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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

Setting up our HUD

With side-scrolling shooter games, it is common for us to have some form of recording of how many lives the player has, what their score is, a time limit, power-ups, and more. For us, we are going to apply a typical HUD to show a similar set of information. Knowing about HUDs is a requirement of your Unity Programmer Exam.

By the end of this section, we will have created a HUD for our game that will consist of the following:

  • Lives
  • Mini-map
  • Score

Before we add our HUD, we need to decide where it will sit on top of our game screen. As an example, we will pick a game so that we can briefly study how its HUD information is displayed.

We will be looking at a game called Super R-Type, which can be found at https://github.com/retrophil/Unity-Certified-Programmer-Exam-Guide/blob/master/Reference/superRtype.jpg?raw=true. Here, at the bottom of the screen, we can see that its HUD is made up of four...

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