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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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Toc

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

Summary

In this chapter, we looked into two different parts of our game: the in-game HUD and rebuilding our shop scene. Both of these used Unity's UI components but in different ways.

In the in-game HUD section, we read up about what a HUD is and how we can incorporate one into our game. By doing this, we learned how to use Horizontal Layout Group, for ordering images correctly, Render Texture, for taking a feed from a second camera, and Raw Image, for displaying a feed from Render Texture.

Most importantly, as required by the Unity Programmer Exam, you need to understand what a HUD is and how to build elements into it such as a mini-map.

In the second part of this chapter, we reviewed our current shop scene's interface and code. We took it apart and rebuilt its interface as a Unity Event system that ran methods directly instead of casting a ray to call a method. We also made the interface support multiple ratios.

With the skills covered...

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