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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 was about taking the game we have been developing throughout this book and putting it together as it reached its end. We spoke about how we could push our game further by adding physics collisions other than bullets or buttons. We set up collisions that got us more involved with tweaking the Rigidbody component to make our game objects behave in different ways. We did this by adding drag and affecting our scene's gravity.

We then moved on and discussed how we could improve our game's screen ratio by updating its Canvas Scaler and how it would make our UI look more stable under different ratios. We also made our game-playing area more flexible under the different resolutions using different Unity functions, such as WorldToViewportPoint.

At this point, our mobile version was ready to be built and tested so that we could see how well it ran with updated touchscreen controls. We also looked into its optimization in terms of textures and compressed them...

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