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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

Summary

In this chapter, we introduced a new concept to our game to make it more interesting than just taking place in space. Our camera and player needed to be slightly tweaked for the final level to support side-scrolling, instead of them being static in one screen as is the case on the previous two levels. We also introduced a second enemy that would move around the floor, dodging other enemies in a panic-like state. The fleeing enemy used the navigation system that comes with Unity as standard and we gave the enemy a floor to run around on. Lastly, we introduced the Timeline feature, which is related to the original animation system we used in Chapter 3, Applying Art, Animation, and Particles. We also discovered how Timeline lets any game object or component be animated in it without needing some form of hierarchical link between the game objects. Also, we extended the timeline to cover other components, such as lights, which we can't animate alone with the Timeline feature...

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