There it is. There it is. Okay. I did. Slayer's crest. Here we go. Here we go. Run. Run. Where's the boss? Don't move out of it. Here it is, dude. Nice. This is the run. Splinter of Ateesh. First one, chat. First one tonight. We need two more. Two more Splinters, chat. We should do Splinter for every boss. Because we need two more tonight. And then we can do the Ateesh. There it is, dude. Splinter. One more. One more Splinter. How many more? One more. Okay, chat. Lightning round, right here. Let's put a drop on this boss. One minute. Start prediction. No shot. My nose is starting to run. I'm probably gonna end up... I've streamed every day since I've had COVID. But I think realistically I'm probably gonna end up taking a few days off at some point. Oh, nice. No way. There it is. There it is. Nice. Forty Splinters. Forty Splinters. There it is. Chat, can we get some PogUs for our first Ateesh being completed? But here's the thing. There's still other parts to it, right? We just have the parts. Okay, we have the parts. We gotta do the rest of it. Is Clover getting the first one in this raid? Yeah, Ateesh. It's literally named after the fire... the word fire in Persian.  No way. Yeah. Okay, chat, there it is. The base of Ateesh. Base of Ateesh. Grat's Clovers. Here's what we're gonna do, chat. We're gonna do the rest of the quest chain tonight. We're gonna get Clovers' legendary staff. Increases spell damage by 120. Healing by 300. Increases healing done by magical spells and effects of all party members within 30 yards by 62.  You ready, yes, sir? Yeah, I'm ready. Okay, chat, here we go. She has the head, the staff, and the 40s Clovers. Ateesh is a befouled great staff. I don't know if I like that name as a healer. It, in its current form, the staff is far too dangerous to be in the hands of a mortal. The final task will be the most difficult of all Clovers. You're not in the Lich King's general, but now you must face the hand of Sargeras. Take the staff to Stratholme. It is there that you will find the piece of consecrated earth, ground where the greatest knights of Lordaeron were murdered. Place the befouled staff upon the holy ground and prepare for an entity of immense power to break from within. Defeat the demonic being that controls the staff and return it to me. Anacronos at the Caverns of Times and Teneris wants you to take Ateesh, great staff of the Guardian, to Stratholme and use it on consecrated earth to defeat the entity that is exercised from the staff and return it to him. Ooh, five gold. I accept the challenge. What is Ateesh's vendor for? What is it? Oh, what is it vendor for? Hold on. Good question. It vendors for 52 gold, 62 silver and 76 copper. That's kind of weird. Epic flying mount. Okay, so we need to get summoned. So we need to leave this group and get summoned to Playlands. Don't forget to pick up Demon Slaying. I'm sure we got to get it full entrance. Okay, let's see. Okay, so basically, what does it say we have to do exactly? We have to run through and where do we summon the boss at? Because I've never done the Ateesh event. We have to clear all around the stones. Clear the whole thing? Okay. So let me tell you a little bit about like the only like real Ateesh experience that I have is there's a guy on Kelduzad originally in a guild called Pacifist. He's the guild leader, Hawkin. I remember like him getting the Ateesh. There were one of the few guilds that cleared Kelduzad or cleared Nax, I guess. Prior to it happening in prior to it happening in prior to Brennan Crusade coming out, back in vanilla. He was one of the few guys that had one and he was a priest, just like what we have, we are a priest. I knew a few people in Pacifist, but one of the classic was coming out and trying to figure out who's from Kelduzad and this and that and kind of hearing around. Unfortunately as it turns out, Hawkin passed away recently. I think a few years ago.  I didn't really know the guy all that well. I just remember him because I always remember seeing this badass priest. He led the best guild on the server, one of them. Yeah. Oh, KT plays on White Maid? Yeah, that's what I heard.  A bunch of them went to Herod, White Maid. Hold on, I need one second after this, Mom. Like old Blood Legion, a lot of them were playing on Herod. They're playing Herod Alliance. Oh, Bigglesworth. I think Bigglesworth has a bunch, yeah. He's the most stacked 5 man I've ever seen. Yeah, I know, right? Wait, we should kill this.  We can just dance with her. Look, she's dancing. Dude, all she's trying to do is dancing.  Dude, it's disgusting.  Yeah, look at her, dude. It's a dance, bro. She got the moves. Yeah, dude, she's just like a monk. Wait, how come you guys are missing? I'm the only one who can hit it. You guys keep missing. What the heck? That's weird. You guys have buffs, I'm clicking this.  How long is this cast? Does it say? It's been longer. She's exercising the athish right now. She's casting resurrection. Oh, there it is. There it is. Okay. I did. Are you like renewed in Shield June? I'm gonna collapse, bro. I got no heals. I was healing. I was parrying Flashlight. I had one Flash of Light and then I knew. Holy smokes. Rolled. Nixxon saying you cannot deal with tank this. I didn't do a wheel tank. Oh, okay. Okay, you're healing his garbage. Yeah, I'm a rep palette. I'm literally using Second Wind and Briarwood Ream. Maiden's Circle. Of course my healing is garbage. You got this. Okay, here we go, chat. Watch it. Okay, this will be fine. Just dance with it. I got it. That adds on me. I got it off. I got it off. It's the secret OP chat. If you dance with these spectral citizens, they stop attacking and they start dancing. That's random. You need to up your heals, bro. I'm gonna run out of mana. Okay, that's fine. We maybe need you Holy Spec for this. Okay. Oh, never mind. My bad, my bad. Also, we're getting a lot of pushback. If I do big heals, if I do my long cast heals, I'm having a spiritual tournament. Yeah. It's probably best to just go Holy. Can you go Holy? Good chat, here we go. It's time. Is this the one shot? Predictions are ending, chat. Get him in, get him in. Four, three. Okay, first mana pot, good. Everything's looking good so far. It's just so much easier with me as Holy. It is, I know. I got big heals. It also helps a lot that I have Onibuff. Onibuff is really good for Paladins. Wow. I land hands with Kalaila. I use Bag of Marbles. I'm doing rank one heals. I bobbed you, I'm gonna kite. I don't know what that was. Yeah, you got smoked. I literally scratched my eye for one second and your health just dropped. Increases melee and range attack power by 600. Wielder takes 5% damage to their health every second if not an evil, extra-menginal, Entity? Well, somebody said that about Kalaila. I don't think that happened to Aber, but I also don't know how you get around somebody going from 100 to 0 in 1.2 seconds. Yeah, I don't know how that happened at all. I'm just gonna disarm up for a bit. Yeah. I guess maybe improve land hands towards the end, I don't know. I already used it because I used it on Kalaila, whatever. Here we go, chat. Watch out, citizen coming in, be careful. I'm just gonna focus on Aber completely and just worry about radials, I guess. I'm just going hard over healing. I'm just mad over healing at this point. It's got like 20 seconds in, John. Well, you might just be careful on Kalaila. I have mana pot in 9. I have mana pot in 9. I'm in 30. I'm rank 1ing a little bit. I'm doing some rank 1s. There we go. Oh no, it was a raid. It was not. Dude, that was so bad. Nice, we did it, dude. We did it. Dude, a 90 DPS one-hander. It's like, Elias. Who's here, though? Marple in your group. Can I go into your group? Look, guy who hasn't been here in six months. Listen. You don't have to try and min-max everything in Classic to the degree of hey. Dude, it goes on your back. What? You don't have to min-max everything in Classic to the degree of like, hey, we have to get the mouse DPS of whatever. When it comes to items like this, you want to reward people in your guild that have put in the time and effort and they've earned it, right? I think arguing like stuff like this, it's not the most efficient thing to get to a brief. Which, by the way, is completely false because any class that gets this is going to use this well into Burning Crusade. Actually