Summary
In this chapter, you learned how to create an efficient and convenient global event system to build out a quest system with components made in a flexible, scalable, and more maintainable way than with directly coupled classes. You also learned how to create a specific quest with unique requirements needing to be met before setting the quest state as completed while also learning how to introduce randomness for collecting required items.
We continued by learning how to import a third-party sliding puzzle asset from the Unity Asset Store and upgrade it for compatibility with Unity 2022 and the URP renderer while also extending upon the code to integrate it into our game code. We finished solving the security puzzle lock and winning the game with a cinematic Timeline sequence for fading to black.
In the next chapter, we’ll create a 3D FPS to continue the 2D adventure game directly. We will pick up right where we left off and enter the interior habitat environment...