point. If you need some filler objects, you can always use some anti cubes or model stuff. You actually need well to make it better or remodel this one or all of that once again, up to you and gonna lift it up slightly. And what I want to do is I want to take this to meter peas and bring this one will make this one longer so we actually have or get a feel well, we want to go where we want to start and when we want to end and what We also want to make use off over here. I'm gonna take the ramp once again and lead it off. Bring this one anywhere, as you can see currently intersect because it's not lifted up completely. So I go to Global and lift it up so that it is not intersecting in the bottom of the heel so that there's no lip on the floor and it is kind of straight, so the ball doesn't have a 1% straight and kind of clean input over here, so we don't get any issues with Dan. And of course, I want to go and lift it up a bit. So I go back to local rotates, lied a bit just to see where we need to go to also can see Now this one is kind of long, so probably are going to reduce the lengths that just a small bit once again. So we are actually able to go up onto this actual flat side over here once again. If that is too huge to be too small or whatever are not really fitting your design. You can always make this one here even, you know bigger. Like scale it up a bit more. Bring it a bit more outside. Maybe also can lift it up sleight of it. So the ramp is going to fit over here as well. Once again, you need to try that out. You always need to see Okay. Would it be possible to shoot the ball upwards? We don't know. So that's what we no need to take care of. We need to test it out. We can also go on, rotate this once again over any axis and see what could be the best result for our ramp over here. We could once again also go and move this a bit around and see where it could be the best way once again. Always take a look from the top that does not look too good. So gonna need Toe Probably wrote it, slide a bit more and also going once again to local rotation. Ants rotate. It's morbid up over here again. So we want to avoid once again to intersect into this. But also we want to make sure that they are not too, too much hoping on happening, actually, and also we're kind of in the same same height. So I go to shaded wire frame once again to see where the answer ports are going to be in. If they are intersecting too much and if they would be worse, it till place them over there once again. Always go look from the top and see if when whenever you would suited up what's over here would be able to be passed. Boy, your ball. Also, once again, keep in mind that you want to avoid such small in that state. Gaps on spikes, so you might want to go in lifted up slightly once again until you don't have any spikes looking through the surface. If that is looking good for you off course. No problem off overall, we can now add on some more content. First, we want to make sure that this one does have a magical, lighter object, as we already know about. Also, we need some flat face surfaces over here to get some small border Justin extra border. Do not fall or so the bulls not fallings real too much. I probably we're gonna take this one over here. Public ated control D w to move and move it up. What's so when we want to make sure that the ball is not ableto you know, fall from the science because we want to keep it basically inside this particular area. We can always go in and test these things when I make sure that they are 1% land matching over here and we don't have any possibilities to get the ball stuck. So this is also something you want to keep track off. So I go into Recto once again and scare the signs which I think I need to make bigger and smaller and just, you know, resize necessary ports going public it this once again Where's control d rotated. And bring this over here into this area once again. This if you are higher with your asshole flat part of here, no problems of role. You might want to go and make another border around it. So also for the other sides, I want to keep this side for the moment open because I wanna have my rail starting over here at this point gonna duplicate this world peace once again make it a bit slimmer, not sticking through too much as well as fitting my needs and the size of that, I'm gonna use the rank to once again reduced the sizes and later on, I gonna put some other ones just to protect a possibility for the bolt pass out. So next one is we want to make sure that these ram pieces of the year to have much colliders as well. So this one as well as the ramp begin. So we are no able Teoh shoot the ball. Hopefully I've wants and see what the ball is going to do also what we can test out. It's always we're gonna take a ball and then put it upwards over here and see how it would move whenever it would be like on top off this port. So, as you can see, it will try to go into this area, which is absolutely fine, but it's not able to go back because they're some ass sequences lied. But over here, which I didn't solve beforehand once again, we can always test that these things out. There's also something inside this bumper over here, so probably are gonna bring this more to the side. More to the left. Maybe somewhere here in the end and so on. And so force. Once again, this is totally up to you. We probably also are able to, you know, move this ramp a bit higher. That would be also possible. We just need to check if we are able to shoot the ball in this direction off what's and do not have any strange behaviors. We can also use this centerpiece of Ian lifted up or bring it away, whatever we police and like, maybe I gonna try to put it this way so I can answer, reduce the ankle and maybe also the links off the second face or a second port. So it's not