Display Score

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Transcript

Okay, so the next step is to get our score to actually display on the screen. So we can go over to window, and we can go to package manager. And your your version of unity should have text mesh pro already installed. Text mesh pro was another asset that was purchased by unity just because of how awesome it was there should already be installed. But if it's not, click on to all scroll down font text mesh pro and install it into your project. Cool.

So what we want to do is we want to right click, we're going to create in the hierarchy, we will create UI, text mesh pro text, it's going to ask us to import Tim Pete essentials, just click Yes, it's going to import. And we don't need the extras could edit that. And so we have our text mesh pro text, which is just up here. So notice has also created a canvas and an event system that we won't be touching these too much but we're going to go straight to the tech Mr pro text and we want to change the text to say 35. And we can change its position up to here, and we can change the font sizes just to adjust a little bit more. If you look here, we can actually drag these out so everything fits well.

Awesome and just fit around the settings until you get something that you like. Okay, that's all good and fine, but if we want to use the font that we've actually created, we actually imported that's part of the the assets or if you want to use your own font, what we need to do is we need to actually Create a font asset. So text mesh pro doesn't actually use like text as we would imagine it, it actually creates this super high res version of the text and does this like this tricky, cool stuff. So basically our text looks perfectly crisp and smooth. So what we need to do is we need to get a window and we want to go to text message pro font asset creator, we want to select our font blocks, which should be that what a sizing padding everything is fun, generate font Atlas, so it's going to generate the font Atlas.

Cool, and then we can click Save. Save As, and we can put this in our font, and just as that save now we can quit out of this go back to a text mesh pro and we can now select That front here, which I think looks a little bit better, more suited to our game. So you can mess around with a few of the settings here we can obviously change the color we can do, you know, some cool stuff and you can mess around to see to make it look how you like to look and, and adjusting things and styling to make it look how you want it to look. And so now when we press play, obviously nothing's happened because we haven't actually connected our script to the score here. So we'll do that right now really quickly. So if we go over to our player, we opened up our school script we're going to do is add a new namespace.

So this will tell unity that we're using text mesh Pro, so we say using t m Pro, just like that. And then we can create a new public text pro UG UI, I'm going to call this score, UI. Awesome. And then inside of update, we can actually get rid of the debug dot log now, and we can just write score, UI dot txt equals score. So we're actually saying the score you are text. So the score of this object equals this score, but we can't actually pass a number because a number isn't like text, it isn't a string.

So we need to use a function called.to string down, and that should work absolutely fine. So if we go back over to unity, we go to our player will notice that on the score script, a new score UI element appears. We can drag in our text mesh pro text. We can also rename this to make it easier, just call it score. A player has now the school and now when we press play, it should update to zero. And then when we go through 123 awesome.

So it's just as simple as that. So we haven't actually talked about what happens when we bump into one of the triangles. And we're going to leave that for a later episode because it'll work a lot easier if we do it when we're dealing with things like menus and the gameover method. So we can do it all in one place. But right now we have a working score. And that's all that matters.

See you in the next episode.

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