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Unity Certified Programmer Exam Guide

You're reading from   Unity Certified Programmer Exam Guide Pass the Unity certification exam with the help of expert tips and techniques

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Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781803246215
Length 766 pages
Edition 2nd Edition
Languages
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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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Toc

Table of Contents (17) Chapters Close

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

Introducing our shop scripts

In this section, we will make some new scriptable objects, as we did when we created our player's ship settings (health, speed, firepower, and so on). You can refer to the Introducing our scriptable object (SOActorModel) section of Chapter 2, Adding and Manipulating Objects, for a reminder of how this is done. Instead of changing our enemy's or player's ships, we will be manipulating the shop's selection of powerups (with a selection grid) to add our own ship upgrades that the player will be able to choose from. These upgrades will then be transferred to the player's ship, which will be visually recognized, and two of the three upgrades will carry out alterations to the gameplay.

Before we go into further detail, let's refresh our memory on where the shop scripts are within the game framework that we introduced in Chapter 1, Setting Up and Structuring Our Project.

The following diagram shows the location of the shop scripts...

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