Refinements and Improvements
Splendid! You’ve reached the final chapter of the book. CMOD is now complete and feature-filled. True, it’s a relatively short game with just one level, two weapons, and three enemy types. And many gamers might even mistake the game for being “simple.” But we know now that this is really more of a simplification than anything else. Despite being small, CMOD makes use of an extensive range of Unity features and C# nuances, and these in turn depend on concepts and theory that’s far from obvious.
In Chapter 2, we constructed a level using the modular building technique, added lightmapping for static lighting, and configured enemies and power-up objects using Prefabs. In Chapter 3, we laid the foundations ...