In this chapter, we introduced a new concept to our game to make it more interesting than just taking place in space. Our camera and player needed to be slightly tweaked for the final level to support side-scrolling, instead of them being static in one screen as is the case on the previous two levels. We also introduced a second enemy that would move around the floor, dodging other enemies in a panic-like state. The fleeing enemy used the navigation system that comes with Unity as standard and we gave the enemy a floor to run around on. Lastly, we introduced the Timeline feature, which is related to the original animation system we used in Chapter 3, Applying Art, Animation, and Particles. We also discovered how Timeline lets any game object or component be animated in it without needing some form of hierarchical link between the game objects. Also, we extended the timeline to cover other components, such as lights, which we can't animate alone with the Timeline feature...
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