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Unity Certified Programmer: Exam Guide
Unity Certified Programmer: Exam Guide

Unity Certified Programmer: Exam Guide: Expert tips and techniques to pass the Unity certification exam at the first attempt

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Unity Certified Programmer: Exam Guide

Adding and Manipulating Objects

In the previous chapter, we discussed the importance of the Official Unity Programmer exam and what benefits it can produce for any developer who is looking to reassure either themselves or others in understanding programming in Unity. We also discussed the building blocks of being a programmer in general and our game's design brief.

As we are programmers working on a game engine, it is likely you will be working for a range of industries. In many of these industries, you will be issued with a technical brief/documentation (well, you should be!) for building the application. With this project, we are making a game and the game design brief is effectively the blueprint for making this game. In this chapter, we will be applying the majority of our code, game objects, prefabs, and more, based on the guidance of the brief and the game framework. We will be reminding ourselves of the brief and game framework during this chapter and will transfer specific information across into our code.

With regard to our code, we will be covering the importance of interfaces and scriptable objects to help structure and uniform our code to help it from bloating unnecessarily, which we covered in Chapter 1, Setting Up and Structuring Our Project with SOLID principles. We will also be getting used to the Unity editor and becoming familiar with game objects, prefabs, and importing three-dimensional models to animate.

In this chapter, we'll be covering the following topics:

  • Setting up our Unity project
  • Introducing our interface (IActorTemplate)
  • Introducing our ScriptableObject (SOActorModel)
  • Setting up our Player, PlayerSpawner, and PlayerBullet scripts
  • Planning and creating our enemy
  • Setting up our EnemySpawner and enemy script

The next section will outline the exam objectives covered in this chapter.

Core exam skills covered in this chapter

Programming core interactions

  • Implement and configure game object behavior and physics.
  • Implement and configure inputs and controls.
  • Implement and configure camera views and movement.

Working in the art pipeline

  • Understand lighting, and write scripts that interact with Unity’s lighting API.
  • Understand two- and three-dimensional animation, and write scripts that interact with Unity’s animation API.

Programming for scene and environment design

  • Identify methods for implementing game object instantiation, destruction, and management.

Working in professional software development teams

  • Recognize concepts associated with the uses and impact of version control, using technologies such as Unity Collaborate.
  • Demonstrate knowledge of developer testing and its impact on the software development process, including Unity Profiler and traditional debugging and testing techniques.
  • Recognize techniques for structuring scripts for modularity, readability, and re-usability.
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Key benefits

  • Discover the essentials of game scripting with Unity and C# to customize every aspect of your game
  • Overcome challenges in Unity game development using effective techniques and easy solutions
  • Pass the Unity certification exam with the help of mock tests, exam tips, and self-assessment questions

Description

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.

Who is this book for?

The book is for game developers, software developers, mobile app developers, and Unity developers who want to advance in the game or related industry. Basic knowledge of C# programming and Unity engine is required.

What you will learn

  • Discover techniques for writing modular, readable, and reusable scripts in Unity
  • Implement and configure objects, physics, controls, and movements for your game projects
  • Understand 2D and 3D animation and write scripts that interact with Unity s Rendering API
  • Explore Unity APIs for adding lighting, materials, and texture to your apps
  • Write Unity scripts for building interfaces for menu systems, UI navigation, application settings, and much more
  • Delve into SOLID principles for writing clean and maintainable Unity applications
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Publication date, Length, Edition, Language, ISBN-13
Publication date : Jun 30, 2020
Length: 762 pages
Edition : 1st
Language : English
ISBN-13 : 9781838828424
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Language : English
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Table of Contents

15 Chapters
Setting Up and Structuring Our Project Chevron down icon Chevron up icon
Adding and Manipulating Objects Chevron down icon Chevron up icon
Managing Scripts and Taking a Mock Test Chevron down icon Chevron up icon
Applying Art, Animation, and Particles Chevron down icon Chevron up icon
Creating a Shop Scene for Our Game Chevron down icon Chevron up icon
Purchasing In-Game Items and Advertisements Chevron down icon Chevron up icon
Creating a Game Loop and Mock Test Chevron down icon Chevron up icon
Adding Custom Fonts and UI Chevron down icon Chevron up icon
Creating a 2D Shop Interface and In-Game HUD Chevron down icon Chevron up icon
Pausing the Game, Altering Sound, and a Mock Test Chevron down icon Chevron up icon
Storing Data and Audio Mixer Chevron down icon Chevron up icon
NavMesh, Timeline, and a Mock Test Chevron down icon Chevron up icon
Effects, Testing, Performance, and Alt Controls Chevron down icon Chevron up icon
Full Unity Programmer Mock Exam Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

