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Everything discussed here will become second nature to you once you start making games and putting these concepts into practice. For now, don't worry about it too much, and go on to the next tutorial!
Note: When scenes are small, the transition is instantaneous. However, if your scenes are more complex, they may take a noticeable amount of time to appear. To learn how to handle this, see the next tutorial: Background loading
In the next tutorial we will cover how to use Particles to take advantage of the GPU and move each fish around individually while still receiving the benefits of instancing.
This tutorial talked about "scenes and nodes", but so far there has been only one scene and one node! Don't worry, the next tutorial will expand on that...
As introduced in the previous tutorial "Events", an event can be a phone call, an email, a fax message, etc. It can be either an incoming or outgoing event. The idea here is to learn how to prepare a campaign, which means create its detail events that will be sent later, as you will learn in the next tutorial.
The next step will be to understand how to process this outgoing Event. We will learn how to do this in the next tutorial "How to Send Outgoing Events".
Secondly, an Event can also "Follow Up" a Ticket, which is a record in the CRM all Events and documents related to the same subject. We will introduce it in the next tutorial.
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