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Unity Certified Programmer: Exam Guide

You're reading from   Unity Certified Programmer: Exam Guide Expert tips and techniques to pass the Unity certification exam at the first attempt

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781838828424
Length 762 pages
Edition 1st Edition
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Author (1):
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Philip Walker Philip Walker
Author Profile Icon Philip Walker
Philip Walker
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Table of Contents (17) Chapters Close

Preface 1. Setting Up and Structuring Our Project 2. Adding and Manipulating Objects FREE CHAPTER 3. Managing Scripts and Taking a Mock Test 4. Applying Art, Animation, and Particles 5. Creating a Shop Scene for Our Game 6. Purchasing In-Game Items and Advertisements 7. Creating a Game Loop and Mock Test 8. Adding Custom Fonts and UI 9. Creating a 2D Shop Interface and In-Game HUD 10. Pausing the Game, Altering Sound, and a Mock Test 11. Storing Data and Audio Mixer 12. NavMesh, Timeline, and a Mock Test 13. Effects, Testing, Performance, and Alt Controls 14. Full Unity Programmer Mock Exam 15. Other Books You May Enjoy Appendix

Introducing the Canvas and UI

The Canvas holds images and text in a 2D world. Its primary purpose is to allow the user to interact with things, such as clicking on buttons, pushing volume sliders, and turning knobs, which is more commonly known as the UI.

Unity (quite confusingly) makes it such that the 2D Canvas also shares the same space as it's a 3D world. Therefore, in our scene, we will typically have a large canvas area with the UI; then, further down in the bottom-left of the screen, we will have our 3D world.

The following screenshot shows an example of a Unity scene with an implemented Canvas component, along with a cube and a UI button:

As you can see in the preceding screenshot, on the right-hand side, we have the Game view showing a 3D cube and UI Button. On the left-hand side, we have the Scene view showing the same cube but with the Button missing. This is because, in the Scene window, the Canvas that holds...

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