intersecting too much anywhere. I can also go in and make this one longer if I want to. Once again, the most important part is that we are able to bring this piece or the ball of wants not getting stuck anywhere. And if it's not possible for the ball rolling downwards again, well, that might be an issue, but it is more important for the first place or in the first place that we're able to bring this one of words once again if you happy was the result, or even know what that is also possible. Done. Change whatever you need to get the stuff running. I'm going to try press play once again and see if the ball is able to roll down once at this point. But as you can see this, there's other Will peas holding it back from a ruling downwards. So I'm gonna bring the CIA, make it smaller was erectile once again and see if the boy would be able to, anyhow, hope down once. And that is possible. So that's good. I can try actually to bring the ball up once again. As you can see, that's a small hope going on over there. We want to avoid these hopes, but no fancy is just was that I guess we should be able to any. I'll bring the ball upwards, as we do with the other one. This actually works kind of well, And as you can also see, that's another problem over here. As I said before, it might be able for the ball to stuck or get stuck. What's at some position. So we need to find all the positions later on. Outward bowls get stuck. And after that, whenever we know all the positions, we need to find ways to get it outside of the possible stuff. Fields. Actually, so probably it's just a millimeter will have to put the ramp just the sight weighs just a small bit. So nothing fancy overall, once again it can happen that with this little ramp is going to be too small, too thin whatever. So we can always want to get No, we need to test it out on way out. Whenever we play around with that and the next port, we're going to implement the ramparts we already implemented, Like for the rail to see how we get this done wants over here. And how does it work in total? Don't forget to safe and see you in the next port 25. #25 The Rail: welcome back to the course in this part. We want to actually put the rail together and bring there somewhere here into the stopping area. First off, we want to create an empty once again. We don't need to have an empty one because we could also put all the pieces together into or onto as a part off the first port. So we're gonna have the ramparts of the hand That's a rail ring, a long peace, an end piece array of kerf and the flat corner we already have created beforehand. Or we actually have over here and implemented. So we're gonna start with the rail and and bring us anywhere in Alesci. And this should have already the cork size to fit or ball in. And I want to bring this of the here like so that this ball is ableto fall down into this area of light over here in this area off the playfield. We can design where we want to place it where we want to let the football fall in or four throat. Since we have this already selected, we can just implement a magical lighter. Unhygienic. The mass rendered component will show you how that looks pretty good when they know when the tank is my point. Oh, is there a point to seven millimeters or centimeters a ball over here? Gonna put a doublet Kate together and bring the ball into this rail and I want to see 1% there. Make sure that this rail and is ableto work. If it is stuck, then I know it early enough and can reduce or increase sizes. Then I lifted up slightly so you can see I caged it in anyhow. What? I want to see us whenever I let the ball roll down once that the ball is able to fall down or full Stroup. Anyhow, I'm gonna pause now and see where the problems are going to be. You can see the just a speed probably has not been high enough, so the ball gets stuck directly on super small corners. Once again, we can always go in and give it some more beef. Or maybe give it a bit more, actually speed to make it hopefully through this area and have seen now, for just because I give it a bit more way to force through it was able to pass this area by evidence school too close for you. Of course, you can always go and create an increase. Your content next one is I want to put in a and P sora rail ring and the score A rail curve basically does matter. So since to have a road to this rail from this area, we need Teoh make like, two or three curves over there to reach this point, so probably are gonna put a rail curve at the next. So I'm gonna go to my actual rail piece, this one rail and and add the rail curve to with as a child also want to make sure that I zero this one out, so I'm gonna just reset, so it's kinda in the next area to it when we cannot do it. We can once again make use off Control V and just put them anyhow together so that we gonna have like, a full tranq. So whenever we now take this port like this, lower one and put a mesh collider on it, we should see that the bull tries to follow this little rail and also goes downwards inside this rail end. Good next one is I wanna add a long piece to this rail end as a child here as well. I want to reset the position. So reset it over here. And of course, we're gonna hit control V and snap one off the verte. Sees to one off the low resolution curves over here. I know what we can do is we can scale it as we like, and please, by using once again the rank tour. So nothing fancy. Overrule? Probably. We need Teoh bring another two or three of this year, little pieces in between. So probably we gonna put another curve off this control de to duplicate. Then we go move. I m of the public ated piece. Probably over here again. Hold on. V snapped over texts Pretty good. Finally are gonna control de the long peace. Once again, I want to make sure that this copied part is going to be snapped