# IN-DEPTH VR PHYSICS INTERACTIONS - Part 1 (tMDmwD1cQPg, 2713s)

[Music] [Applause] it's me NSO welcome back to another VR video today we are back in Project ex once more uh you may notice immediately there's a little bit of awkwardness in the sound uh that's because one I'm using my Oculus Rift cv1 uh mainly because it's just more convenient it's like 100 million times more convenient for me that uh sensor is in an awkward position there we go that's fixed um also I've had a flu so there we go it's been quite a while since the wow my voice just cracked up there it's been quite a while since wow that happened again it's been quite a while since the last video um and actually I want to mention something before the end of the video this time around um I have a patreon and I just want to mention it I normally say at the end of the video but yeah basically been living off savings and patreon right now so uh yeah if you can if you can join in you can join in if you can't that's live right otherwise subscribe subscribe subscribe don't press it twice because uh then it unsubscribed but there we go right so that's that uh but also I want to talk about funding for the project itself so this is Project TX which is the game that I'm working on which is this game uh this is a tech demo for the game and um yeah I've been considering sort of uh official sort of funding in proper investment and stuff and uh I've been talking to people and that's that but also I want to I want to go ahead and and try and get independent funding as well so I am considering a crowdfunding campaign if anyone has an opinion on that go ahead and mention in the comments say what you want to say uh but uh if I go ahead with it I'll probably be build something like a Kickstarter for the release of this Tech demo so when this releases that'll go live right if that's uh if that's something I go go ahead with and that's life right that's just how it is um that's pretty cool right that's that and let's begin the video so here we go this time around wow my voice is going crazy right today's video is going to be about the interactions this is the big interactions update I've been working for the past month or so uh very important stuff I had to get all of these basic things in it was uh was a lot of work but there we go so first thing you'll notice is in fact if I switch to my view you'll see there's a little bit more uh visual Pleasant going on here I've actually cleaned up things rewrote my shaders a little bit because they needed a little bit more speed so things are a little bit more performant you'll notice some bottles and stuff as well and this Shader here in particular well it's not really the Shader that that's doing the work a little bit of clever texturing techniques uh it looks like a bump map it looks like uh you know it's bumping out here this surface but it isn't right so that's happening here as well there we go nice little uh looks like a bump map but it isn't there's no actual bump there in the texturing or anything like that it's just the specula looks really nice but there we go I also have some new uh shaders for bottles really really nice I'm using similar ones on balloons as well and they look pretty good and then there's a special one here which I will talk about in a moment the first thing you will notice is that there are now some proper sounds going on in the in the world right so that's something I want to talk about because it's uh it's it's actually using a new system behind the scenes for properties uh but before we do that I want to talk a little bit about the physics very quickly because it's something that has been that has been mentioned it's been mentioned probably since the beginning of physics be in VR ever being a thing so I've been hearing this comment for years now um but uh oh you know what I could just kind of turn turn you over no you stay there I'll turn over here there we go now I'm looking at the camera as well as the camera right which is it's a bit awkward um but yeah so talking about physics a lot of people always mention this um it's too strong your character is too strong right now one of the reasons that when you're building a physics based VR game you generally have the player too strong is because you want them to be able to climb right but of course as I've mentioned many a time and you can hear my voice going a little bit crackly today um I as I mentioned it's a matter of actual structure that also AIDS you in climbing right because that's what's happening in reality it's not simply a matter of look at me I can climb with my arm stretched out like that so when it comes to stretching your arm out you shouldn't be able to lift a sledgehammer which is one of the biggest comments that I got told uh cuz I kept talking about uh wobbly physics in the last video or in the video video before that or in every video and uh people be like um yeah of course it's wobbly because you can't lift the OB okay yeah you know what yes you can't lift a sledgehammer with one hand I haven't increased the weight of the sledgehammer it is still 12 kg like it was before um there you go right I don't know if you can see that with the Camera 12 kg on the sledgehammer my character is my character is 60 kg right and of course I can still climb but with one hand you can't hold a sledgehammer outstretched like that uh as you can see where my controllers are there you go because I really wanted to put some time into actually like waiting things correctly and not really the weights