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


We have reached the end of this chapter, and we have conquered the majority of our game framework, as we can see in the following diagram:

We have created a game framework that would need only a few changes if we added 1 or 1,000 more enemies to our game. Some of the benefits of this use of reusable code and ScriptableObject is that it will benefit non-programmers, save time, and prevent collaborators from being bogged down in the code.

We have also made it so that if and when we want to add more EnemySpawner points, we can drag and drop more prefabs into our scene and update its ScriptableObject to change the enemy without coding in exact Vector3 locations.

We've covered other common Unity features including instantiating game objects such as enemies and player bullets.

In the next chapter, we will be covering the following scripts:

  • ScoreManager: When an enemy is destroyed, the player will receive a score.
  • ScenesManager: If the player dies, one life will be deducted; if the player loses all of their lives, the level will reset.
  • Sounds: Our ships and bullets will also have added sounds.

Finally, we will be updating the overall structure of our code.