cool that guild showed out like that. Yeah, dude. Thank you guys for coming, though. It means a lot to me that you guys all came out and supported me and like, are we good? Can I go talk to him? Do it. Do I need to RP walk? Yes, if you don't. Clovers, you have to stand right here and you have to RP walk the whole way. I'll show you again. You can normal walk down here. Okay, okay, okay. Okay, of course. Kill Feynman. Just assume it's Feynman. That was actually me. Kill him anyway. Kill Feynman anyway. Wow, it actually is surprisingly the law in the quest text just says I must not interfere with human. The magnitude of this accomplishment must not be understated, Clovers. You have done what most people would have thought to be impossible. Alas, it was faded. The staff has made its choice. Five gold, though. Five gold. Yeah, only six gold. That's kind of cheap. Wait, how much do you get from Vendoring? We got to know. Grats, Clovers. Is it it? Trying. Nice, there it is. Not even enchanted. There it is, dude. Outstanding. There it is. We got to stack up the Ateaches in the TPC. Oh, nice pinkies. Alright, the horde are making a pull-dimer. Oil Prince Tak over here. Nice, there it is, dude. Finally got Clovers. Thank you. Yeah, where do you want to go? Where do you want to take the picture? Of course, there's only one place. Where's the one place? Can we get a port ping? Well... Kill Clovers.  Tell us where the one place is that you need to go for your Ateach picture. Disneyland? Disneyland. I don't think we know it. Of course, you know where. Hopefully we're going to meet some friends. Portal to Karazhan. So this is one of the cool RP things. This is one of the cool RP things for Ateach. It allows you to make a portal to Karazhan. Yeah, it was handed down from each guardian. Right, like, so like, CADGAR had it at one point.  So pretty cool, right? So this is 300 plus healing, but not even it's 362 because it gives everybody in your group 60 plus healing too. CADGAR currently has it, right? Yeah, you guys know what I'm talking about. But like, that's like the RP behind Ateach and what it is. So... Alright, I'm taking a picture. Okay, stop killing all your friends. I have Nerub blocking my name. Briefing. So here it is chat. The first raid of Burning Crusade will be right here. Grads, dude. Thank you guys so much. Thanks for coming. Thanks for staying. I know it was like an hour of time. We didn't anticipate it. It's not like it was that hard, but we didn't know the mechanics. I love you guys, right? I'm so happy that I joined this guild and have done this for the last year and a half. I know that we have a lot of stuff coming up in TBC and I honestly wouldn't choose to do this than the other group of people, so it's been great. And I'm super happy to do this together. Thank you, yourself. Okay, yeah. I mean, there's some people that I coded on it. I've told you this in private like a thousand times, right? But like, you 100% deserve it. You've done so much help, not just like for me personally, but for like the whole guild and everybody and I'm just really, really happy that you finally got this. Yeah, thank you. Yeah. Alright guys, I'm going to head out for the night. GG's again, thank you guys for being so supportive and being here for Clovers. It doesn't mean a lot. Take care, man. Take care, bro. Alright, good night everybody. It's good to see you, man. It's good to see you.


Hey everybody, I'm Lance Coyke, and I love split squats. They're like the more sensible version of squats, you know, a sophisticated higher thinking type of exercise that knows what wine should be paired with dinner. They allow a lifter to still train legs, but without the same back stiffness afterwards. There are also a more meat-headed lunge. Keeping the feet planted allows a lifter to keep tension on the muscle and pump some fatigue into their stilts. In this video, I'm going to outline what I like about split squats, how to do them correctly, and every mistake people tend to make when performing them incorrectly. First, let's talk about why I love the split squat. Split squats are an excellent way to challenge balance. For someone with severe balance deficits like sarcopenia and stroke, they're probably too challenging to do right away, but you can select them as a target and head towards it. With some training, the strength might be there to try them, perhaps with a wall to help for balance. For the well-trained lifter, split squats serve as a way to train legs and balance at the same time. Split squats accentuate asymmetry. If a lifter discovers a shift in their hips when squatting, split squats are an excellent accessory exercise to add to a training program. Due to the balance challenge and general complexity of the movement, there are a bunch of ways that split squats can be done wrong. This is a good thing. This gives the lifter actionable steps, things to fix. Take my checklist of heirs later on in this video and just work through them. Single leg training for hypertrophy was, in my mind, popularized by trainer Ben Bruno. Ben had trouble with back pain, but still wanted to lift heavy and train hard. His solution was to throw away any preconceived notions about what heavy lifting should look like. A lifter can put tremendous load on the legs with these types of single leg exercises. Split squats are just the tip of the iceberg. To achieve the same load on two legs, the lifter has to essentially double the weight. There are many ways to lift for size. It helps to do some heavy squats and deadlifts from time to time, but heavy split squats can leave a lifter feeling sore for a crazy amount of days afterwards. Just ask my clients who are doing their program right now. The biggest issue with traditional squats for sports performance is that there aren't many sports that allow for the kind of stability experienced in a barbell back squat. Most sports move so fast that there simply isn't time to pause, get set up correctly, and then push as hard as possible. Athletes need to demonstrate their power with a moment's notice. This is probably too nerdy to share, but I'm going to anyway. My favorite part about split squats is that they replicate the positions of our bones when walking. Want to run faster, maximize stride length, and turn over. You need hip mobility for that. Want to get out of pain? Even out the left and right steps so that you're stepping evenly. Most hip mobility comes from the posture of the pelvic bones. For example, an anterior pelvic tilt steals hip mobility. The split squat gives the lifter asymmetrical movement to make the body more balanced. Now, let's walk through how to perform split squats. One and a half kneeling, one knee on the ground, the other knee bent up and foot flat. Shift the body until the center of mass is directly over the down knee. Scoot the front foot until the front knee makes a roughly 90 degree angle. Stance is one of the few details that is not very important here. It's totally fine to be a little off at 90 degrees. I like a slightly shorter stance for me because it helps me get better leg drive. When opting for a longer stance, make sure to increase the forward torso lean. Stand with one leg ahead of the other, the back heel off the ground, and a slight forward torso lean. Keeping the front foot flat, squat down until the back knee lightly taps the ground. Aim for a parallel torso and front shin at the bottom. And return to standing. You should feel the split squat in the front leg's glutes, hamstrings, and quads. The trailing quad is also involved and tends to burn more than any other muscle during this exercise. Next, I want to outline all the mistakes I see people make when performing split squats. Since split squats are a complicated movement, they are easy to perform incorrectly. In a squat, the lifter has two feet firmly and broadly planted, allowing them to hide movement compensations. The split squat, however, exaggerates underlying asymmetries, and that's why we love it. In this section, we'll outline all the ways a lifter might mess up the split squat. An arched back or bilateral rib flare inhibits the leg muscles and shifts the load onto the knees and spine. A strong arch can also lead to buttwink in the split squat. To learn more about buttwink, check out this video I made up here. To fix it, take a breath in and sigh out all