We covered a lot of ground in this chapter, and that ground was far and wide. We started off by reorganizing our main Prefab to make change and iteration a bit more organized and easier to maintain. We imported a section of a Prefab and put it into our current Prefab, replacing the colliders.
We moved from there to setting up our scoring system, first creating trigger colliders and then a script that will respond with a score update and then delete the ball that touched it. We also learned a bit about using global versus local transforms.
Next up, we set up a Spawn Point to use it as a reference for the GameBall in our entire world. We set up a start button on the skee ball machine where the coin slot should be.
As we continued, we dug into the speed indication system, learned how to programmatically animate a light moving between two GameObjects, and then use its position to determine the color of...