 Hey there class, welcome back to Game Dev Academy. I'm Shane. Make sure you let me know you have a writing class by writing something down in the video comment place. In the last video, the following people let me know they attended by leaving comments there on screen now. In this video, what we'll be doing now is solving the problem that we identified in the last step, which is that the ball and the play field and the blocks aren't bouncy at all, so it kind of kills the pace of the game. So we're going to have to look at physical materials to do that. So let's get stuck in. In the last step, what we did is got it so that when we played the game, it'll fling the ball. It's not bouncy enough. And that's something that we need to sort out in this step. So it doesn't matter whether or not I can move my paddle side to side because that ball is never coming back down the play field. We need to sort that out with something called a physical material. So what I'll do is I'm just going to move into my content folder here, and I'm going to put my physical material in the materials folder so that I'm keeping everything together. So to create a new physical material, it's right clicking here. And then we go to physics to create it and then you'll see physical material listed there. So we'll give that a click and then you get this weird box with only one option. So we'll click that because it's our only choice and then select. And then we need to give it a name. So I'm going to call it PM physical material underscore no friction because there's going to be no friction on this material. It'll also be very bouncy as well. So we just need to press enter to name that. And then we need to open it up. Here it is. So it gives us some settings that we can mess around with. The first thing we want to get rid of is friction. We want there to be no friction on this whatsoever. So we'll take it from 0.7 to 0. And the other thing we need to change is this option here called restitution. And it gives you the name here. You can look in the tooltip. It's as restitution or bounces of this surface between 0, no bounce, and 1 where the outgoing velocity is the same as incoming. That's the one we want. We don't want it to lose any speed, any velocity. So we need to set that to 1. Boom, very nice. Okay, so that's actually all we need to change in this physics material. So I'm going to save that. I can close it for now, but we need to assign it to everything. And I planned ahead for this. So what I did is made sure that at the moment everything's got the same material applied. So we could actually, if we wanted to, go into the ball here. And there is an area here to add the physical material. So we can put it in there and there it is. But I'm not going to do it that way. What I'll do instead is open the actual material. So the basic ball colour that we created here. And if I click on the main material node here, at the top, there's a physical material option there. And that will do it for everything that's got that material applied. So I'm going to choose my no friction material. And then I'm going to save. There we go. And now that's saved, I'm going to test it out again. So let's play. And now we can see that the ball is not losing speed and it's bouncing very nicely. And it gives me an opportunity to, for the first time, really test the game. So what I'll do now is I will let the game run for a little bit. And you will hopefully see the problem that we need to correct in the next step by the time I'm done. Okay, so here's our problem. Basically, there'll be times when the angle of the ball would be too acute to make the game playable. This here is not fun and it's very unlikely that I'm going to be able to, there you go. So the ball will just kind of stop sometimes. And that, it can break the game. There are times as well, I've not managed to catch it on this one, but it will get caught on the side and you'll never be able to get an angle back into the ball, which again is not fun. So going forward in the next step, what we'll need to do is take control of the angle of the ball and we're going to clamp it so that it can only go at four angles. So it'll be going at 90 degree increments but kind of at a 45 degree skew. So that should mean that the ball, the bounce of the ball, the direction of the ball is always going to be predictable and we know it's not going to kill the flow of the game. So that's something that we need to pay attention to going forward. That's the end of this step though. We've now got kind of what I would call a minimum viable product. This is the absolute minimum of what the game is. It's a ball that we can hit backwards and forwards. There are no real mechanics yet, but this, if it feels fun knocking a ball up and down the play field then we know we've got something to build on and that's what we'll do going forward. I believe that quality education should be available to everybody and for that reason all of the classes at Game Dev Academy are completely free and we're supported by our very generous school governors over at Patreon. If you'd like to become a Game Dev Academy governor and support our work as well as helping us to steer the channel in the right direction then use the link in the description on the Patreon page.