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Unity Certified Programmer Exam Guide

Unity Certified Programmer Exam Guide

By : Walker
3.6 (12)
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Unity Certified Programmer Exam Guide

Unity Certified Programmer Exam Guide

3.6 (12)
By: Walker

Overview of this book

Unity Certified Programmer is a global certification program by Unity for anyone looking to become a professional Unity developer. The official Unity programmer exam will not only validate your Unity knowledge and skills, but will also enable you to be a part of the Unity community. This study guide will start by building on your understanding of C# programming and taking you through the process of downloading and installing Unity. You’ll understand how Unity works and get to grips with the Unity exam’s core objectives. As you advance, you’ll enhance your skills by creating an enjoyable side-scrolling shooter game that can be played within the Unity Editor or any modern Android mobile device. This Unity book will test your knowledge with self-assessment questions and help you take your skills to an advanced level by working with Unity tools such as the animator, particle effects, lighting, UI/UX, scriptable objects, and debugging. By the end of this book, you’ll have developed a solid understanding of the different tools in Unity and be able to create impressive Unity applications by making the most of its toolset.
Table of Contents (17 chapters)
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14
Chapter 14: Full Unity Programmer Mock Exam

Chapter 2: Adding and Manipulating Objects

In the previous chapter, we discussed the importance of the Official Unity Programmer exam and what benefits it can produce for any developer who is looking to reassure either themselves or others in understanding programming in Unity. We also discussed the building blocks of being a programmer in general and our game's design brief.

As we are programmers working on a game engine, it is likely you will be working for a range of industries. In many of these industries, you will be issued with a technical brief/documentation (well, you should be!) for building an application. With this project, we are making a game, and the game design brief is effectively the blueprint for making this game. In this chapter, we will be applying the majority of our code, game objects, prefabs, and more based on the guidance of the brief and the game framework. We will be reminding ourselves of the brief and game framework during this chapter and will transfer specific information into our code.

With regard to our code, we will be covering the importance of interfaces and scriptable objects to help structure and uniform our code, preventing it from bloating unnecessarily, which we covered in Chapter 1, Setting Up and Structuring Our Project, with SOLID principles. We will also be getting used to the Unity Editor and becoming familiar with game objects, prefabs, and importing three-dimensional models to animate.

In this chapter, we'll be covering the following topics:

  • Setting up our Unity project
  • Introducing our interface (IActorTemplate)
  • Introducing our ScriptableObject (SOActorModel)
  • Setting up our Player, PlayerSpawner, and PlayerBullet scripts
  • Planning and creating our enemy
  • Setting up our EnemySpawner and enemy script

The next section will outline the exam objectives covered in this chapter.

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