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Unity Certified Programmer: Exam Guide

Unity Certified Programmer: Exam Guide

By : Walker
4.5 (8)
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Unity Certified Programmer: Exam Guide

Unity Certified Programmer: Exam Guide

4.5 (8)
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 also enable you to be part of the Unity community. This study guide will start by building on your understanding of C# programming and take you through the process of downloading and installing Unity. You’ll understand how Unity works and get to grips with the core objectives of the Unity exam. 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 recent 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 understand how to create impressive Unity applications by making the most of its toolset.
Table of Contents (17 chapters)
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14
Full Unity Programmer Mock Exam
NavMesh, Timeline, and a Mock Test

In this chapter, we are going to cover two main functionalities that Unity offers developers in issuing AI to our game objects and for animation that supports logic.

Unity has a ready-made system for our game objects to issue a path-finding algorithm where a game object can be given an area to patrol. This can be very handy in a series of games that use enemy soldiers to walk up and down a corridor looking for the player. A soldier could react depending on the behavior given to them.

The other functionality we will be covering is the Timeline component, which is used for animation in scenarios such as cutscenes in games/films. You may be thinking that we already covered an animation system back in Chapter 4, Applying Art, Animation, and Particles. Yes, you are right, but for a more complex animation that holds multiple game objects and animations, the transitions and states could...

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