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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
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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. 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

Adding a Singleton design pattern

As you will recall, back in Chapter 1, Setting Up and Structuring Our Project, we spoke about design patterns and how useful they are for maintaining our code. One of the design patterns we briefly covered was the Singleton pattern. Without repeating ourselves, the Singleton pattern gives us global access to code that can then be obtained at a point in our game. So, where can we see the benefits of using the Singleton design pattern? Well, we could use it so that Unity always keeps certain scripts accessible, no matter what scene we are in. We have already added a lot of structuring to our game framework and we still have a couple of manager scripts to add, such as ScoreManager and ScenesManager.

Now is a good time to give all of the manager scripts global access to all other scripts in the game. Managers give a general overview of what is going on and steer which way the game needs to go without getting caught up in the details of the other scripts...

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