Summary
In this chapter, we have covered various topics that you will find crucial when creating any game scenario. We have looked at implementing rigid body objects both for animated dynamic elements and instantiated projectiles. This is something you'll likely expand upon in many other game scenarios while working with Unity. We have also continued our use of Instantiation from our Prototype scene at the start of this book, and effectively created a game mechanic that ties in with the rest of our game, forcing the player to interact with another element in order to gain access to our outpost, adding depth to the game and creating a simple puzzle for the player to solve—win the coconut shy to release the last power cell they need to charge the door generator.
We also gave the player further feedback by reusing our TextHintGUI object made in Chapter 6, Collection, Inventory, and HUD and worked across scripts in order to send the information to this object. We also took a look at how co-routines...