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Unity Certified Programmer Exam Guide

Unity Certified Programmer Exam Guide

By : Walker
3.6 (12)
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Unity Certified Programmer Exam Guide

Unity Certified Programmer Exam Guide

3.6 (12)
By: Walker

Overview of this book

Unity Certified Programmer is a global certification program by Unity for anyone looking to become a professional Unity developer. The official Unity programmer exam will not only validate your Unity knowledge and skills, but will also enable you to be a part of the Unity community. This study guide will start by building on your understanding of C# programming and taking you through the process of downloading and installing Unity. You’ll understand how Unity works and get to grips with the Unity exam’s core objectives. As you advance, you’ll enhance your skills by creating an enjoyable side-scrolling shooter game that can be played within the Unity Editor or any modern Android mobile device. This Unity book will test your knowledge with self-assessment questions and help you take your skills to an advanced level by working with Unity tools such as the animator, particle effects, lighting, UI/UX, scriptable objects, and debugging. By the end of this book, you’ll have developed a solid understanding of the different tools in Unity and be able to create impressive Unity applications by making the most of its toolset.
Table of Contents (17 chapters)
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14
Chapter 14: Full Unity Programmer Mock Exam

Mock test

  1. If you want to keep a private variable visible in the Inspector window, which attributes should you put above the variable in your code?
    1. [Header]
    2. [SerializeField]
    3. [AddComponentMenu]
    4. [Tooltip]
  2. You have created a pinball game for a mobile device; the game mechanics all work well but you also need to apply a pause screen. Obviously, when the player presses pause, the entire game should freeze. The way you are going to achieve this is by setting Unity's timeScale to zero.

Which time property isn't affected when we set Time.timeScale to 0?

  1. captureFramerate
  2. frameCount
  3. realtimeSinceStartup
  4. timeSinceLevelLoad
  1. There is a list of scenes in your BuildSettings window. You know that the first scene is your title scene and that the rest that follow are your game's level scenes. Your game designer hasn't settled on the names of the scenes and keeps changing them. As a programmer, you can select the scenes to load by using what...

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