Examen Unity Certified User Programmer
Examen Unity Certified User Programmer
Beheerst u Unity Certified User Programmer ? Bestel online en maak een afspraak voor het Examen Unity Certified User Programmer
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Examen Unity Certified User Programmer
Het Unity Certified User Programmer-certificeringsexamen test de basis van C#-programmering binnen Unity-software om interactiviteit te creëren in games, apps, AR/VR en andere ervaringen. De examendoelen zijn afgestemd op de huidige industriestandaarden die zijn opgesteld door professionals en opleiders. Er wordt verwacht dat mensen ten minste 150 uur Unity-software hebben gebruikt en getraind om deze certificering te behalen.
deze certificering te behalen.
Personen die de Unity Certified User Programmer-certificering hebben behaald
hebben aangetoond de volgende vaardigheden te beheersen:
1. Debugging, problem-solving, and interpreting the API
1.1. Given an example of a debug log message, create the code that created the log message.
1.2. Given a code clip and its associated error message(s), determine which object(s) is(are) null.
1.3. Given a specific programming task requiring the use of a particular class in the API, determine the appropriate method and/or properties, arguments, or other syntax to use.
2. Creating code
2.1. Indicate when and how to initialize and use variables inlcuding but not limited to the approritate use of all variable modifiers and data collections such as Arrays, Lists and Dictionaries.
2.2. Given a list of keywords and syntax elements, construct a viable Function declaration.
2.3. Given a code clip and a description of its desired result, identify the appropriate function to control or trigger a state including but not limited to the Animator Controller.
2.4. Given a scenario where a specific type of input is required and the building blocks needed are provided, construct the necessary input listener including but not limited to the keyboard and touch input.
2.5. Demonstrate when and/or how to use the various logic and flow control operators used in C# and Unity.
2.6. Given a scenario, identify appropriate actions to take when a UI element reports a change.
3. Evaluating code
3.1. Given a scenario about the need to manage an event function, determine the appropriate action to take including but not limited to the keyboard and touch input.
3.2. Given a code clip that produces an error because of a variable whose data type is declared incorrectly, identify the error.
3.3. Given a code clip that produces an error because a function or variable is declared or used incorrectly (public/private mismatch), identify the error including but not limited to the use of Animation events.
3.4. Given a code clip containing a class definition, distinguish whether the class is an ECS class or some other type of class.
3.5. Given a set of code clips, recognize the clip that uses naming conventions that observe Unity naming standards.
3.6. Given a code clip (or a set of code clips), recognize the comments that accurately describe what the code is doing.
4. Navigating the Interface
4.1. Describe the purpose, features, and functions of the various Unity IDE windows.
4.2. Demonstrate how to change the default scripting IDE.
4.3. Given a scenario which includes the following, then create a functional state machine.
a. a limited portion of a gaming scenario
b. a set of animation clips
c. a list of property settings
4.4. Create and program a function state machine within the Unity Animator Controller including but not limited to the use of Animator functions syntax
Duur | 50 minuten |
---|---|
Locatie | Almere |
Taal | Engels |
Parkeren | Gratis |
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