 Hello there class. Welcome back to Game Dev Academy. I'm Professor Whittington. Be an absolute legend by signing in the register by leaving a comment down below just like these stunning individuals did last time around. In this step I'm going to be taking you through the process of just neatly up your blueprints a little bit and in order to do that I'm going to be using reroute nodes and comments. So let's get stuck in. Okay so here we go. In this step we're going to set about making our blueprints look a little bit tidier. So from the previous step we were left with this which is a little bit messy and difficult to follow. You've got the wires going behind nodes and it's a little confusing to look at. So we're going to try and rearrange this so that it's easier to look at. So the first thing I want to do is I'm going to have the main execution pins and wires going all across the top. So what I'm going to do is just sort of move this up so that I get a pretty straight line which I believe is there. That's not straight at all is it? No that's not straight. Let's move it down a touch. That's pretty straight. Okay so now we can make some more changes from here. So I'm just going to move this to here so I can see what's happening there and what else is happening. I'm pretty happy with that. I can see where that's going. I'm just going to tuck that in a little bit. That looks okay and then let's have a look where some of these pins are going that are quite confusing to look at. So this vector length here you can see this is quite confusing and difficult to follow. So I think what I'm going to do is bring it down and sort of change the root. So I think what I'll do is just here I'm going to double click on this wire and that will add a re-root node. So with that selected I can then drag it and use that to put it down here and then I can move this down to get this straight. Again you don't need to have straight lines. It just helps with my OCD if things can be straight if possible. And now we've got the same sort of issue here with this one. That's going behind a few of these nodes. So let's zoom in here. I'm going to double click on this, get myself a new re-root node and bring that down. That suggests now that that one's not straight. Let's move that up a bit. That's pretty cool. So that's easier to look at so far and then I think the rest of it there are no overlapping wires so that's a lot neater. So there are still things that I could do with this just to try and keep things a little easier on the eye. So I'm just going to try and keep things in a line where I can. It's not ever so important. It's just something that helps me sleep at night if I know that things aren't any less neat than they don't have to be. So I think that looks pretty cool. I think for consistency I'm going to move that down there because I've got the same on the other side. Okay so that's pretty neat now. Much easier to follow. We've got a couple of wires that overlap but none that are completely hidden. And now what I want to do is comment this. So I'm probably going to put some comments within comments for this so that I know which bits are doing what. And for that reason I'll probably move things around a little bit more. So let's just move that along here. I don't want to move that one. So let's select all of these and I'm just going to move them along a little bit over D3. It's very nice. Okay and then we know that this area here or this one specifically is clamping the ball speed. So I'm going to start these two nodes and then comment clamp ball speed. So I know exactly what that's responsible for. And then this section of maths here I'm also going to comment and this is going to set to 90 degree angles so that I can remember what that bit's responsible for. And then the whole thing I'll put in a comment and I'm going to call that speed and angle of ball. And that will really neaten that up. I know exactly what I'm looking at now. Plus when I want to neaten things up later I can click and drag the whole lot around which makes it a lot easier. And then just so that I know what I'm looking at here I'm going to comment this one speed, sorry spell speed, speed and angle. And I know that they go together. This one's going to be launch ball and this one here is also to do with launch ball. And I'm probably going to call this one event so that I don't get them confused. And then I can just line those up so that they look nice and neat together. Beautiful. Okay so that's looking pretty neat. I don't need to do any neatening up of this one because that's pretty pretty clean but the ball now looks much better easy to follow. So I'm going to compile that and save it and now we're ready to move on to the next step. 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 to be taken to the Patreon page.