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Unity Certified Programmer Exam Guide

You're reading from   Unity Certified Programmer Exam Guide Pass the Unity certification exam with the help of expert tips and techniques

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Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781803246215
Length 766 pages
Edition 2nd 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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Toc

Table of Contents (17) Chapters Close

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

Mock test

  1. What would be the best way for a UI menu system to be worked on from a programmer's perspective, but at the same time in a way that doesn't interfere with an artist working on the same workflow?
    1. Make it so that each UI component has its own class so that any art changes won't affect either outcome.
    2. Give each UI component a separate material so that any changes in the code will be isolated.
    3. Use prefabs for each UI component so that any artist can modify them individually. 
    4. Have a separate script that sweeps through all UI components to check any changes that are made so that they're known to everyone.
  2. An Image component has a sprite in its Source Image parameter and its Image Type is set to Filled. What does Filled do?
    1. Fills open spaces in the sprite.
    2. It offers various ways to fill in the sprite.
    3. Makes it so no other sprite can override it.
    4. Inverts the color of the sprite.
  3. What component does CrossPlatformInputManager replace?
    1. anyKey
    2. Input...
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