the air, letting the shoulders slouch slightly. Pause for 5 seconds at the end of the exhale, and then continue breathing as normal while maintaining this position. I prefer to fix this one at the top of the split squat, but the arch might return when descending to the bottom of the lift. In this case, move slowly and resist the urge to arch the back. A lack of hip drive in the split squat shifts the load onto the low back. This is common in lifters who feel a tight low back after doing split squats. To fix it, start at the bottom of the split squat, and slowly push through the entire front foot. While rising, cue the butt forward, attempting to feel the exercise in the legs and glutes. A lack of hip drive is obvious when the lifter bends over, the knee locks out too quickly, and the torso never stands up tall. Don't rush. Moving slowly really helps feel the technique. Heel rise means the joints above the feet are misaligned. Pushing through the toes places more shear stress on the knee, which is particularly bad for those who've had prior knee issues such as ACL or meniscus tears. It will also kick on the hip flexors, which limits hip mobility and can cause a pinching sensation in the hip. To fix it, keep the front foot flat. That's really it. Just put the heel into the ground and keep it there. Slowing down and reducing the weight can help. Lifting foot position totally changes muscle activity above. Driving through the heel activates the glutes, hamstrings, and quads while reducing strain on the knees, hips, and spine. A lifter is usually weaker when making this change because now they have to use muscles that they don't normally use. This might require slowing down and lessening the weight. In cases where the lifter is not using any external load, the body's weight may be too heavy for the legs to control. Just with the support like a chair or a squat rack in these cases. Hunching over it can place undesired stress on the spine, especially when done with heavy loads. To fix it, stay tall from the trailing knee to the top of the head throughout the lift. This fix is easier to conceptualize than it is to perform. Aim to feel it in the legs. More burning sensation is better. This cue can cause problems when taken to the extreme. Avoid arching the back. Hunching over is an indication that the hip bones are poorly aligned. The lifter bows over to avoid using the quads and hamstrings, making the movement more hip dominant. To fix it, take a breath in and sigh out all the air, tucking the hips with a posterior pelvic tilt. Keep the front foot flat while allowing the front knee to come forward slightly. Make the torso more upright to put it in line with the trailing thigh at the bottom of the split squat. Hunching the knee over the toes can increase shear forces through the knee, increasing wear and tear. It's important to drive through the heel throughout the split squat. The hamstrings are generally too long in lifters who bow over on their split squats. It may help to imagine a towel underneath the front foot while attempting to scoot the front foot backward as if pulling the towel toward the body. The foot should not actually move, but attempting this helps activate the hamstrings. Knee valgus and knee varus are bad for knee health. Knee valgus is when the knee is inside the line made by the hip and ankle. This is common in newer lifters. Knee varus is when the knee is outside the line made by the hip and ankle. This is more common in more experienced lifters. To fix it, start at the bottom of the split squat and adjust the front knee so that it is in line with the hip and ankle. Aligning the knee changes pressure through the foot. When fixing knee valgus, the lifter often feels more of the outer foot and heel and often more glute activity as well. When fixing knee varus, the lifter feels more of the arch of the foot and often more quad activity. Knee valgus and knee varus are also important in the trailing knee. Knee varus is much more common in the trailing leg and it's because of tight hip flexors. To fix it, start at the top of the split squat, take a big exhale, and tuck the hips into a posterior pelvic tilt. Maintain the hip tuck while descending, attempting to feel a quad stretch on the trailing leg. The rectus femoris is a quad muscle that doubles as a hip flexor. It gets stretched very long at the bottom of the split squat, but also participates in raising the lifter up. It has passive tension from stretching and active tension from muscle activity. This is why this muscle often feels tight in the split squat. One lesser known function of the rectus femoris is hip external rotation. When this muscle receives too much tension, our inclination is to lessen the stretch by letting the knee turn out. This is the mechanism of knee varus in the trailing leg and demonstrates why it's so important to feel the quad stretch during the movement. Any range of motion at the bottom may also help. Hip sagging in the split squat predicts hip shifting in the squat. This is more commonly seen on the right hip, but could be present on the left side as well. We can attribute hip sagging to a long, weak gluteus medius. This is commonly referred to as a trendelenberg sign or a trendelenberg gate due to the sagging of the hip when walking in patients with superior gluteal nerve damage. To fix it, start at the top of the split squat and push hard through the arch of the front foot. Hike the opposite hip up toward the shoulder and maintain this position throughout the lift. This cue is hardest to maintain at the bottom of the movement. It helps to reduce the load and range of motion. The hip should have a slight sag at the bottom of the split squat, tilting the pelvis away from the front leg. Too much tilt, however, is too much. The trick is to know how much is normal and how much is excessive. Since the right hip usually sags more than the left, I recommend watching how both sides perform the split squat and then trying to get the right leg to look like the left. Hip alignment is the centerpiece of good technique. If the front hip is lacking mobility, the lifter will be unable to load the muscles throughout the split squat and will instead resort to placing undue stress on the joints and ligaments. This lack of loading is more common on the left hip, but could be present on the right side as well. To fix it, start at the top of the split squat and flatten the front foot. Rotate the hip so that the trailing hip comes forward and the front hip comes backward. Hike the front hip up toward the shoulder. Attempt to feel strong outer glute activity throughout the movement. If the lifter has trouble with this cue, they may benefit from additional posterior hip capsule inhibition. Check out my video up here on Fixing Your Pigeon Stretch. Bad hip alignment often coincides with an asymmetrical rib flare. An asymmetrical rib flare suggests the spine is twisted. A twist is actually normal in some respects during the split squat as it helps us load the leg muscles effectively while maintaining balance. The rib flare, however, is undesirable. It's more common on the left side, but can be seen on the right side as well. To fix it, start at the top of the split squat, take a big exhale and tuck the hips into a posterior pelvic tilt, then tuck the ribs down toward the hips. Rotate the shoulders toward the rib flare until it disappears. Maintain this position throughout the lift. An asymmetrical rib flare likes to resurface when the lifter inhales. Make sure to breathe easily when attempting to fix this. When holding weights, it's okay to keep the shoulders turned throughout the lift. When in doubt, rotate too much. The goal is not to have both sets of lower ribs pointed forward, but to have them pointed toward the front leg. This cue may become easier when combined with the hip-loading cues we discussed previously. Exercise is not without risk, even for healthy individuals. Same goes for diet. Make sure your doctor is okay with your self-experimentation. By visiting and remaining on this video, you acknowledge and agree that you have been assessed by a qualified medical professional who has given you consent to take part in physical activity. Both the front and trailing knees can experience discomfort during this split squat.  