We made it to the end of another chapter that had a lot of moving parts, especially for those of you new to Unity. Even though this book is focused on the C# language, it's important that we took this time to get an overview of game development, documentation, and the non-scripting features of the engine. While we didn't have time for in-depth coverage of the Lighting, Animation, and Particle Systems tools, it's worth getting to know them if you're thinking about continuing to create Unity projects.
In this next chapter, we'll be switching our focus back to programming Hero Born's core mechanics, starting with setting up a moveable player object, controlling the camera, and understanding how Unity Physics governs the game world.