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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

Introducing the Canvas and UI

The purpose of the Canvas is to typically hold images and text in a 2D world. Its primary purpose is to allow the user to interact with things, such as clicking on buttons, pushing volume sliders, and turning knobs, which is more commonly known as the UI.

Unity (quite confusingly) makes it such that the 2D Canvas also shares the same space as it's a 3D world. Therefore, in our scene, we will typically have a large canvas area with the UI; then, further down in the bottom left of the screen, we will have our 3D world.

The following screenshot shows an example of a Unity scene with an implemented Canvas component, along with a cube and a UI button:

Figure 8.2 – Our Button's visibility differs from 2D Canvas Space and 3D World Space 

As you can see in the preceding screenshot, on the right-hand side, we have the Game view showing a 3D cube and UI Button. On the left-hand side, we have the Scene view showing...

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