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Unity Certified Programmer: Exam Guide

You're reading from   Unity Certified Programmer: Exam Guide Expert tips and techniques to pass the Unity certification exam at the first attempt

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781838828424
Length 762 pages
Edition 1st Edition
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Author (1):
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Philip Walker Philip Walker
Author Profile Icon Philip Walker
Philip Walker
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Table of Contents (17) Chapters Close

Preface 1. Setting Up and Structuring Our Project 2. Adding and Manipulating Objects FREE CHAPTER 3. Managing Scripts and Taking a Mock Test 4. Applying Art, Animation, and Particles 5. Creating a Shop Scene for Our Game 6. Purchasing In-Game Items and Advertisements 7. Creating a Game Loop and Mock Test 8. Adding Custom Fonts and UI 9. Creating a 2D Shop Interface and In-Game HUD 10. Pausing the Game, Altering Sound, and a Mock Test 11. Storing Data and Audio Mixer 12. NavMesh, Timeline, and a Mock Test 13. Effects, Testing, Performance, and Alt Controls 14. Full Unity Programmer Mock Exam 15. Other Books You May Enjoy Appendix

Summary

In this chapter, we created a game loop; these are fundamental to game development, and sometimes application development. To create a game loop for our project, we needed multiple scenes that served their own purposes. We also needed to know when a scene started and when it should end. A scene ends when the player presses a button to continue, such as the 7 scene, or when the bootUp title automatically moves onto the next scene after so many seconds.

Apart from making our game loops, we also learned some new vector math components on the way, including Mathf.round, which is used to round off figures Vector3.distance, which is used to measure the distance between two Vector3 points; and Vector3.lerp, which is used to interpolate between two Vector3 points.

These are useful components in game development and will also likely be mentioned in the exam.

In the next chapter, we will be adding some polish to our placeholder scenes with custom fonts,...

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