In this chapter, we jumped into the art world. We brought our player's ship to life, giving it a series of maps and a light. Then, we moved on to Unity's particle system and created a thruster object with an option to expand it. Then, we moved into animation and got our hands dirty, adding and animating the scene background and animating particle warp stars. We covered states and transitions, then calmed things down with some animation code for our enemies.
That was a lot! If you ever revisit this chapter, you will go through it much quicker as you'll see, if you haven't already, that you can copy and paste animation keyframes, copy and paste particle systems, and tweak them. Apply maps in a regular return. The pace does pick up.
In the next chapter, we will look at a new scene where we upgrade the player's ship with the introduction of a shop before a level starts. We will also introduce the popular concept of free to play, which...