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...is a collective term for characteristics that the two institutions share.
░
█ Unity Certified Programmer Exam Courseware
█
█
█ by Unity Technologies
█ Publisher: Addison-Wesley Professional
▓ Release Date: May 2019
▓ ISBN: 9780135898758
▓
▓ Lecture Size: 96x350
▒ Lecture Date: 05.2019
░
░ Lecture Link: www.oreilly.com
░
░
:
| Estimated: 8 hours of video instruction
|
| Overview
|
| This course will help you prepare for the Unity Certified
| Programmer exam, the professional certification for entry to mid-
| level Unity programmers. Unity is used to create real-time 3D
| applications for many industries, including video games,
| automotive, architecture, film, training, and more. In this
| course, you will be challenged to solve realistic Unity
| programming problems that are aligned to topics covered on the
| exam. Throughout the course, you will build the foundation for a
| 2D action video game: AsteraX. In doing so, you will practice many
| of the skills covered in the exam, including evaluating scripting
| needs from a project requirements document, implementing the three
| "C's" of an interactive applications (Character, Controls,
| Camera), providing user feedback through basic UI elements, and
| applying professional programming practices like developer
| testing.
|
| Description
|
| Over 8 hours of video instruction. This series of courses covers
| six topic areas distributed over four courses. These topics
| include programming core interactions, working in the art
| pipeline, developing application systems, programming for scene
| and environment design, optimizing for performance and platforms,
| and working in professional software development teams. The format
| of these courses are project and activity based and participants
| will need to feel comfortable individually programming in Unity.
| Participants will be challenged to build two complete Unity
| projects, implementing core interactivity, supporting systems, and
| platform optimizations.
|
| About the Instructor
|
| Unity Technologies is the creator of the worlds most widely used
| real-time 3D (RT3D) development platform, giving developers around
| the world the tools to create rich, interactive 2D, 3D, VR and AR
| experiences. Our 1000 person engineering team keeps Unity at the
| bleeding-edge of technology by working alongside partners such as
| Facebook, Google, Microsoft, and Oculus to ensure optimized
| support for the latest releases and platforms. Experiences made
| with Unity reach nearly 3 billion devices worldwide, and were
| installed 24 billion times in the last 12 months. Unity is
| powering RT3D in architecture, automotive, construction,
| engineering, film, games, and more.
|
| By successfully completing the projects in all four courses,
| participants will have had extensive, guided practice in the
| programming skills needed to pass the Unity Certified Programmer
| exam.
|
| Skill Level
|
| Intermediate
|
| What You Will Learn
|
| Asset creation and management
| Working in the art pipeline
| Developing application systems
| Programming for scene and environment design
| Optimizing for performance and platforms
| Working in professional software development teams
|
| Who Should Take This Course
|
| Primary: This series of courses is for Unity programmers with 1-2
| years of experience who are ready to bring their existing skills
| up to a professional standard.
|
| Course Requirements
|
| Prerequisites:
|
| 1-2 years of programming interactive experiences with Unity;
| Proficient in C#
|
| Table of Contents
|
| Course 1: Core Interaction Programming
|
| Introduction to Course 1
| Challenge 1: Scripting Needs
| Solution 1: Scripting Needs
| Version Control with Collaborate
| Challenge 2: Player movement and firing
| Solution 2A: PlayerShip
| Solution 2B: Turret Movement and Firing Bullets
| Solution 2C: Screen Wrap
| C# Best Practices for Collaboration: Best Practices for
| Working with others
| Challenge 3: Spawning and Destroying Asteroids
| Solution 3A: Spawning Asteroids
| Solution 3B: Collisions and Bullets
| Solution 3C: Bonus: Fixing OffscreenWrapper
| Developer Testing and Debugging in Unity
| Challenge 4: Points Jumps and UI
| Solution 4A: Playership and Jumps
| Solution 4B: Points and UI
| Course 1 Summary
|
| Course 2: Application Systems Programming
|
| Introduction to Course 2
| Challenge 1: Particles and Explosions
| Solution 1A: Particles and Explosions
| Solution 1B: Particles and Explosions: Bonus
| Challenge 2: Multiple Levels and Pause
| Solution 2A: Pause
| Solution 2B: Multiple Levels
| Solution 2C: Bonus Challenge: Animated LevelAdvancePanel
| Challenge 3: Achievements
| Solution 3: Achievements
| Challenge 4: Saving Game Information Locally
| Solution 4
| Analytics and Remote Settings Setup
| Challenge 5: Player Ship Customization and UI
| Solution 5A: Player Ship Customization and UI-UI
| Implementation
| Solution 5B: Player Ship Customization and UI-UI
| Implementation
| Challenge 6: Unity Analytics and Remotesettings
| Solution 6: Unity Analytics and Remotesettings
| Debugging and Profiling
| Challenge 7: Mobile Edition
| Solution 7: Mobile Edition
| Course 2 Summary
|
| Course 3: 3D Interactions and Navigation
|
| Challenge 1: Enemy Navigation
| Solution 1A: Enemy Navigation
| Solution 1B: Enemy Navigation (Bonus)
| Challenge 2: Character Animation
| Solution 2A: Character Animation
| Solution 2B: Character Animation (Bonus)
| Challenge 3: Camera Control
| Solution 3 and Bonus: Camera Control
| Challenge 4: Environmental Interactions
| Solution 4A: Environmental Interactions (Desk)
| Solution 4B: Environmental Interactions (Light Cones and
| Security Camera Timeline Playable)
| Challenge 5: Minimap
| Solution 5: Minimap
| Course 3 Summary
|
| Course 4: 3D Art and Audio Pipeline
|
| Challenge 1: Matching Concept art
| Solution 1A: Camera Control
| Solution 2A: Concept Art: Post-Processing and Toon Lighting
| Challenge 2: Red Alert
| Solution 2: Red Alert
| Challenge 3: Audio
| Solution 3: Audio
| Challenge 4: Multiple Levels
| Solution 4: Multiple Levels
| The Unity Frame Debugger
| Networking and Multiplayer
| VR Best Practices
| AR Best Practices
| Summary
,