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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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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

Chapter 7: Creating a Game Loop and Mock Test

In the previous chapter, we moved from the testLevel scene (where we controlled the player ship) to a shop scene (buying and calibrating the player's ship). In this chapter, we will be following a similar trend of stretching out to the rest of the other game scenes in our Scene folder (found in the Project window in the Assets folder).

As part of scene management, all games we play have something called a "Game Loop" – if you're not familiar with the term, it basically means our game will have alternative routes to take. Each route will load a particular scene. We will need to cater for either outcome at each stage of the game.

Eventually, all game loops will loop back to somewhere near the beginning. The following image shows what our game loop will look like by the end of this chapter:

Figure 7.1 – Killer Wave's Game Loop

Referring to the game loop image still, each...

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