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IvanDBeltran Jan 15, 2022
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I had a very nice experience reading Philip Walker’s “Unity Certified Programmer: Exam Guide”.The book is very well organized and all the necessary resources to follow along are available online on Packt’s repository (with the exception of some packages that need to be downloaded from the Asset store, please read the bottom notes). By the end of the book, the reader will be comfortable editing and manipulating indispensable features in the Unity software, will understand the organization of the Programmer’s Certification Exam, will have been exposed to advanced programming concepts such as Design Patters, and will have finished a small but robust demo game.By following along in the creation of the game, the reader explores different menus, tools and windows of the game engine. Although this is not a book for beginners (both programming experience and familiarity with Unity are required to understand the concepts explained), the author takes the time to double check and provides relevant links to Unity’s documentation. Once a piece of code has been written, the author guides the reader with comprehensive explanations about each line of code and its relevance with the overall architecture of the project.The author also did a great job breaking up the Certification Exam into sections and six core objectives, and those are covered meticulously throughout the text. Programming, the Art Pipeline, Application Systems, Environment Design, Audio, Optimization, GUIs, and Team Collaboration are covered and explained throughout the text. Every chapter starts with a clear set of objectives and how are they related to the Certification Exam. I was happily surprised when I found out that it not only covers the functionality of the game engine and some C# functions, but also includes the SOLID principles and an introduction to Design Patterns. I've been working in Unity for a little over two years, and I hadn't found a well paced introduction to design patterns in game development. The text covers: Builder, Singleton, Prototype, Factory, and Dependency Injection, and provides several opportunities to apply these patterns in the project. In addition, all chapters come with a supplementary video available on YouTube and there are plenty of Mockup tests to review the concepts covered. Overall it is a great resource and I would recommend it whether or not the reader is taking the Certification Exam.Some extra advice: 1) The naming of the folders in the project need to be exactly as stated in the book. For example, the teams I have worked with usually call name the Scenes folder with a plural word (same with the Scripts, Materials, etc.). In the book you will find “Scene” instead. This will become relevant when you import packages for every new chapter, just make sure you follow the conventions established in the book. 2) Since some of the method calls are written before the method itself has been defined, the code will not compile until you finish all the required code. So be patient and wait for the end of the section/chapter to check for changes. It’ll work.3) That might not be your case, but I like to make personal changes to the code provided in the tutorials/books/etc. Because of this, I had to pay a little extra attention to which assets I was importing from the provided Unity Packages.Jan 15 2022. Unity has changed their monetization system, so some of the code in the book will be obsolete and will not compile because the required unity package is no longer available in the asset store. Some minor tweaking needed to be done.
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Phillip Cardon Dec 26, 2021
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Great book!
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S | S | S Oct 23, 2020
Full star icon Full star icon Full star icon Full star icon Full star icon 5
For starters, I'm not taking the Unity Programmer Exam, but I was looking for a book that would help me understand the core features of Unity (no matter what version). THIS book isn't like your typical Unity book that teaches parts and odd bits of Unity and then moves on. It will take you through an entire prototype in creating a game that works on a phone, tablet, and PC. This book is large and will take you a couple of months to get through from start to finish But because of this book, I now have a job as a Unity Developer. Thank you so much.
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Justin Heatley Jul 24, 2020
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As an aspiring game designer that’s wanting to build upon my resume and portfolio, this book is a great tool for studying for the exam certification. It teaches structured, neat reusable code that also integrates a fun project to learn from. I highly recommend it.
Amazon Verified review Amazon
Alessio Grancini Jul 13, 2020
Full star icon Full star icon Full star icon Full star icon Full star icon 5
As a full time unity developer, this book is what every developer interested in taking the Unity Certification Exam, was looking for. Unity has great platform for learning, but when it comes to more advance tasks, effective within professional pipelines it gets tricky and stack overflow plus some remarkable youtubers seems like the only great friends of yours. I am very excited about this book.
Amazon Verified review Amazon
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