Make sure the knee is in line with the hip and ankle. And make sure the hips are squared forward and not sagging. If there's pain in the trailing knee, shift more weight onto the front foot while pushing less through the trailing foot. Ensure the hips stay tucked while descending, aiming to feel a quad stretch at the bottom. If these cues do not solve the issue, it might be worth adding in a hamstring activation or hip flexor inhibition exercise. For a ton of those, see my video on quad stretches. If those exercises don't provide relief, you should see a doctor and potentially a physical therapist. Back pain generally indicates too much low back muscle activity, a lack of experience with the movement, or a twist through the low back. If there's pain in the back, remind the lifter to stay tall throughout the movement. Attempt to make the legs burn as much as possible during the set by driving the hips forward on the way up. Keep the front knee in line with the hip and ankle and square the hips forward throughout the lift. If this doesn't provide enough relief, consider an alternative exercise like the rear foot elevated split squat. If the back pain sticks around, make sure to talk to your doctor about it. Toe pain is shockingly disruptive. A lot of sensation comes from that little joint. We can generally attribute toe discomfort to a lack of mobility. The toes should have 80 degrees of extension, which is plenty for split squats. This mobility is limited when the calf and foot muscles are persistently activated, like when the hips are misaligned. If there's pain in the toe, shift more weight onto the front foot while pushing less through the trailing foot. Ensure the hips stay tucked while descending, aiming to feel a quad stretch at the bottom. Add in some calf inhibition exercise to your warm-up, like the plank to downward dog or bare walk. If this doesn't provide enough relief, consider an alternative exercise like the rear foot elevated split squat. If the toe pain sticks around, make sure to talk to your doctor about it. Hip pain can result from a muscle activity imbalance or general anatomical limitations. The hips will generally have a pinching, restricted feeling in the front near the hip flexors. If there's pain in the hip, keep the front foot flat, drive the hips forward on ascent and limit bowing over at the bottom. Make sure the knee is in line with the hip and ankle. Square the hips forward and limit hip sagging. If these cues do not solve the issue, it might be worth adding in a hamstring activation or hip flexor inhibition exercise. For a ton of those, see my video on quad stretches. If those exercises don't provide relief, you should see a doctor and potentially a physical therapist. You may have some anatomical limitations that will be difficult to work around. Alright, quick summary. Split squats are a very useful exercise. They are complicated, however, and easy to mess up. I include some variation of them in probably every program I write, and I think you should, too. Thanks for watching. If you learned something, hit the like button and subscribe to be notified when I release new videos. If you need something else to watch, well, I linked to a bunch of stuff throughout this video. I'll just leave that here.


To the delight of absolutely everyone the Hong Kong open is back on the Asian 2 Schedule for the first time in almost four years and the days golf lived up to the expectations Maybe not for defending champion Wade Ormsby. He just had such an unlucky day with a puttup It did set up a birdie here at the third on his way to uneven par 70 the same score as the local hero Taiichi co Chipping in beautifully at the ninth, but a 7-8 for even par for the young man who won the World City Championship here in April From a Masters champion Patrick Reed dropped a couple of shots early on But then began to get a feel for those excellent fan lane greens holding this for birdie at the seventh 67 today for Reed at three on the par It's no surprise that Andy Ogletree is on the leaderboard again He has been virtually all-season. He really has dominated the Asian tour This was his second into the 10th his final hole for a birdie and around of 65 at five under the same score That's Patrick Kong what my another who chipped in at the ninth Two men were at the top of the leaderboard for most of the day Eugenio Chikara Who's been in such good form recently and already an international series winner? Finishing with a birdie at his final hole the 10th a 63 without a bogey on the card Cameron Smith the former open champion Beautiful back nine five birdies including four in a row this at the 15th The pick of them there was a birdie to come at the 17th as well a 63 For count Smith, he's tied for the lead with Eugenio Chikara at seven under


In support of force design 2030, one of our common arms primary focus is on reconnaissance and counter reconnaissance, specifically in littoral spaces. So we're here in Estonia right now at the request of the Estonian government and we're here to reassure our allies. A key part of that is increasing what's called maritime domain awareness. Our main role in this task force is to further provide targeting data and to provide further awareness specifically in the maritime environment. And the Navy Marine Corps team, that is where we operate. There are ideas and systems that have existed for a long period of time, but in the past it required a lot of planning and resources. Those same sensors today can be packed out and they can be employed anywhere in the world, anywhere the Navy or the Marine Corps needs us to go. So this has been a very interesting opportunity because this all started as an idea as a concept that the Commandant asked us to define. And it turned into an operational employment that has served very useful. Not only to the Sixth Fleet and the Second Marine Exhibitionary Force, but to our allies and partners here within the region. In a very short period of time we've been able to take a concept, make it real. Innovation of ideas, really led by NCOs leading from the front, really demonstrates the very best of what the Marine Corps is and in the best what the Navy Marine Corps team can provide to the Joint Force. Maritime domain awareness operations encompass all the activities to create a broader picture for the fleet commander of everything that is transiting the maritime domain. So we combine small form factors, surface search radars, small UAS, and enhanced observation telescopes to provide actionable intelligence and information to provide targeting data on vessels of interest transiting the straits. We currently have a liaison element located in the Estonian Maritime Operations Center. And we maintain a constant presence of the Estonian Navy within our Combat Operations Center. Maritime domain awareness is enhanced by all the different assets available to you. This is exactly what the U.S. Marine Corps is helping Estonian Navy currently to achieve with having multiple mobile teams on our shores. The more eyes we have, the greater our situational awareness is, which all leads to a greater overall security. Second Marine Division is moving ahead, exercising the Comedon of the Marine Corps force design concepts. The Comedon directed change so that we find and execute new ways to operate within the great power competition continuum. We did that by standing up the Reconnaissance, Counter Reconnaissance Force, or RXR. We are integrating with the Navy through a physical and operational presence within a fleet headquarters. In deploying forward, we achieved direct, tangible, and actionable results related to naval integration with our stand-in forces distributed throughout the UCOM theater. By positioning ourselves forward and serving alongside our joint partners and allies, numerous operational opportunities were seized upon by distributing several reconnaissance teams from Second Reconnaissance Battalion and Mobile Reconnaissance Teams from Second Light Armored Reconnaissance Battalion, supported by critical enablers from Marine Air Support Squadron 1, Second Radio Battalion, Two Meth Informational Group, and Victor-1-2 Ibex to Estonia during Exercise Hedgehog 22. This is a NATO country that is actively seeking opportunities to enhance their own maritime domain awareness that mirrors the greater six-fleet goals while maintaining a strong relationship with NATO allies and partners.


