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Unity Certified Programmer:Exam Guide
UnityCertifiedProgrammerisaglobalcertificationprogrambyUnityforanyonelookingtobecomeaprofessionalUnitydeveloper.TheofficialUnityprogrammerexamwillnotonlyvalidateyourUnityknowledgeandskills,butalsoenableyoutobepartoftheUnitycommunity.ThisstudyguidewillstartbybuildingonyourunderstandingofC#programmingandtakeyouthroughtheprocessofdownloadingandinstallingUnity.You’llunderstandhowUnityworksandgettogripswiththecoreobjectivesoftheUnityexam.Asyouadvance,you’llenhanceyourskillsbycreatinganenjoyableside-scrollingshootergamethatcanbeplayedwithintheUnityEditororanyrecentAndroidmobiledevice.ThisUnitybookwilltestyourknowledgewithself-assessmentquestionsandhelpyoutakeyourskillstoanadvancedlevelbyworkingwithUnitytoolssuchastheAnimator,ParticleEffects,Lighting,UI/UX,ScriptableObjects,anddebugging.Bytheendofthisbook,you’llhavedevelopedasolidunderstandingofthedifferenttoolsinUnityandunderstandhowtocreateimpressiveUnityapplicationsbymakingthemostofitstoolset.
目錄(123章)
倒序
- 封面
- 版權信息
- About Packt
- Why subscribe?
- About the author
- Preface
- Setting Up and Structuring Our Project
- The core exam skills covered in this chapter
- Technical requirements
- The six core objectives
- Overview of design patterns
- The SOLID principles
- Designing the Killer Wave game
- The Killer Wave game framework
- Setting up Unity
- Collaborate
- Summary
- Adding and Manipulating Objects
- Core exam skills covered in this chapter
- Technical requirements
- 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 scripts
- Summary
- Managing Scripts and Taking a Mock Test
- The core exam skills covered in this chapter
- Technical requirements
- Adding a Singleton design pattern
- Setting up our ScenesManager script
- Creating lives for the player
- Scoring enemy hits
- Creating sounds for the player's bullets
- Summary
- Mock test
- Applying Art Animation and Particles
- The core exam skills covered in this chapter
- Technical requirements
- Adding visuals to the player's ship prefab
- Creating a particle effect
- Importing and animating the background
- Animating our three-dimensional enemies
- Summary
- Creating a Shop Scene for Our Game
- The core exam skills covered in this chapter
- Technical requirements
- Introducing our shop scripts
- Customizing our shop selection
- Selecting game objects with raycasts
- Adding information to our description panel
- Summary
- Purchasing In-Game Items and Advertisements
- The core exam skills covered in this chapter
- Technical requirements
- Buying upgrades for our player's ship
- Buying items watching adverts and preparing to start a game
- Extending the PlayerSpawner script
- Summary
- Creating a Game Loop and Mock Test
- Core exam skills covered in this chapter
- Technical requirements
- Transitioning our player ship
- Expanding our ScenesManager script
- Preparing to loop our game
- Summary
- Mock test
- Adding Custom Fonts and UI
- Core exam skills being covered in this chapter
- Technical requirements
- Introducing the Canvas and UI
- Applying text and images to our scenes
- Summary
- Creating a 2D Shop Interface and In-Game HUD
- Core exam skills covered in this chapter
- Technical requirements
- Setting up our HUD
- Making our shop scene support alternative screen ratios
- Applying and modifying our shop scripts
- Summary
- Pausing the Game Altering Sound and a Mock Test
- Core exam skills covered in this chapter
- Technical requirements
- Applying and adjusting level music
- Creating a pause screen
- Adding a game pause button
- Summary
- Mock test
- Storing Data and Audio Mixer
- Core exam skills covered in this chapter
- Technical requirements
- Using the Audio Mixer
- Storing data
- Exploring Unity Analytics and Remote Settings
- Summary
- NavMesh Timeline and a Mock Test
- The core exam skills covered in this chapter
- Technical requirements
- Preparing the final scene
- Developing AI with NavMesh
- Exploring the timeline
- Extending the timeline
- Summary
- Mock test
- Effects Testing Performance and Alt Controls
- Core exam skills being covered in this chapter
- Technical requirements
- Applying physics with RigidBody
- Customizing for different platforms
- Preparing to build Killer Wave for mobile
- Applying PC visual improvements
- Adding global illumination and other settings
- Building and testing our game
- Summary
- Full Unity Programmer Mock Exam
- Full mock exam
- Appendix
- Developing for Virtual Reality
- Unity's current networking setup
- Closing suggestions for the game/exam
- Mock answers
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