Summary
In this chapter, we learned what a Heads Up Display (HUD) is, and how we can create HUD elements for our games by configuring special-purpose actors to fit the bill. We learned how to anchor an actor to the screen so that it will be positioned on the screen, rather than on the scene space, create attributes that reference one actor from another within a scene and then communicate between them, and how to make an actor follow the position of the mouse cursor. That's a lot of learning squeezed into one little chapter! You've learned much so far, and you should be proud of your achievements, but the learning isn't quite over yet. Let's advance to where we'll learn how to create a main menu and add functional buttons. See you in the next chapter!