of the objects themselves but more the actual management of weight in in your arm so the the actual values the structure of your arm needs to be as accurate as I can get it so that things really feel distinct right so for example here with this Sledgehammer you can't lift it like that but of course if you just let your structure correct it you can then lift it up right you can and of course you can always swing it right which is the best part about this is that it allows you to actually use the swing of things properly and you can see even then within the hand that it's got some movement here right so it's got It's got movement within the hand as well so there we go yeah you can see it it moves very slightly it moves slightly in the hand there you go right so it's got It's got the natural natural the natural physics within the hand as well as the hand itself holding back on there and the muscle here which of course does most of the work here right so there we go the muscle here does most of the work whereas lifting it here not so quick right not so quick to do that but you do this it's much faster and that's because this muscle here does a lot of the work whereas that one has to lift the whole arm and yeah it ends up with a much more nice feeling structure right it's just it feels so much more natural now cuz you're actually having to think about things that are super duper heavy right so what you can do though uh is you end up with with a situation where with your controlls if you look here uh you try and swing the hammer and you just you have trouble there right obviously o can't even lift it over right so you have trouble trying to swing it like that so obviously the best part about this and this is what I absolutely love about this system and I've been really really enjoying kind of testing this game probably lost a lot of hours of work time just testing the game because you get stuck in when you're when you're playing with somebody like this you can use the body right you just use your shoulder so it's so beautiful oh I love doing this oh it's so enjoyable there we go that's how you that's how you want to control things right it is it is excellent it just feels right and of course you hold it like that and then as you're swinging you want to slide you want to slide your hand down like so so so you get this right and that means you can swing quite well like so you know you can get a lot of power there in the swing even though it's your weight it's it's a heavy weighted object right and the reason I wanted things to be just really accurate in terms of uh your your weakness right your weakness as a human just un unable to lift things so easily and infinitely easy is because cuz I wanted things to have I want them to feel like they've got way like when you're grabbing an object you want you want to really feel the weight of an object but at the same time I want them to be accurate right so this thing here less than a kilogram but you should still feel the physics of it right so here we go you still have that sort of throw off if you try and stop your hand almost immediately yeah right there we go it might be more visible in camera mode so here we go pretty much immediate but if you do if you do that you can see it gets thrown off a little bit that's really really important in fact because when you're fighting someone someone something whatever right you're going to want to be able to have not that in fact yeah you can feel from there there we go when you're fighting someone you want them to be able to push you out of the way like that right so you want you want to actually be pushed out of the way as well right so similar to similar to how you would do in reality is if you have enough of a hit bang you should be able to push someone completely out of the way before you hit them properly like so so if you want to see that in in like natural view wh that was a wrong uh wrong move I need to really practice some sword f techniques properly right so you want to be able to and it needs to still have without any of that award waiting this you should still be able to really very quickly switch your directions and you should still be able to hit really really quickly right with a sword because it should be that light but uh but there we go now as I mentioned earlier there are sounds and effects and particles we're going to have a look at bottles because I want to talk firstly about this Shader it's uh it's a bit heavy on the performance so there is no way I'm keeping it as it is right now um you'll immediately notice that uh the finger pausing has not been improved yet uh that that's kind of the last that's kind of the last thing I'll do it's uh it's just one of those things I want to get all of the physical mechanics in right first and uh and then we'll get to that actually today's video is going to be quite long um I've recorded it about four times now and then had a hard drive failure as well so I've had a lot of trouble over the past two days but um but yeah I'm not I'm not even going to get to guns in this video I'm just going to do it in two parts instead right so this will probably be a 30- minute video or something like that um but there we go um there you go so the new new bottle Shader yeah I someone mentioned after I showed this one someone was like okay yeah I want to see some liquid so I was like okay I'll do liquid for you there you go right this is a nice little liquid Shader it's a bit heavy on the performance of course like I said and you can