This chapter covered a variety of topics, including understanding Unity's Audio Mixer, which is where we can control the sounds in our game, and altering levels with our script. Then, we moved on and looked at storing data with PlayerPrefs and custom storage in JSON format in order to recognize the differences between the two ways of storing data. For JSON, we converted our data from object-based data into bytes and stored the results in a file (serialization). We then moved on to Unity Analytics, which is where we can mark events in our game so that we can keep track of our players and know what they're doing. Finally, we looked at Unity's Remote Settings, which play a similar role to PlayerPrefs, but allows the server-side updates to our game without the need for us to create a new installation build.
In future projects, you will likely make use of the coding we covered in the last two chapters regarding storing and reapplying data such as music...