As I've mentioned, Unity as of yet provides very few stock ECS components and systems. And so as of yet, a lot of the functionality that's in the old GameObject components, only a small subsection of that right now has an analog in ECS. Really, all we have at the moment are two namespaces, Unity.rendering and Unity.transforms, that allows to position objects in space and to do basic rendering. Here I have an example that uses both rendering and transforms. This is based on an example I got from this GitHub repo by S.Tariq Satin. And because in this example we're going to need a mesh object and a material object, well, we want those to be loaded by Unity as conventionally done in scenes. And so we're not in a system here, we're in an ordinary monobehavior which I've called BootStrap, given it these mesh and material fields. And then over in Unity I have this BootStrap object which has an instance of this BootStrap script and I've plugged in the stock cube mesh for the mesh and this red material, which is just a solid red material. So once the scene loads, we'll have this GameObject with this component with these two properties and so Unity will do the business for us of creating this mesh object and this material object. So back here in my code, I want to do some business after the scene loads and the way I can do that is I create this static method, taking nothing and returning nothing and give it this attribute called runtime initialize on load method, specifying that we want it to run after scene load. And inside the method, we find the object, get its BootStrap component, assign it to this BootStrap variable and now we can get at the mesh and the material which Unity has loaded for us. And what we're creating here, mesh instance renderer is defined in Unity.rendering and we provided a mesh, a material, we specify which submesh of the mesh we want to render. So this is an index and in this case the cube just has one submesh and we want that first submesh zero. We specify if we want this thing to cast shadows and we'll say no and do we want it to receive shadows, also no. And this mesh instance renderer is a shared component type. So we're going to create multiple entities but they will all have the same value cube renderer. So now to create the entities, we get the entity manager, we create a cube archetype which consists of a position, heading, transform matrix, move speed and move forward. These are all non-shared component types defined in Unity.transforms. And now having to find this archetype in a loop, I'll create a bunch of entities of this archetype and set component data for the position, the heading and the move speed. Well to say the speed is just one, the heading, that's the direction we're moving in also effectively determines the rotation but we express the heading as a unit vector which here we just want to be random so there's this handy property on unit sphere that gets us a random vector three. But the value expected here is supposed to be a float three which is a type defined in Unity.mathematics which is a new library used a lot in conjunction with ECS and the job system. Float three as the name implies is three float values and it's basically the Unity.mathematics equivalent of the vector three class and there's an automatic coercion method for converting from vector threes to float three so that's why we don't have to convert here, it's implicitly converted. And the position here will just set to be the origin zero zero zero so everything just starts at the origin and then we'll move away from it in a random direction and lastly to make all these things render we need to add in the mesh instance render component and because they're all sharing the same component value they'll all be rendered in the same way they'll all be rendered as this mesh with this material and then we'll cast shadows or receive shadows. So now this is actually all the code I need to render some cubes starting at the origin and which will slowly move off in random directions because having to find these entities with these components there are systems in Unity.transforms in Unity.rendering which will take these entities and render them and we'll look at that code in a second but let's just go over to Unity and see this in action, hit play and there they all spawn at the origin but they have different headings and they're heading off in different directions but at the same speed before looking at the system code looking here at the definition of the mesh instance render shared component you'll see down here there's also this class called mesh instance render component which is inherited from shared component data wrapper there's this class which allows us to wrap our shared components and there's also a non-shared version of this wrapper class just called component data wrapper but here we're wrapping the shared component instance mesh instance render in this new class and what this does is it creates an old style component a game object component which simply holds a value of this component type in this case a shared component type and then in the editor it exposes all these fields as properties so with this wrapper of mesh instance render I can come into the editor and add a component and under scripts because it's considered like a custom script under rendering there's mesh instance render component and if we open this up it exposes under this serialized data exposes all of the elements of the struct so we can plug in here say our cube mesh and we can plug in the material and we can specify the submesh index and whether this thing should cast shadows or whether it should receive shadows and now back on our code to get a mesh instance renderer with that mesh and material and all those properties we simply get at that mesh instance renderer component the wrapper and then from that it has a value property and this value is the wrapped I shared component data which we hear then assigned to cube renderer and then the rest of this code is the same so arguably this is a more convenient way to set up our cube renderer so I might just verify that this version has the same behavior come here hit play and yep we get the same result we get a bunch of cubes just spawning at the origin and heading off in random directions you may have noticed that when I added mesh instance renderer component this wrapper type it automatically added a game object entity to the same object and that's just a rule anytime you have one of these wrapper types you have to have this game object entity and what this game object entity script does is it automatically creates an entity in the default world so for this bootstrap game object there will be an entity equivalent automatically in the default world which has a mesh instance renderer ECS component not a game object component now actually in this case we don't really use that entity that entity that's being created here automatically doesn't actually do anything it's not being used we just really wanted an easy way to set up a value of the mesh instance renderer shared component type so the fact that this is required in this case that I can't have my mesh instance renderer component wrapper without the game object entity in this case there's really no good reason in this case why it's required but in other cases you may find it useful also understand that this game object this bootstrap game object and its entity equivalent they are not bound together there's no two-way data binding going on it's not a live relationship where changes to the one affect the other after creation the entity derived from this bootstrap game object is just an independent thing from the game object so changes to one do not affect the other I've seen some talk on the forms of this is something they want to address so that you can have live two-way data binding relationships between game objects and entities but as of yet that's not how it works one more thing to talk about in the editor before looking at the system code is that we can bring up the new entity debugger window what it allows us to do is introspect all of our systems and all of our entities and right now without the game running as far as the editor knows it you see this pull down that's showing us the worlds and I don't play the game it's showing me the so-called editor world and in the editor world the only entity that exists is the one created from this bootstrap game object because the other entities we create are going to be created at runtime by our code but if I now play the game and hit pause you'll see it's now showing us the default world and in the default world the actual world we have at runtime we have that original entity that was created via the game object entity script and now we have those other nine entities that we created and as you can see we can introspect these and see the transfer matrix they have the position they have, they're heading, they move forward all the components that make up that entity and then here on the left you can see we have actually a lot of systems