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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 3: Managing Scripts and Taking a Mock Test

In this chapter, we are going to continue structuring our game by applying a Singleton design pattern to our GameManager script. This will allow our game to move on to another scene while keeping the script managers functioning and preventing them from being wiped (thereby preserving our data). We will then make a start on other details of our script and observe how information (such as the player's lives) travels through the game's frameworks. If and when the player dies, a life is deducted. If and when the player loses all of their lives, the game over scene will be triggered.

We will be extending our original code and introducing enemy points so that when we hit our enemies with bullets, the enemy will disappear as usual, but will also generate points. This scoring mechanism will be handled by a new score manager that we will be creating.

We'll also be adding sound to the player's bullets, which is a straightforward...

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