see it here right ooh there we go so there's the sound right now let's talk about sounds right that's why I wanted to use the bottle the way I'm handling sounds is not simply this object has some sounds attached to it instead no object has any sound or anything attached to it at all right instead they are the the the sounds are attached to uh an extension to the physic engine well it's not really under the hood it's not actually an extension to it but the way I'm using it is is as an extension which acts as an extension that is physical properties attached to the physical material now the what physics materials are in this physics engine are they kind of handle the bounce of an object so if you have you have a ball the bounce of an object as opposed to the bounce of the watermelon not as bouncy right the bounce of an object as well as the friction right so the friction of your hand yeah grab that the friction of your hand sliding along this surface which of course causes the object to Wibble wobble if I slide it and push it around physic the the physics material handles friction and bounce right right but that's not enough really I wanted it to handle a lot more than that including sounds but the thing with sounds is They Don't Really there's something awkward about having a bottle making a pink sound uh a tingting sound when it's hitting a softer surface right so I decided thank goodness that didn't break my whole bottle I'm going to break it in a moment anyway um so so what I decided was I would extend my materials because I can't really make material sound effects for every single combination I can't have bottle hitting wood bottle hitting metal bottle hitting another glass bottle bottle hitting uh concrete bottle hitting rubber I can't really do that that's insane instead I separated each of these into categories and the physical properties determine the surface type of each material so you've got soft materials like skin or Rubber and you can hear the different sound there that you're getting from that right as opposed to hard materials right [Music] so you hear the difference and that's based entirely on the material right so this bottle it does it's not the bottle that's making any sound it's the material hitting another material and checking the surface type of that material and then of course we've got metal which is just using the same sound as hard right now and that's actually a hard surface as well that's actually glass there is also a rock surface where it's all concrete and stuff like that uh but then there we go it's always just fun to do that instead right now what I want to show you obviously is that it's not just the sounds that are being handled by that if I pick up a sword you'll see here that it's not just a matter of sound because when I hit the soft materials and then I hit hard material you get a different sound but when you hit metallic materials with a metal object you get that spark now not all of these sounds are custom made some of them are still those lousy old ones that I've been using for a long time mainly because I haven't recorded them but uh for things like the bottle I have actually I've recorded those myself so there we go this so This glass here that you're seeing in my hand that's the actual one you're hearing in uh in the in the game world when I'm when I'm using them so so there we go when I'm when I'm moving bottles and stuff around that's the actual sound effect I've been recording some sounds it's been quite fun to do so but Metals right so one of the other things that I wanted to add to well the physical properties in itself is an extension of the physics materials in the physics engine which means I can add a lot of things to it um to just for fun right to to add more detail to the way that physics is handled to the materials themselves rather than two objects so this object for example is of course stabbable right right you can stab wood but there we go now the thing is you can't stab glass you can't stab metal but you can stab dirt yeah there we go you can stab Rubber and you can actually St stab soft Plastics down there but how am I determining that am I using the physical properties to determine whether something is stabbable technically yes but it's not a stabbable value instead I'm using the density of the object as the measurement for this as well as the friction that is happening as you push the object in so for example here uh when you when you stab into wood It's relatively low density in comparison to dirt which slows the friction down of the object inside there much more right and uh of course all stabbable objects have that value right so there we go I can't stab into something like concrete now of course this is all dependent on the sharpness of your object as well so if I pop over to here we've got this and I can't stab into a concrete surface right so if I go over there I can't stab into concrete surface I can stab into the soil uh the dirt surface the rubber surface dot dot dot I can stab into this wood right no problem right there we go but I can't stab into concrete and I can't stab into metal or glass unless of course I've got enough Force to stab into them because remember none of these are set as stabbable surfaces instead it's the density of the material that is preventing me from stabbing through so if I was to leave that here and run over there you'll have to excuse the slight wobbliness of the of the visuals here the character model doesn't change at all um when being swapped to so