going on because we did bring in the Unity rendering and Unity transforms namespaces and that's where these systems are coming from in our own code we didn't create any systems remember we just have a single amount of behavior with a static run on load method that's all we have so this is all provided by Unity itself and unfortunately at the moment I think there's something they'll change but right now it's just showing the systems in alphabetical order whereas pretty obviously you'd want to be able to look at the systems in order of their execution but right now it's just alphabetical and at the top of the list you see entity manager, you click that and it just shows you all the entities but if I click on some specific system like here it's telling me which component groups this system concerns so there's two component groups, one that's looking for move forward components, move speed, rotation and position components I probably can't see it on the video but the blue ones are labeled RO as in read only and the green ones are labeled RW and the second component group is looking for entities with a heading and move forward and move speed and those are all read only and then read right for position and then the red one here that's a minus sign so this component group only matches entities which don't have a rotation and this number here on the right that's showing currently as we're pausing the debugger how many currently existing entities have matched this component group for the second component group there are nine and then for this first one there are zero the systems that are grayed out are the ones that have currently for their component groups no matching entities when we do have entities matching the component group we can look in the component group and click on an entity and then see its details in the inspector so now let's actually look at the mesh instance renderer system, this is the system in the Unity rendering namespace which will take our entities and actually render them and the component group which this system is looking for is expecting the entities to have a mesh instance renderer a transfer matrix component and not have a mesh cold component and a mesh LOD an active component these two component types are actually just tag components if you go look at their actual definitions there's nothing in them, they're so called tag components because they have no data you just put them in entities to effectively mark that entity and so if an entity is marked by either one of these components then it won't be rendered because the idea is if you've cold a component it shouldn't be rendered and if it's not within the current level of detail then it should be LOD inactive the cooling system and the LOD system are much more complicated than just the simple rendering system so I won't go into them but if you're interested you can go look at their code anyway so our mesh instance renderer system is looking for entities with a mesh instance renderer component and a transfer matrix and in each update remember mesh instance renderer is a shared component and so first off it's getting all the unique mesh instance renderers that's what this code does here mcached unique renderer types is a list of mesh instance renderers which you pass in and it gets populated with all the unique mesh instance renderer values and then we create a forage filter from those unique values and then in this loop for each unique mesh instance renderer we get that renderer, that mesh instance renderer value and we get a component data array of the transfer matrices passing in the forage filter and the index and if you recall from the previous video this transforms array is only going to iterate to the entities which have this particular renderer value so with the renderer and all the transforms that are using that renderer we then want to render all those objects because what we're doing in this loop is we're rendering as a batch, we're rendering all the entities which use the same mesh instance renderer the things that have the same mesh and material so they're rendered in the same way now the actual rendering work is done by the draw mesh instance static method of the graphics class which is a class actually that's been around for a while in Unity and it allows us to draw for that one frame to draw something in our game without necessarily using any of the old game objects in their components so it has for a while been possible to render in Unity without any game objects and so that's what we're doing here you pass in the mesh you pass in the sub mesh the material and this here is an array of transfer matrices because this one call is rendering multiple instances of the same mesh and material it's rendering them at the different positions specified by the transfer matrices that make up this array and here length is the count of instances to render which may not necessarily be the same thing as the length that they render because you might have an array of matrices that's larger than the number you actually want to render so that's why it's specified separately null here is passed to a properties argument which is additional properties about how to render materials but we're not using any of that here so it's just null and then the last two arguments here are specifying whether we cast shadows and receive shadows which again is coming from the renderer component because that's where we specified that option and the reason we have to call draw mesh instance in this loop is because there's limitation that draw mesh instance can only render up to 1,023 instances at a time so we might have more than 1,023 entities all using the same renderer and so we have to actually go through a loop and split them into bunches of 1,023 the other issue here is that we can't just take the transforms as is because in their entity component form it's a different representation than what this method is expecting the draw mesh instance method is expecting this array of matrix 4x4 whereas ideally we'd be able to take the transfer matrix data as it exists in the entity component chunks and just pass that in but the graphics class long predates ECS so they didn't design it with this in mind so this is something they're talking about rectifying and I guess adding an overload of draw mesh instance that will take in a native array rather than a matrix of 4x4 in the meantime then what has to happen is we actually have to copy all the matrices from their ECS form in the ECS chunks into these matrix 4x4 arrays and we have to do so every frame so there actually isn't at the moment a very obvious and serious performance inefficiency in the mesh instance renderer system and that's what this method appears doing it's taking the transforms from the component data array and then taking that data and just packing it into a matrix 4x4 array that's all this is doing oh and one little detail you have to get right when using the mesh instance renderer system is that the material you use must have this checkbox enabled enable GPU Instancing without this checked we'll get an exception when it calls graphics.drawMeshInstinst so that is how the mesh instance renderer system works you may be wondering though well we added a transform matrix to our entities but we're not actually setting that value on our entities well what's happening is that by virtue of giving our entities a position and a heading and a move speed there are other systems in the Unity Transforms namespace that are taking our entities and computing a new transform matrix value from those other components and that is done here in the transform system which is quite lengthy and so I don't think I'll really go into the details here but understand this is how that is happening the transform matrix components are computed from the other components much more simple is this move forward system which is taking our entities with their headings and move speeds and modifying the position it also does the same thing as you can see for an entity which has a position rotation and move speed heading in a sense is just a different way of expressing the rotation I imagine like a handle sticking out of an object and if that's your forward heading well what if you point the heading in some other direction and that's just another kind of way of specifying a rotation so a heading is like a rotation expressed as just a vector whereas these rotation components if you go look at the rotation component class it's a quaternion again we have the Unity.mathematics namespace which has its own quaternion struct type which is I'm honestly not exactly sure what's inadequate about the old quaternion and vector three types because those are of course and so I would think they would be just as efficient as these new types but perhaps there's something I'm missing anyway so back in the move forward system you can see here it's a job-ified kind of system the actual work is being done in this job if we go look at the actual on-update method this is a job component system rather than a