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

Expanding our ScenesManager script

In this section, we are going to make our ScenesManager script recognize levels 2 and 3 from our scenes folder (Assets/Scenes). We will then add these levels to the game loop. Also, we will be adding a game timer for each level. When the timer reaches its limit, we can then trigger the player leaving the level with an animation that will play out. Lastly, we will add a few common methods to move the game onto the next level.

Let's start by opening the ScenesManager script (Assets/Resources/Script/Scenesmanager.cs) and adding some global variables to assist with what we were talking about. Follow these steps:

  1. At the top of the ScenesManager script, add the following global variables:
  float gameTimer = 0;
float[] endLevelTimer = {30,30,45};
int currentSceneNumber = 0;
bool gameEnding = false;

The gameTimer variable timer will be used as our current counter to time how long the level...