Chapter 9. Taking Our Game to the Next Level

In this chapter, we'll cover the following topics:

  • Creating a muzzle flash using ParticleEmitter
  • Creating a trigger system
  • Creating a timer trigger
  • Adding an interaction trigger
  • Controlling AI with triggers
  • Creating a dynamic skybox with a moving sun
  • Improving a scene with postprocessing filters
  • Performing complex movements with MotionPaths
  • Cutscenes using cinematics
  • Using a positional audio and environmental effects

Introduction

So the core mechanics are in and the game is playable, yet it still feels like the game lacks something. In this chapter, we will explore different methods to enhance games and fuse together some of the recipes from other chapters.

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset
18.216.255.250