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

Adding a Singleton design pattern

As you will recall, back in Chapter 1, Setting Up and Structuring Our Project, we spoke about design patterns and how useful they are to help maintain our code. One of the design patterns we briefly covered was the Singleton pattern. Without repeating ourselves, the Singleton pattern gives us global access to code that can then be obtained nearly at a point in our game. So, where can we see the benefits of using the Singleton design pattern? Well, we could use it so that Unity always keeps certain scripts accessible, no matter what scene we are in. We have already added a lot of structuring to our game framework and we still have a couple of manager scripts to add, such as ScoreManager and ScenesManager.

Now is a good time to make it so that all of the manager scripts have global access to all other scripts in the game. Managers give a general overview of what is going on and steer which way the game needs to go without getting caught...