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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

Storing data

In this section, we are going to cover how we are going to store our data, such as the game's volume settings so that when we play our game, we don't have to keep setting the volume settings to where they were before. We want the game to remember them for us.

There are multiple ways we can store data. The ones we are going to cover are the two most common choices for Unity development. They are as follows:

  • PlayerPrefs: This is short for Player Preferences. We can use this to store strings, floats, and integers on the device we are playing our game on. We will be using PlayerPrefs shortly to save our volume settings so that when we turn our game off and back on, it will remember our settings. PlayerPrefs is easily accessible from outside the game with a text file reader. When it comes to development, make sure you don't use PlayerPrefs to store sensitive information such as credit card details or things that would give a player...
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