So far I've added a lot of scripting to the level. For the inspectable objects, I created a system that allows for individual objects to just modify the UI. One of the things I haven't done before was reversing audio, which I accomplished through the pitch attribute of the audio source
radio.pitch = playSpeed;
if (playSpeed < 0){
radio.time = radio.clip.length;
}
radio.Play();
door_sound.Play();
After inspecting the first object, I wanted to have an effect to signify the start of an event. I accomplished this through the post-processing component attached to the camera.
*Edit grain settings after door opens*/
GrainModel.Settings GRAINSettings = editProf.grain.settings;
GRAINSettings.intensity = 1;
GRAINSettings.size = 1;
/*Edit Chromatic Aberration settings after door opens*/
ChromaticAberrationModel.Settings CASettings = editProf.chromaticAberration.settings;
CASettings.intensity = 1;
editProf.grain.settings = GRAINSettings; //apply grain settings to Post-Processing Profile
editProf.chromaticAberration.settings = CASettings; //apply Chromatic Aberration settings to Post-Processing Profile