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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

Summary

This chapter covered a variety of topics, including understanding Unity's Audio Mixer, which is where we can control the sounds in our game, and altering levels with our script. Then, we moved on and looked at storing data with PlayerPrefs and custom storage in JSON format in order to recognize the differences between the two ways of storing data. For JSON, we converted our data from object-based data into bytes and stored the results in a file (serialization).

In future projects, you will likely make use of the coding we covered in the last two chapters regarding storing and reapplying data such as music and sound effect volume sliders. Hopefully, you will also be able to go further with this data by using other components in your projects so that your game can send out data onto the cloud and monitor your players' progress as helpful feedback to improve development.

In the next chapter, we are going to look at pathfinding and how to improve the overall performance...

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