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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
Adding and Manipulating Objects

In the previous chapter, we discussed the importance of the Official Unity Programmer exam and what benefits it can produce for any developer who is looking to reassure either themselves or others in understanding programming in Unity. We also discussed the building blocks of being a programmer in general and our game's design brief.

As we are programmers working on a game engine, it is likely you will be working for a range of industries. In many of these industries, you will be issued with a technical brief/documentation (well, you should be!) for building the application. With this project, we are making a game and the game design brief is effectively the blueprint for making this game. In this chapter, we will be applying the majority of our code, game objects, prefabs, and more, based on the guidance of the brief and the game framework. We will be reminding ourselves of the brief and game framework during this chapter and will transfer specific information across into our code.

With regard to our code, we will be covering the importance of interfaces and scriptable objects to help structure and uniform our code to help it from bloating unnecessarily, which we covered in Chapter 1, Setting Up and Structuring Our Project with SOLID principles. We will also be getting used to the Unity editor and becoming familiar with game objects, prefabs, and importing three-dimensional models to animate.

In this chapter, we'll be covering the following topics:

  • Setting up our Unity project
  • Introducing our interface (IActorTemplate)
  • Introducing our ScriptableObject (SOActorModel)
  • Setting up our Player, PlayerSpawner, and PlayerBullet scripts
  • Planning and creating our enemy
  • Setting up our EnemySpawner and enemy script

The next section will outline the exam objectives covered in this chapter.

You have been reading a chapter from
Unity Certified Programmer: Exam Guide
Published in: Jun 2020
Publisher: Packt
ISBN-13: 9781838828424
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