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

Setting up our ScenesManager script

We will take some responsibility away from the GameManager script by making another manager script to be more consistent with the data and methods it holds. ScenesManager will take and send information to and from GameManager. The following diagram shows how close to GameManager our ScenesManager script exists within the framework when only communicating with GameManager:

The purpose of ScenesManager, apart from taking the workload off GameManager, is to hold the role of dealing with anything related to creating or changing a scene. This doesn't mean we focus on only adding and removing game levels; a scene can also consist of a start-up logo, a title screen, a menu, and a game over screen, all of which are part of the ScenesManager script's responsibility.

In this section, we will be setting up a scene template and two methods. The first method will be responsible for resetting the level...