until one off. This existing were useful. Verte sees as you can see, the density of that It's a bit bigger or higher, but not too much, I guess. And so the final step is probably putting another one. Maybe I gonna shorten this one here because I want to anyhow end up onto this port also. As you can see, this rails kind of straight now. So we probably need toe bring down this flat surface anyways. Or we lift up the complete ray later on just by a bit, so it matches the actual flat area over there. So final stamp, I guess we gonna need to have a curved piece of here as well, or we gonna put a flat piece first, so I'm gonna hit control DW Kate, bring this somewhere. Maybe here, make it may be a bit smaller. Horsch water this one a bit shorter here as well. So we gonna get some nice rail later on. Going on control, dear. Completely duplicate us once again. Probably. Yeah. We need to do this like, twice more. Two more times. Or maybe once. Maybe you're gonna do a double one off here. Predict Close to what I wanted. So I gonna reduce this one just in case. Gonna take this one. Move it. Hit V on. Snap to Vertex. Once again, make sure you hit 1% or kind of close to 1% like that going to take the last one off the handle NASCAR of part and bring this into this area probably again at the final step is just to create Imagine part for being like the beginning over here. So I'm gonna start with East Side. I want to make sure it will match is kind of 1% or as close as it possibly can with taking the correct Vertex like that. Then I reduce the length white by using the rank Toki or the Recto over here as well. Good. Some final stamp is now we gonna maybe reduce the height off the flats or face just a bit. But at the same time, when I reduced that sleight of it, even if that might not be the correct way, we could actually left the complete rail and part over here because it doesn't matter how high the Bullis flopping or asked kicking downwards light on. And even if it's falling like two times the ball height, that is not an issue. So we want to make sure that these little rain or pieces are enclosed to the correct height over here. So the ball is not dropping too much at this point. Maybe I'm gonna lift it up slided once again. Maybe that's a bit too much, but we're kind of clothes over here. Once again, you need toe eyeball. That sea of that matches. You will also see this later on. Whenever we let the ball from here fall down onto the rail. What's happening? Final step as we no need to make sure that each of these pieces do have a match, collider, object or medical lighter component. So the long pieces do need medical lighters here as well. Once again, check them all. Make sure and everything has what it needs. And we can also go into a tank one of these bowls let them drop down, and we're gonna see what's happening next. Whoever we do this. So 1st 1 this one will be so fast that it kind of will fall off the rail. So we need to protect it at some areas, and we need to find this area's out. Same for this one. But let's check it out. As you can see, this one is kind of a cage, but the other one dropped somewhere here into this super occur of the area. That's not an pour a problem, actually. So first off, we want to make sure that the ball is absolutely 1% no matter where it is, landing on to the rail for that, I created a rail ring. So we make the rail ring, no import off rail. And once again, I'm gonna Adam s collider to this. Reset it and take the ring now and bring it to where I think the problems are going to a cure. So for us, we want to make sure that we lead the ball directly into this. The rings should match 100% and should not be intersecting too much into the lower rail over here. So this is a bit of a fine tuning face. We gonna need to find the correct size and the current tighter going to press play and see if the ball would Ashley goes route. And as you can see, this one here now gets stuck because off the height off the actual ring at the moment. So But we need to figure now where we want to put this and where we need this actual ring to being So, for example, if we would lift it up like so then the ball might be able to pass, Boy. So I try that out for us. Play once again and there we go. The ball was able to pass by this ring. Now, since you know the height, you want to see where the problem secure where the problems are for the board to flip down , you duplicate the ring and bring it to let's say problematic areas. In here we just live, bring a bit down. What? So the ball is continuously staying on to the rail, but not really intersecting too much the ring itself. This is just to protect a ball from throughout, from flying into nowhere. I'm gonna duplicated and probably also need a some kind off a ring of here. We're going to see you. We need to test if we need some protection in a side of these curvy rails. In that case, we're gonna need to go into that parts, rotate them with the rail direction, I would say, and of course, make sure they are like where the positions need to be. Once again, you want to avoid too much into sections. Over here was the ring and make sure that the ball is not able to stuck. And this looks pretty good. But Stewart, through the speed, the actual rail is still not 1% full. So I'm gonna put another protection ring over here once again, depending on the design you choose. You need to make use of that. You need to test it out completely on your own. Maybe a lift on. Bring something down here and there, once again doubling Kate. This one, I guess I need to stop a ring of here as well. And see that fits as well as I need another stop. A ring over. The answer can actually also duplicate already rotated one and put this, like, in the center of here. Kind off. And I'm gonna dedicate this once again since terrace another curvy area over here where I want to bring Maybe this ring into s well, just in case and Final One is going to be when about ball goes outside of this rail area. Like, over here. We wanna have another protecting ring, not sitting on the rail. Ultra important to keep that in mind. So the rail is kind of really to move the ball, and now we need to test it out. And we're going to see that this rails kind of complete the ball off course sometimes gets slow down, do it through the actual ways over there. And the final step now is just we need to find out if we are able to suit the ramp and what's happening when we are over there. Don't forget to save, and we're gonna see us in the next video. 