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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
NavMesh, Timeline, and a Mock Test

In this chapter, we are going to cover two main functionalities that Unity offers developers in issuing AI to our game objects and for animation that supports logic.

Unity has a ready-made system for our game objects to issue a path-finding algorithm where a game object can be given an area to patrol. This can be very handy in a series of games that use enemy soldiers to walk up and down a corridor looking for the player. A soldier could react depending on the behavior given to them.

The other functionality we will be covering is the Timeline component, which is used for animation in scenarios such as cutscenes in games/films. You may be thinking that we already covered an animation system back in Chapter 4, Applying Art, Animation, and Particles. Yes, you are right, but for a more complex animation that holds multiple game objects and animations, the transitions and states could...

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