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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
Languages
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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. If you want to keep a private variable visible in the Inspector window, which attributes should you put above the variable in your code?
    1. [Header]
    2. [SerializeField]
    3. [AddComponentMenu]
    4. [Tooltip]
  2. You have created a pinball game for a mobile device; the game mechanics all work well but you also need to apply a pause screen. Obviously, when the player presses pause, the entire game should freeze. The way you are going to achieve this is by setting Unity's timeScale to zero.

Which time property isn't affected when we set Time.timeScale to 0?

  1. captureFramerate
  2. frameCount
  3. realtimeSinceStartup
  4. timeSinceLevelLoad
  1. There is a list of scenes in your BuildSettings window. You know that the first scene is your title scene and that the rest that follow are your game's level scenes. Your game designer hasn't settled on the names of the scenes and keeps changing them. As a programmer, you can select the scenes to load by using what...
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