Book Image

Unity Certified Programmer: Exam Guide

By : Philip Walker
Book Image

Unity Certified Programmer: Exam Guide

By: Philip 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 also enable you to be part of the Unity community. This study guide will start by building on your understanding of C# programming and take you through the process of downloading and installing Unity. You’ll understand how Unity works and get to grips with the core objectives of the Unity exam. 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 recent 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 understand how to create impressive Unity applications by making the most of its toolset.
Table of Contents (17 chapters)
Full Unity Programmer Mock Exam

Applying and adjusting level music

In this section, we are going to look at adding background music to our game levels. We will also be updating our scripts so that our music volume changes at different points of the game.

In the following sections, we are going to do the following:

  • Add music to each level.
  • When the player completes the level, make the music fade out.
  • If the player dies, make the music instantly stop.
  • Music will not play on other scenes, only level scenes.

So, let's make a start and add our game music to the level1 scene.

Updating our GameManager prefab

In this section, we are going to update the GameManager game object so that it holds a new game object (called LevelMusic) as a child in the Hierarchy window. We will then assign the LevelMusic's AudioSource component and an MP3 to play. This kind of setup is ideal for a simple game; otherwise, we potentially run...