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 that use the physics engine. This is something you'll likely expand upon in many other game scenarios while working with Unity. We also explored the concept of instantiation, something that is very important to get to grips with, as it means you can create or clone any prefab asset or game object during runtime — a very useful tool in your game-designing arsenal.
We also gave the player further feedback by reusing our TextHint GUI object made in Chapter 5 and worked across scripts in order to send the information to this object.
These are concepts you will continue to use in the rest of this book and in your future Unity projects. In the next chapter, we'll take a break from coding and take a look at more of Unity's aesthetic effects. We'll explore the use of particle systems to create a fire outside the outpost cabin — giving...