the visual model doesn't change at all it's just exactly positioned as per and and that's why you can see the physics object here very slightly off as you rotate your head we're talking about very minuscule values normally um you you don't you just kind of hide that behind the scenes but I want it to be as accurate as possible now this guy is very very strong so of course when you stab into something like wood it's a little bit easier right I don't have to put any effort at all but I can now stab into concrete because I have the [Laughter] strength right I have that kind of strength but not only do I have strength like I said that has now [Music] affected it has now affected the friction that you stab in with cuz now compare that friction to this right nice and easy I can just lift it right out I can't even get it back in there because I'm not that big guy right so there you go absolutely brilliant I have extended the physical materials to use them to handle things like density um the sound effects that come out and I decided I would go even further than that and just play around with more of it so there we go and I added something like magnetism as well cuz I can use these for anything now anything that is related to physical material I can do that so here we go we've got the old Grabbers I've added this new glowy effect to tell you when I'm when I'm activating it right so there we go it can attach to anything right and uh it can it can attach and it can grab right there we go so you can grab this box which is very very heavy so I can't really pick it up with one hand with two hands I can lift it yeah there we go right those can pick them up but this one I might be a little bit loud for the microphone today like I said I can't I can't really control my voice so well as well um but this one you can't pick it up and why is that because that is not that is not a magnetic surface that's not metallic it's not magnetic there is a magnetic value set up in the properties and none of these are magnetic so of course when you pick up something that is magnetic it actually attaches right this is a magnet based system now so now I can detect magnetism as well and it's again it's entirely based on the material right because even though these these are like props they have all of the advanced stuff going on under the hood but something like these these are just static objects they just exist in the world I can't grab glass I can't grab metal and I put in a lot of force that grab it so there you go it like and they can stay stuck there you go nice and easy and beautiful and I think I'm melting away today um bit of a heavy one so there you go it's beautiful I can actually add actual physical properties to physics materials and it applies directly to the material instead of to an object right so I don't have to apply it to specific objects like the broken watermelon over there there you go it's beautiful I absolutely love this and another cool thing is that if you grab a bottle grab a this is why I should have shown you the the pull system first but uh if you grab a bottle and then you smash it over here and you smash it on the concrete and then you can where's the end bit there you go you can grab that and then you can just stab him with that as well so yeah even even that is stabbable right so it's got stabbable on the end of a bottle uh you look terrible just take that off please uh but there you go you'll have noticed though when I point it towards an object I can actually make it Glow now you've seen this before in a previous version of my of this of this game um in a V video probably about a year ago or so which is my distance grab and you can see it doesn't pull the object directly into hand I still need to put a little bit of for rotating it properly but right now it pulls it towards the area in front of you and there you go and then it drops after a moment as well so you can do that with anything you need to grab and you've got a distance grab there that allows you to grab it so there you go but there's more to it uh there we go there's more to it right it's not simply a matter of hover grab hover grab and then grab it from there it's more than that because what I wanted to do is I wanted to use this as a pure physics based thing there's no there's no fakery going on nothing immediately attaches to your hand or anything like that nothing pulls directly to you it's just it's an object that hovers directly in front of you but there needs to be limits to that right so what I did is I decided there would be a physical limit and then that acts very much like a force based pull right I have to add the word best there because uh uh copyright uh copyright uh it's completely legally distinct it's a force-based pull right okay so there you go you've got force-based pull and you can pull any object towards you so there you go and of course what happens when you've got something that's too heavy to pull is it still pulls towards that position but with the limited Force right so there you go and you end up with the ability to control things that this is this is too heavy I can just about lift it there you go start rolling right you get the ability to actually pull things that are light enough for you to pull there you go and then things that are heavy just kind of get dragged along and and there you go right so you can still you can still grab things from distance even though they're too heavy to grab so there we go you pull it along and then you can grab it right it's