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

Selecting game objects with raycasts

In this section, we are going to create the final shop script, PlayerShipBuild. This script holds properties such as selecting any button from the selection grid, running adverts, communicating with our existing game framework scripts, launching our game to play, and a few other things that we will cover.

One of the subjects you will likely come across in your Unity programmer exam and when developing games/applications in Unity is shooting invisible lasers that are used for things such as shooting a gun, making a selection in three-dimensional space, and more. In this section, we are going to make it so that when the player presses a button on the selection grid, the button lights up blue to let the player know that it has been selected. We already have each of our buttons set up with blue rectangles that are permanently on. So, all that we need to do now is turn them all off when the scene becomes active and make it so that any of...