component system and so the on-update is expecting a job handle for the input dependencies and we return a job handle which we've defined in this class we've defined two job types there's a move forward rotation job and a move forward heading job both I job parallel fours which if you recall it's for a job where you're going through some range of indices from zero up to some number of iterations and you want to logically behind the scenes have that split into separate jobs such that the ranges can be processed in separate smaller jobs that's what that automatically happens with I job parallel fours based on its current position its current move speed and its current rotation and then the move forward heading is almost exactly the same thing except the way we compute the rotation is different because we're dealing with a vector heading instead of a quaternion rotation so both these jobs are bringing in component data arrays notice that the heading and move speed data arrays are read only because we only need to read the data as in delta time both these jobs are doing a calculation based on the amount of time elapsed that has to be passed into the job so down here on update when we create these jobs we create the move forward rotation we get the component data arrays from our component group set those up and then for DTE we get that from time dot delta time just like we do in model behavior code so we have the move forward rotation job and the move forward heading job and because these are I job parallel fours we have to specify the number of iterations that's from the length of the component groups and we specify a batch size 64 is a quite typical size for when each execute does just a small amount of work and we make these jobs dependencies of the input dependencies the job handle passed in because it might be the case that there are other systems that have created jobs that might conflict with these and we need to make sure that the appropriate dependencies are set up when we schedule the jobs we know for sure are okay to run concurrently because they don't interfere with each other if you go look at the component groups you'll see that the forward heading group will not match any entities that have a rotation so any entity matched by this component group will not be matched by this component group they're mutually exclusive sets of entities so that's why one of these jobs doesn't have to be a dependency of the other it's okay if they run concurrently but then we need to return a single job handle so if we have component systems if they happen to touch component groups that conflict with these component groups they won't interfere with these jobs that will have set up the appropriate scheduled dependencies and so we combine both of these two job handles from our jobs that we created combine them into one handle and that's what we return so we have a system here that every frame is going to set up some jobs that will move our objects which have headings or rotations and have a move speed


So, it's been a few months since my last product idea video. The reason being is because to find truly decent products like really good products that I have confidence in, it takes me quite a lot of time to do so.  Ever since coronavirus too has kind of put a shutdown on things and the majority of my time to be honest has been doing product research. I'm just creating lists of different products so that when things do kind of come back online again then I've got a ton of different products that I'm ready to start testing right away. So in this video, I want to share with you three of those products that have absolutely huge potential in 2020. I'm going to show you the reasons why too. I like to present evidence with everything that I suggest just to back it up. And yeah, that's pretty much it. Thanks for tuning in. I hope you guys enjoy it. If you do, please make sure you let me know. By the way, hit that like button, leave a comment down below, whatever it is. I read every single comment too. So if there is a question you want to ask me, simply post it down below and I will get back to you. And finally, as it says there at the top, don't forget to subscribe for new videos every single week. Thanks again for tuning in and let's get straight into product number one. So the first products I want to show you guys is this retractable stall. To tell the truth, I found this a few months ago but being somebody who dropships into the UK, a few months ago in the UK, well even still today to some degree, it's cold every single day, it's raining every single day. However, now that we're coming to the end of March into April, we have festivals coming up, people start to go camping. So now is the perfect time to start selling this product. Just to kind of illustrate this, I'll give you some evidence behind why I'm saying this. Then here is the Google trend data for the two search terms, camping and festival, side by side against each other. As you can see, they kind of both go up and down at the same times. And at the point in which they both start to increase, as we can see here, is kind of now. So pretty much now the time we're in now, now is a great time because as you can see, it's only gonna go up and up and up until it reaches this peak in kind of July, August time. And this repeats as you can see year on year too. So that is the perfect illustration of why now is a great time to sell this product. There are some more reasons though. Number one, being is this easy to market. The best products I've found in my experience to market on Facebook are always the demonstrative products, the products that you can illustrate exactly how they work and how they can benefit somebody if they buy them. So just to give you a quick showcase of a particular ad that I found, just to give you an idea of the kind of things that you want to be doing. So as you can see, you can, they're illustrating straight away the fact that it's retractable and it extends. So it's like a flat pack to begin with that extends much bigger. So it's easy to pack, easy to travel with. And then if we just zoom ahead, they go on to show all the different kind of applications of where and how you can use it. Even in your, even in your own living room, as you can see, they're demonstrating here. If it was me, I wouldn't demonstrate it in such a pointless way. If you ask me, I would invest in one of these things. I would take the time to go out to a local fishing lake or to a campsite or something and just show the proper environment in which you would use a product like this one. If we go back to keynote then, there are some more reasons. Number two, it's really easy to target on Facebook. Obviously you can target certain festivals and people who go to certain festivals is kind of like a certain demographic who go, which makes it even further easier if that makes sense to target. And then obviously you've got camping, fishing and any kind of outdoor event as well. Point three, I've already mentioned. It's coming into trend right now. I've already seen the data. The next point is there's many upsell and cross-sell opportunities. So with people spending time out there, so for example, fishing, there's tons of different pieces of fishing gear that you could upsell with this. Same for camping, same for festivals. And believe it or not, then you can actually compete with Amazon on the price. So if we open the link to find the exact same products on Amazon, we can see that these guys are selling it for 35 pounds. Taking that into account then, if we get into the numbers, the purchase price is 19 pounds 57, which we can see here over on the right. Sale price 34.99 as a minimum, if you ask me that is, if you do want to compete with Amazon, leads you a profit margin of 15 pounds 42. Take your Facebook ad cost out of there, you're looking at about five pounds profit per order if you don't include anything else on top of that. So no cross-sells or upsells. Product number two is this 15 in one baby carrier. Now it's important that you don't just go to any random baby carrier. It has to be this 15 in one one. The reason being is I showed this to my sister and she said it'd be a great products because it combines multiple problems into one solution. So the reasons for this products then why, I think it's such a good product and why I think you should test this one is, number one is consistent seller all year round. So a lot of products will come in and out of trend such as the one I just showed you, whereas this one will sell consistently all year round. And just to illustrate this again, I want to show you some Google trend data. So as we can see in the UK for the past five years, it kind of stays at the same level which brings me nicely into my next point. In fact, it's not my next point, it's the fourth point down, which is it's an evergreen market and what that basically means is there's always more and more people coming into this market because there's always people being born.  