Summary
We covered a lot of ground in this chapter, and that ground was far and wide. We started off by reorganizing our main Prefab to make change and iteration a bit more organized and easier to maintain. We imported a section of a Prefab and put it into our current Prefab, replacing the colliders.
We moved from there to setting up our scoring system, first creating trigger colliders and then a script that will respond with a score update and then delete the ball that touched it. We also learned a bit about using global versus local transforms.
Next up, we set up a Spawn Point to use it as a reference for the GameBall in our entire world. We set up a start button on the skee ball machine where the coin slot should be.
As we continued, we dug into the speed indication system, learned how to programmatically animate a light moving between two GameObjects, and then use its position to determine the color of the light, while at the same time determining the speed of the ball.
Next up, we created...