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Level/Scene Transition System ‣ 📖02 ‣ 📼05 ‣ Metroidvania Forge Godot 4 Tutorial Series

1h 50m 53s22,262 単語3,053 segmentsEnglish

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In today's video, we're going to build a

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nice scene transition system

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along with this nice fade wipe kind of

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animation. And it's all going to be

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handled in one big chunky video.

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Hi, my name is Michael. [music]

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Join me as we build an epic Metroid

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Vania game in GDO4 using GDScript.

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[music]

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This is the Metroid Vania Forge.

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So, we've got a series of levels and we

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need a way to transition between them.

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So, we'll build this nice level

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transition scene. This level transition

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scene consists of an area 2D with a

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collision shape. It's going to be

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configured so that it's on a layer mask

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that looks for collision just with our

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player. And it's going to do things like

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allow us to change the size. So here

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when we set the size or the location of

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this transition, it's going to update

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the rendering of this level transition

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in the editor. So we can see what it's

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going to look like. So left, right, top

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or bottom, as well as the size here,

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right? So we can use this to adjust just

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how big it is. So if we have those big

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entrances like we've got here, we can

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configure that as well. Now the script

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also is going to handle when the player

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enters. So we'll connect to that. But

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we're you can see here I've got a nice

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scene manager that we're going to

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introduce a global script to our project

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that's going to allow us to have signals

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that dictate when things should happen

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to kind of keep and help us avoid a lot

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of the bugs that could arise from doing

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a system like this. And then this scene

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manager, whenever our player enters one

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of these scenes, it's going to send this

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information, you know, the direction it

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is, what level they need to load next,

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and which level transition they're going

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to spawn at. We'll send that over to a

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global script that we'll call our scene

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manager. And then this sucker is going

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to orchestrate the whole thing. It's

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going to come in here, fire off some

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signals. We're going to do things like

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fade screen using a tween and a

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synchronous function. And then we'll use

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the get tree change scene to file to

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load a new scene. And all of this is

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going to kind of happen within here. And

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then of course these level transitions

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are going to have to hook back to that.

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They'll respond to signals like when our

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load scene is finished or when the new

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scene is ready. Then let's go ahead and

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do things like position the player or

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set up this area to monitor for the

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player. And we're going to build in

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stuff like these physics awaits to make

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sure that we don't get weird overlap as

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the player transitions between scenes.

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And uh it's going to be kind of handy.

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So if you want to learn how this all

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comes together, then stick around for

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the rest of the video. Okay. So at this

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point, we're going to go ahead and jump

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into making this level transition. Now,

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before I do, real quick, if you've been

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following along, then you've already

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grabbed the icons that I've got stored

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here in my general icons folder. So, you

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can see I've got one for my level

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transition. We're going to be using that

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today. So, if you want that, I mean,

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it's not required. You don't have to

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have it, but obviously if you do and you

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haven't been following along, then you

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can hop over to the H.IO page linked in

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the description and grab the chapter 2

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asset pack, and that'll be in that zip

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file. Okay. So, what we need to do

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obviously is we need to have a way like

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with our player here, we need him to be

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able to transition. And I've set up some

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extra levels here. So, I've got level

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one. This is the scene and the level

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that we've been working on um up to this

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point with this series. And I've gone

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ahead and made a level two, which is

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pretty simple right now. And it's got a

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little area that drops down here. I've

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got a platform so that you can kind of,

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you know, fall and land on it. You have

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to drop down through it. And then I've

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got a dungeon scene, level three, which

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would be below level two. And so, I've

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kind of lined up these areas so that

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they kind of will match up. And you can

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see what I'm going for there, right?

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We've got it. Same width on these, which

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is kind of important, I think, for

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especially for a vertical transition,

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you need to make sure they're about the

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same size. If this one were like really

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big over here and you jumped up, then

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it's like, what do you do? Do you appear

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in the ground, you know? So, just think

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through those things. And just to

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review, this is kind of the map. So, you

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can see I've I've built this level and

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this level and this level here. So, just

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kind of this little section, and I'm

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building the connections as I've mapped

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them out. So, you've probably done

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something similar or maybe you've

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already kind of started building a whole

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bunch of levels. Obviously, before we

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connect them, it's kind of hard to work

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with them. Now, one other thing that I'm

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going to say about this and and this is

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something that we're going to deal with

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later on in this chapter. Uh right now,

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we only have a player in our level one.

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So, you could have a player in each of

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these, and if you run that scene, then

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you'll have a player in there. Once we

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get to the point where we're really

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working with these levels, we're going

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to build a player spawn scene. And so

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you can see I've got an icon already for

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that in that asset pack. But that's

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going to kind of alleviate that issue.

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For now, we're just going to simply have

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to start in our scene one here. And if I

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go ahead and run my game, this is the

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only scene that has a player. So if I

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don't start here, it'll just be an empty

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map.

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But yeah, obviously I just fall to my

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death or just into the the void of gray

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where he falls forever. Okay. So, what

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I'm going to do before we get started

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with making this thing is I'm just going

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to drag my player

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over here to the side because as we're

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iterating and testing, I want them to be

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close to the point where I'm going to be

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able to test. Okay. So, now when I run

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my scene, I'm going to have my player at

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the far right edge of this map so that

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we're ready to just jump through to the

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next. Okay. So, if you don't have levels

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and everything set up, then make sure

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that you do get at least two. Obviously,

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I've got scene one and scene two here

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are transitioning from the left and

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right respectively. And then from two to

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three, you know, two, we're going down

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to the top of three and and up. Okay?

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And that's going to be important because

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we're going to make sure that our level

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transition works with those four

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different directions. So having at least

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those two types of transitions is good.

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Okay? For our level transition, I'm

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going to make a new scene, and we're

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going to use this scene, and we're just

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going to have to drop it into our levels

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where we want it. We could get away with

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making this just like our level bounds

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that we've made where it's just kind of

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a new node type right here. In fact,

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that would be an awesome exercise for

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you to do. But for sake of simplicity

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for newcomers, we're just going to make

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it a scene because then we have a little

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bit of control and we can see what's

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happening a little bit better as opposed

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to needing to do a lot of object

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instantiation through code. But it

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wouldn't be too difficult to do that. So

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I think that's a fun challenge when we

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get done with this if you want to make

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it a reusable node. So the difference

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being is obviously like this level

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bounds that we've created in the past.

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Um we can just add here from our create

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new node. Okay? Because it's just like a

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new node type that extends from node 2D.

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Whereas a scene you would add with shift

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control A and we've got scenes like our

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player and you can see our levels are in

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here as well. Right? So this level

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transition is going to be a scene just

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