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)
14
Full Unity Programmer Mock Exam

Summary

This chapter covered a variety of topics, including understanding Unity's Audio Mixer, which is where we can control the sounds in our game, and altering levels with our script. Then, we moved on and looked at storing data with PlayerPrefs and custom storage in JSON format in order to recognize the differences between the two ways of storing data. For JSON, we converted our data from object-based data into bytes and stored the results in a file (serialization). We then moved on to Unity Analytics, which is where we can mark events in our game so that we can keep track of our players and know what they're doing. Finally, we looked at Unity's Remote Settings, which play a similar role to PlayerPrefs, but allows the server-side updates to our game without the need for us to create a new installation build.

In future projects, you will likely make use of the coding we covered in the last two chapters regarding storing and reapplying data such as music...