beautiful where has light things you just put pull them pull them and they come up there and that adds some more detailing to the game world because one it's lore friendly uh under the under the universe in this game uh there is this the the the TX energy that I mentioned in the in the video where I described the the hover grab originally right so you've got that uh but also it allows for more advanced um puzzling for example right so I can stand up here and and then I can put not that ladder the other ladder for goodness sake I can pull the ladder and grab it and there we go right so it adds a new technique it it adds a new addition for for puzzle building right and it allows you to do things like that so you've got things that are too heavy like that and you can now bring them towards you to break things and do things like that so you can just hover grab any object even if it's too heavy right it it just creates a new new mechanic for actually handling things it's absolutely beautiful and things like like this uh like this wheel you pull it and it rolls over and there you go even though it's light enough to hover right it can just about hover but because it's just about heavy enough it actually gets thrown about next element of the game ooh this one is the best because this one is the attachment system yay I have let me see how terrible that looks is it is it positioned all right yeah it's positioned all right wow at least this object is positioned all right so the the swords They Don't Really position very yeah look at that I need to I need to put some time into into repositioning things these these are not positioned so well now one thing you'll notice actually let me just well you know what I'll keep my view mirror on you can see this mirror you shouldn't be able to see it but but there you go right um the the object on the back can actually be grabbed in a different direction right so here I've grabbed it upside down but if I do that again yeah it it's based on the rotation of your hand as you grab it out so there is an element of physicality to this right which is really nice except it's more than that right it's not simply a matter of physicality it's actually physics you can let me switch the view mirror off it actually physics so this object here is not just being positioned on my back this is the new attachment system that allows me to actually place things on my back like literally it's uh it's no Collide right there's no there's no Collision here but it's a physical attachment and what that means is something like this Sledgehammer when it's placed on my back is actually weighing me down so if you remember I was 60 kg right so you'll see here it's just about switching between 60 and and a little bit close if I stand still they might do a little bit of a better job you can see 60 there I can see it just from the edge of my eye but if I have a sledgehammer you can see it's now gone to 72 right that's because the sledgehammer is 12 kg right there you go but if it's attached to my back it shouldn't then stop weighing down so it has actually increased my overall weight because it is actually attached to my back that is a little bit unusual it creates a little bit of trouble for climbing because you could have very heavy if you have two sledgehammers on your back you can see there my Landing has even been affected right when I jump I've been it's it's all been affected my Landing has now slowed down and now I weigh 85 84 kg right um which is a bit of a problem because now my character who is weight balanced to be able to climb at 60 kg is now 84 kg so like okay there's a little bit of trouble but I'm fine with that I kind of work I want to work a little bit on on a more RPG friendly system here again this is not entirely a game thing this is all more RPG friendly it's it's it's more an overall set of systems for the game world uh and you can see why this this video was going to take a little bit longer than I expected because there are so many little bits and bats that I've added in and I like to talk with a lot of detail now there is of course more going on so things like uh weapons can be attached to the sides here and there you go in fact there's a little bit more I'm not going to I'm not going to show you any of the actual physics Mechanics for the guns but right now I'll just show you something because someone mentioned this a lot of people were annoyed with this so I decided you know what you want me to do it I'm going to do it okay so leg Collision click the legs are now fully collidable if I should choose to do so right now it does cause a bit of interference with the gameplay movement um and you can see here that the legs when they start to cross it kind of it kind of gets confused there you go they they they kind of lock up a little bit right if I move your camera out a little bit it might help um but yeah so these are now collidable legs and I added a point on them as well so you can now attach a gun to your leg there you go have access to them and this is is it's based on buttons right so I can actually um I can actually grab and things next to my Surface here if I have that on my hip I can grab here and it doesn't pick out the gun unless I hold the a ooh unless I hold the a button right so there you go it it's based on you having your your button your your primary button pressed and uh that's I just wanted something to activate it because I don't like the idea that when your hand is here and you're trying to grab something you end up grabbing