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
Storing Data and Audio Mixer

In this chapter, we will be looking at common ways of storing, sending, and monitoring data for our game. This will also involve us making use of Unity's ready-made Audio Mixer for us to store the player's volume settings for the game.

As you may recall, in the previous chapter, we had begun making our own pause screen from scratch. We will be carrying on with this in this chapter. We still need to work on the music and sound effects slider on the pause screen. We will hold all Audio Source controls for each sound to be played in the Audio Mixer. The Audio Mixer will act as a central point for all sound and can also be manipulated via scripting, which we will also be doing in this chapter. If our game had more sound effects and more music, an Audio Mixer controlling the game's sound from one place would help us avoid not getting tangled up with all the different audio source...