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


In this chapter, we looked into two different parts of our game: the in-game HUD and rebuilding our shop scene. Both of these used Unity's UI components but in different ways.

In the in-game HUD section, we read up about what a HUD is and how we can incorporate one into our game. By doing this, we learned how to use Horizontal Layout Group, for ordering images correctly, Render Texture, for taking a feed from a second camera, and Raw Image, for displaying a feed from Render Texture.

Most importantly, as required by the Unity Programmer Exam, you need to understand what a HUD is and how to build elements into it such as a mini-map.

In the second part of this chapter, we reviewed our current shop scene's interface and code. We took it apart and rebuilt its interface as a Unity Event system that ran methods directly instead of casting a ray to call a method. We also made the interface support multiple ratios.

With the skills covered...