26. #26 Playfield Fixes: Welcome back to the course in this part. We want to take a closer look again into the room because there are multiple things you need to take care of. First we did the same already over here. We need to protect the ball to fall off when it is too fast. So we basically need to create or copy just two pieces over here. First is going to be the flat corn overhears. I just hit control de to duplicate and live the complete copy Over here. Slide a bit up. So basically doesn't matter how high it is. We need just need to make sure that it is not able, though, So the ball is not able to pass. Boy, we can deactivate the mess Render component over here. We're good to go. So we need to make sure off course once again that the ball is not ableto fall outside. Same for the ramp. We want to make sure that we're with or the same way as we had over here was this that we are making use of a roof ramp for this area. He s well, so I hit control de over here for this one and just bring it over, going to rotate it until I think it's going to match my other one over here and I want to bring it. So let it, of course, works 1%. As you can see the ankle, it's a bit higher. Nothing fancy. Overrule size is also a bit higher, but even that doesn't really matter. I want to make sure that it is like kind of Kenya's rotated over here. I want to make sure that this port this rim proof is going to be part off ramp to as well. So we have, like a complete set. If you are unsure. Oh neighbor the mess. Render components. See where the Rufus make sure the ball is able to pass. Boy lifted, probably still widely up a bit and make sure that the ball is not able to suit through it. If the size is not good enough off course, you can always use the rank to after rotating and maybe bring it over here so the ball has no way to leave whenever it is too fast. December much render component. Keep the mess cold, lighter object on there, And don't forget to save your scene. Final One is I know. Wanna test if I'm anyhow able to suit it up like shoot the ball into the upper area, This might take a second of the here. So for you, it is absolutely crucial to put a ball onto the left fling er on, flip over here and see what it needs to bring the ball up And where the problems are going to a cure. As you have seen, I was able to shoot it up. And what the ball does is it actually just bounced away from these signs and no get stuck in this area. So what we need to do is we need to take care of this area. So the ball is one of percent Lee, landing inside the ring off here gets lead into the rain. This box over here already has the correct way or correct size. We can also I probably would go and bring this a bit more in warts, just in case, but still, make sure you're not intersecting the inner ring over here. A doublet, Kate, this piece and rotated by. Let's say some angles, maybe some 90 degrees or something. I want to make sure that this is also a let's say, angled or an ankle area over here. So the ball has no way on no chance to get stuck at this point. So it always because off the gravity and Jazan direction always brings the ball inside this area of here again make it so that it is huge enough. If you don't like it to stick or or is visible over the actual border of the here, no ovaries, just make it so that it is looks looking good for you. So Final One is we want to make sure that when the ball is going to be at this point, I'm gonna pick this ball right now and bring this onto this area. So maybe also on a corner it area. So whatever happens that we see that the board gets let into this particular area in the first place. Also, I want to make sure that I am once again able to shoot the ball upwards and see how the ball reacts when it does the content on the rooftop over there. Okay, I shot it up. And as you can see, it goes into the rail area and we are able to do multiple other things are actually the player is able to do that once again that we need to take care of this area once again. Oh, I need to do it. So once again, it depends on how your game is designed and how close it is to mine over here. Make sure there's no way the ball can get stuck. What I want to make sure is, of course, that this particular ramp over here is not able to stock the ball over there. So I probably just bring its light a bit to the side, not too much. So I still get the possibility to bring the ball upwards. But also on the other hand, gonna dio the actual taken. And that was also something I wanted to show you. That when the bulls too fast and it hopes onto the top off a bumper, that we need to protect it to not get bumped away. But how can we do this? Well, we can simply just use a built in three D model off its cylinder and put it on top off the bumpers. So whenever the ball falls into one of these bumpers. It just, you know, just bombs actually just bounces, but not as it would be from a bumper directly. What we also could do is we could reduce this bumper area over here. As you can see, the cylinders kind of howling at this point. So basically, put another collide on top of it is probably the best solution over here to do so. I'm gonna go