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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. You are developing a game where your player is inside an office with other staff workers around them. When your player walks to a particular point, a trigger event is called to move the staff into another room with the use of Playable Director.

You notice that when the game is paused and then un-paused, the audio and animation are out of sync with each other.

Which property in the Playable Director component will likely fix this issue?

  1. Set the wrap mode to Hold.
  2. Set the update method to DSP.
  3. Set Initial Time to the current time (the time when the game is paused).
  4. Set the update method to Unscaled Game Time.
  1. We have a set of playables linked within our playable graph. We need to remove one of these playables and its inputs.

Which PlayerGraph function should we use?

  1. DestroyOutput
  2. DestroyPlayable
  3. DestroySubgraph
  4. Destroy
  1. You have developed an eight-ball pool game. One of the testers has come...

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