This week, I focused on interactivity.
Several objects in the world will interact with the player, primarily to allow the player to move around inside the world itself. One such item is a door to the mess area at the back of the ship.
To avoid complications, such as keyed animations, the open-close motion of the door is controlled by a Unity Slerp action – transforming the door between one vector and another. All of this was wrapped up inside a trigger object set to actuate when the player entered it.