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)
14
Full Unity Programmer Mock Exam

Summary

This chapter was about taking our game project and polishing its current content with regard to the existing UI. It is also required with your Unity Programmer Exam to understand what tools and components we have to help us to create our game with regard to the Working in the art pipeline core exam skill.

We also took our Text and Image components and created one piece of animation from multiple game objects. These animations were called from the Animator Controller state machine.

In your future projects, you will have the option to keep your UI presentable while putting your game loop together.

In the next chapter, we will extend our current UI skills by making our shop scene more flexible with a range of screen ratios. Additionally, we will create a UI to sit at the bottom of our in-game levels.