Creating a 3D First Person Shooter (FPS)
In Chapter 9, we created a global event system, a quest system, and components that were all loosely coupled and worked together to provide versatile quests for the player to complete. With the systems in place, we made quick work of being able to implement collecting items to notify, update, and satisfy a specific quest requirement. The components created are extensible and reusable for creating any number of quests.
We then imported and fixed the rendering for the Universal Render Pipeline (URP), and refactored the code of a third-party sliding puzzle asset as an example of how to leverage the Unity Asset Store for our games. We finished by setting up the puzzle in the scene with new artwork and triggering an event when the puzzle was solved that ended the level with a fade-to-black sequence.
This chapter will pick up right where the previous 2D adventure game left off by introducing a 3D FPS game for the habitat interior we just entered...