Summary
This was another chapter with a lot of moving parts that incorporated so many different aspects of the game engine. Let’s break down some of your activities that helped to add the finishing touches on so many things we carried over from the previous chapters.
First, you tackled background music and sound effects. You had already seen the usage of sound in Chapter 8, Adding Sound Assets, which covered simple scenarios. In this chapter, you’ve learned how to use sound assets in a proper context.
Next, you reexamined a topic you saw in Chapter 12, Interacting with the World through Camera and Character Controllers – player detection. This time, you used Area nodes as trigger zones since there would not be direct player interaction, such as mouse clicks and motion. Instead, Clara triggers predetermined events when she’s in the right zone.
You were also able to communicate information between game objects, essentially separate and distant systems...