the thing in your pocket I don't like that but as you can see I'm able to use the legs physically now um which is again if once I've actually written this system with a lot more intelligence to it so that it doesn't cross over and it doesn't impact my movement right now it's impacting my movement quite a bit especially when I try and climb or something right there's going to be legs there impacting my movement so it's going to be really cool um that that I can actually use the legs physically like literally exist in the game world but of course right now there'll just be a little bit of a cause for concern because if I have something like this it's like now my legs are probably interfering quite a bit um and try and try and hop myself through and I can't I can barely get through right so whereas if I switch off the leg Collision so now they they're not coll collidable there is a small problem which is that that gun is no longer accessible right so those grab points no longer exist because the legs are are non- collision and uh those points are directly attached to those colliders right so that it's actually the leg Collision that impacts whether I can access the trigger zone so that's a small problem I'll probably be able to fix that later on down the line uh because having the legs always Collide might be one of one of the biggest problems that you'd have playing a game like this in this way it's a bit bit awkward to have leg Collision all the time but now that I have no leg Collision it should be a little bit easier for me to hop through here and go right through from from there but yeah how many games have you seen where you can actually hang yourself in to a a tire swing okay but of course things get cooler let me get you know what we'll leave that there just for fun it looks nice and cool right and now I'm a cool guy who has a gun on his leg because that makes absolute sense doesn't it things get really cool when you're dealing with the attachment system because you can take things to a much more extreme idea this is the Rope gun right you've seen this before it's just it's basically a grapple hook right so there we go you point the grapple hook up there there and and now you've got a grapple hook that you can swing off of brilliant but there's more to it than that because the grapple can of course be attached to the back using the attachment system so you know exactly what's going on now don't you so what we can do is we can use the grapple you know what I'm going to be better off if I go over here first and get me some uh oh a little bit of targeting trouble get me my little rocket boosters first because I'm going to need them when I'm doing this so what we want to do we'll hang those over here and uh we'll take this and we'll try and shoot the there we go and now one two 3 hit yay and there we go I now attached directly to this so of course I'm going to need my Rockets because I want to be able to do this we look at me you just you never really thought about it did you oh look at me I'm knocking into this thing this is not safe this is not safe at all you know what hold on hold on uh let me let me just let me let me take that off we'll do it over here so I'm not knocking into the knocking into the swing I I keep hitting the ceiling so I I do have a um an invisible wall ceiling at the top there there we go that's better right and then there it didn't attach I'm going to have to try and catch that now oh I made the mistake again of losing it losing access to it hey come back here you there we go right now then let's try this one more time there we go and uh oh come here right oh come on oh come on give me the grapple I keep missing as well got you right one more time boom in NE I might skip to this uh I think the problem is that I'm I'm putting it too high so it's something difficult right there we go better right so there we go now I've got Rockets I can fly around and I can swing on this it's an actual swing now and of course it can get a little bit extreme if you if you throw it a little bit too much so there we go we can go woo all the way yay it's up absolutely absurd of course as always right everything I do is absurd like this just go around and round and put that back and then we grab that and W it's freaking beautiful I love it I love this this game has gotten me absolutely going absurd sorry about this this is a long long video and there's so much more you'll have noticed there's a vending machine over there for things and uh that's that that one's for the guns I'll talk about in that in the second part to this video I'll probably upload that next week I need to record a second video of this oh it's it's driving me crazy there's so much so much to talk about um we probably we can play some Jenga or something like that legally distinct of course um but other than that yes there's a there's a vending machine down there there's one over here and small objects like the bottles they just come straight out the the entrance there I've been writing a a pooling system to to improve performance and uh minimize memory concerns when it comes to spawning objects so they don't [Music] um come on there we go uh I should probably start smashing things just for fun uh yeah but I've I've been writing a pooling system to make things like that uh work a little bit better uh performance- wise but beyond that it is how it is we can always switch over to my camera start having a look a little bit at some [Music] smashing and then of course we've got some more