Book Image

Unity Certified Programmer: Exam Guide

By : Philip Walker
Book Image

Unity Certified Programmer: Exam Guide

By: Philip 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)
Full Unity Programmer Mock Exam

Mock test

This is your first mini mock test. These tests represent sections of your final Unity exam. This first mini mock test consists of just five questions. Later on in this book, we'll introduce more mini mock tests with more questions.

Fortunately, you will only be tested on what we have covered so far:

  1. You have been asked to develop a horror survival game where your player relies on a pocket torch. Here is what you've coded so far:
void Start()

Light playersTorch = GetComponent<Light>();
playersTorch.lightMapBakeType = LightMapBakeType.Mixed;
playersTorch.type = LightType.Area;
playersTorch.shadows = LightShadows.Soft;
playersTorch.range = 5f;

You notice, however, that the player's torch isn't casting any light or shadows. What should you change for this code to work as desired?

A) Set playersTorch.lightBakeType to LightmapBakeType.Realtime.

B) Set playersTorch...