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
Creating a Shop Scene for Our Game

In this chapter, we will incorporate and extend the scriptable objects that heavily helpedmake our player and the enemy ships in the previous chapter. We will customize a new shop scene, where we will add new upgrades for the player's ship with the use of scriptable objects.

We will also look at the common uses of raycasts; if you aren't familiar with them, they're best described as an invisible laser that shoots from one point to another:

When the ray hits a game object with a collider, it can retrieve information about the object, and then we can go a little further and manipulate the object we've hit. For example, we can cast a ray to a game object cube and the ray will confirm to us that it's a cube. Because we have the cube's reference, we could change its color, scale, or position or destroy it—we could pretty...