Number two is it solves many, many problems as it says in the title, it's a 15 in one baby carrier. And the advantage to this then is it allows you to move your baby around into different positions. So as your back starts to hurt, you can move the baby to a different position to kind of take stress off that part. The other thing it has as well that the typical baby carrier doesn't is different pockets. So for example, when you leave the house, I've seen my sister carry her baby plus about two or three different bags and it's like a big juggling action. He's a handbag, a gym bag, et cetera. Whereas with the products like this, it kind of eliminates at least one bag that you need because you have that pouch at the front plus there's a pouch at the back. So you can put things like your valuables, your car keys, money, wallet purse, whatever it is. Just kind of saves on having to carry that extra bag, which again, kind of in a way makes it safer for the baby that you're carrying. Point number three is there's great Facebook ad potential. So I just want to show you this Facebook ad that I found, which I thought was a pretty good one. And again, the best products to advertise on Facebook are ones that kind of demonstrate how a product works and the advantage to buying it. That's why I like products like this so much is because at the end of the day, we're advertising on a social media platform. So it's all about capturing attention. Plus the other thing about this as well, as you can see in the video, there was a kid and there was an adult as well showing faces and faces are scientifically proven to attract attention, which again, makes it another good reason for why it's so suitable to advertise on Facebook. Back to the reasons then, I've said it's an evergreen market. There's lots, I say lots, there's tons and tons of different upsell and cross-sell opportunities with this as a parent becomes a parent becomes a new parent. Obviously there's tons of different gear that they have to invest in. So it just kind of lends itself to lots of different cross-sell and upsell opportunities. There's little competition on Facebook as well. If I open this link, I did a quick Facebook search for baby carriers. And as you can see, they're all very different to each other. There's maybe one or two selling the same product which puts you in good stead for when somebody sees your ad, you're going to be the first time somebody has seen that product, which is always a good thing. There'll be certain products that you'll come onto Facebook and search for them. And literally almost every single one of these will have the same thumbnail and it'll be the same video ad, which is always a bad sign. It's just a sign of saturation, too much competition, and the fact that people will have seen that product multiple times before. The final point I'd like to finish on before we get into the numbers is just to kind of, a little tip is to focus on a USP.  Most parents, most new parents are going to experience back pain. And that was kind of their USP, their focus, the kind of people they were trying to target, the solution they were trying to solve and they were doing really well and focusing on that one particular element. So when it comes to advertising products, not just this product, any products in general, try and find that one kind of really important element to the products that it can solve or make better for somebody. Finally, then the profit margins are really great in a product like this. Purchase price is 15 pounds 52, which we can see in the screenshot on the right. Sale price 39.99, that seems about average across the board, which leaves you have a profit margin of approximately 25 pounds. Take away your Facebook ad costs, you're looking at about 15 pounds profit per order plus any up sales or cross sales makes it a really profitable product with huge potential. The third and final product for this video then is this phone holder for a bike. Just to name a couple of reasons that aren't on this list because I couldn't fit them all on the page. A couple of reasons I know why I've liked this so much. Number one is because there's an increase in demand for products like this. Speaking to a couple of cyclists in my family, they use their phone so much now while they're on their bike. To track the distances they're going, I think there's even a nap now that will track your speed. Obviously having music too, you can change your music.  I've sold multiple products in the cycling niche and trust me, cyclists are super passionate about what they do. To stick to the keynote then starting from the top, number one is the market is absolutely huge. Cycling is getting more and more popular and it's just about coming to trend too, especially in the UK with the weather, getting better, getting warmer, i.e. it's gonna be safer to cycle on the road. Then now is the time in which it starts getting more popular, which we can see. So March time is kind of like the beginning of the spike upwards. So again, i.e. now will be a great time to start advertising and selling the products like this. And this happens year on year two. So you can pretty much guarantee that the popularity for this product is just going to go up and up and up for the next few months. To go back to the keynote then, a couple more reasons. Self is an important problem which I already touched on. Obviously having your mobile phone right there in front of you, you can change the music, keep track of where you're going, see what speed you're doing, see if anybody's ringing you, see any text messages or notifications you need to be aware of. There's flexible marketing options. There's so many different ways you could market this product. You could buy one, attach it to your bike and then have someone drive alongside of you, taking a video, you could use a drone. You could attach it to a motorbike. You could attach it and do so many different things. It would attach to a pram. I've just seen the image there. I didn't even think of that having it on a pram so somebody can keep an eye on their phone at all times. Point number three, easy Facebook ads targets in. Because the cycling niche is so huge, there's so many subjects within cycling that you can target. So for example, you would obviously target mobile users because it's a product for a mobile and then within cycling itself, there's so many different things you can go for. So there's brands, there's different competitions, there'll be famous figures, there'll be websites, magazines. The list is pretty much endless. The next point is people are more likely to buy one. So going back to what I mentioned briefly earlier, I have sold products in the cycling niche in the past and what would happen is because people tend to cycle with their friends or part of cycling groups of multiple people, they would tag their friends or they would text their friends and say, hey, I've just seen this really cool product. Would you like me to get you one? And they would buy multiple of these things. The next point as well, which is quite an important one to be honest because it is the cycling niche is that within this niche, there are a ton of just different products you can sell like lights, different speedometers, bags, you can get bags attached to your bike, you can get bottle holders. There's so many different products that you could offer as an upsell or cross sell, which is obviously really great for your bottom line, your profit margins, and which brings us onto the final point then of this video, which is the number. So purchase price you can see is £1.66. After looking at a few different stores which are selling this product, kind of middle of the road is about £20 depending on which one you go for. There is this plastic one here which has elastic that goes around your phone, but then there is a metal version as well. So £20, give or take, which leaves you at a pretty healthy profit margin of £18.33. Now if you can achieve obviously a £10 CPA, which is pretty reasonable on Facebook, you're looking at over £8 profit per order and that doesn't include anything you can sell on top of that. So overall, very good product with lots and lots of potential. And with that being said then that pretty much wraps up the video. So thank you very much for watching. I really do appreciate the support by the way. So thank you. If you've got Instagram, make sure you head over there and follow me for more content on dropship in these sorts of things for off of YouTube. Make sure you check out my free e-books too. There will be links for each one in the description. There's five different ones. So make sure you go check those out. They are absolutely 100% free. And finally, if you do want a proven step-by-step program that comes with my full support, make sure you check out my e-com academy as well. There's loads of different testimonials in the 10K club which I've recently added to it. So click on the link, go check those out and see what you think. And yeah, that's pretty much it. Thanks very much for watching and I'll see you in the next one.