bottles here um yeah the the hover system is really cool for things like this you can kind of play volleyball you've got the the nice uh the nice liquid system here ooh that's something I really wanted to mention take this bottle with me get out of the way battle buts butts are a bit of a problem why now this is something I've seen in another game called bone laap you'll know of it don't worry about it but I it's something that I wanted to do a while ago as well because when I first sort of played with with with with baseball bats almost immediately I noticed a problem right which is there's a grab here which is of this radius right there's a grab here of this radius however they are not separated graphs which means that radius actually changes dynamically over the course of the surface which is a problem because you know that means you have to have an advanced dynamic graub system so I decided I would have to do that right so here we go we've got a graub that actually changes dynamically along the surface of the object you can see here it gets bigger and wider as it goes up there so I I I wrote a little curve system to be able to control this there we go you can see it dynamically changes over the course of the surface I don't have hand tracking today um even though that's become kind of tradition for these videos but you know how it is right um and I wrote that and I decided I'll use that on pretty much anything that requires it so even things like this like these there is a little bump there where the finger lifts up right that's let's see if I can oh I'm I'm too wide I'm too wide with that mode but yeah there's a little bump there that your finger actually lifts over once I've finished the actual pausing systems for the fingers things will look really really cool but right now it's being used even here right so there we go you can see how the bottle the surface of the bottle bottle is matched by the actual grab and remember this is not the finger pausing this is actually the grab system right so there we go there the fingers actually lift out right and then you can grab the thing nice and tightly here or you can grab it like that properly on that end and you'll notice that yeah even with small objects like bottles I always allow double double hand grabs right two hand grabs I don't like the idea of controlling whether the player can hold something with two hands there's just no need for me to say you can't hold that with two hands right there's no need at all you should be able to hold it in any way possible even like this right it it there's just no need for me to block you from doing that I don't like the idea of any game that is controlling those types of things the point of VR is to allow me to grab things the way I want to grab them no matter what that is and in this case it's this right I do want to add the ability to actually grab over the corners like that and smoothly convert between that and then over the corner like that and I'll talk about that in the next video as well but there you go it's a beautiful little smooth system smooth system it it works really really nice and of course is very good for smashing things but there you go thanks very much for watching this video I'll probably do a little bit of punching because we haven't seen this in a long while so there we go we've got a nice right we've got a little bit of a a Wing Chun area here if you want I know I did this a long long time ago in a previous video you might need to zoom out I don't know if you need a zoom out or zoom in there's a little bit of things going on around here it's a bit uncomfortable area here we'll move you over to there and uh you know there you go it's not it's you can grab the surface of his hand as well so you can swing him around you can grab him from here and and just pull it back grab him in the head and slap him um the next video full video will be NPCs right I'm coming very very close to completion of the tech demo because all the mechanics will be will be completed um but uh but there you go you can of course all of this like I said it's all based on material which means that if I walk into a blade it's uh not exactly the safest thing to deal with but look at me I look ridiculous you yeah take that um oh my goodness anyways thanks very much for watching this video it's it's been a little bit wild and absurd and crazy another thing I was supposed to mention up here is um is that these things when they're too big they don't actually come out of the hole there they come down here but there's a small problem because anything breakable just breaks because it's standing too high so your second one then get saved by the Broken object it's a bit absurd everything's absurd thanks very much for watching I will see you in the next video where which will actually be part two of this video it'll actually be part two of this video um uh but that's the end of this video thanks very much for watching I will see you in the next one subscribe subscribe subscribe hit the like button a million times um a million and one times it has to be an number okay just all buttons that you click on YouTube must be clicked an odd number of times otherwise they'll revert back to the previous status and uh check out the patreon look forward to a Kickstarter if I do finally decide to do that please comment on the idea in the in in the in the in the you know what yeah comment in the description as well there you go there you go um I am very flu heavy right now so uh goodbye [Music] sh
