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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
Effects, Testing, Performance, and Alt Controls

In this final chapter, we are going to go through the process of checking, supporting, polishing, and preparing our game so that it's built and ready to be played on a device, making it platform-independent. Because our game will be ready to be played on various devices, we need the game to support as many screen ratios as possible. Back in Chapter 7, Adding Custom Fonts and UI, we made our game's UI support various screen ratios. The game, however, was built purposely for a 1920 x 1080 resolution, as discussed in Chapter 2, Adding and Manipulating Objects.

In this chapter, we will make our game run at different screen ratios to support the use of mobile devices. This will involve changing Unity's Canvas scale and updating our Player script controls to update its screen boundaries, touch screen capability, and our ability to tap to move our ship. Furthermore...

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