Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781838828424
Length 762 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Philip Walker Philip Walker
Author Profile Icon Philip Walker
Philip Walker
Arrow right icon
View More author details
Toc

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

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 toIntroducing our scriptable object (SOActorModel)section ofChapter 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 visuallyrecognized, and two of the three upgrades will carry 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...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime