8
Extending the Adventure Game
In Chapter 7, we added polish to the game by applying some simple VFX using post-processing effects (mainly Bloom) with the Universal RP, Shader Graph for a custom 2D shader to make specific parts of a sprite glow, 2D lights to highlight the player, and the Trail Renderer component for a quick VFX win on our bullet sprite.
We then moved away from the player to give some much-needed attention to the enemy NPCs in the game by creating configurable enemies using a ScriptableObject architecture and introducing changing behaviors based on the state pattern as implemented via a simple FSM.
With the base functionality in place for the playable character and enemies with behaviors (mostly) set up, we can now move on to ...
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