Today I finished the section “Complete Level” cutscene. This scene for a happy ending if a player managed to escape and win the level. I repeated how to use camera fade and animate movement between virtual cameras. Also, repeated UI elements.

Back to Quaternions. Tony Miller posted in public chat today this article about mathematical explanations of a quaternion. Must see if you are interested in 3D. https://www.quantamagazine.org/the-strange-numbers-that-birthed-modern-algebra-20180906/
I am also working on my portfolio webpage. Here is my address https://dmitrygordeev.xyz
This is what I learned today.
How to pause a game? It is easy if in your game moving parts depends on time. Time.timeScale = 0; To resume, or slow down change the value.
Quaternions
Confusing word for beginners in 3D. It simply stores rotation coordinates and have unique methods like:
LookRotation
Follows the direction
Vector3 directionToFace = _sphere.position - transform.position;
transform.rotation = Quaternion.LookRotation(directionToFace);
Slerp
Follows the direction more smoothly with delay
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime);
Cinematography. Pan Virtual Cameras.
With Virtual cameras and timeline, it is possible to screen movies, add effects like Fade to Alpha
