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Unity Certified User - Exam Objectives - Programmer

The Unity Certified User: Programmer certification exam assesses foundational C# programming skills within Unity for creating interactive experiences. Candidates must have at least 150 hours of Unity training and will be tested on debugging, code creation, and interface navigation. The exam objectives align with industry standards and cover various programming tasks and error identification.

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0% found this document useful (0 votes)
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Unity Certified User - Exam Objectives - Programmer

The Unity Certified User: Programmer certification exam assesses foundational C# programming skills within Unity for creating interactive experiences. Candidates must have at least 150 hours of Unity training and will be tested on debugging, code creation, and interface navigation. The exam objectives align with industry standards and cover various programming tasks and error identification.

Uploaded by

Paullo Estevam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Exam Objectives

Certified
User
Unity Certified User:
Programmer

The Unity Certified User: Programmer certification exam will test the basics of C# programming within
Unity software to create interactivity in games, apps, AR/VR, and other experiences. The exam objectives
are aligned with current industry standards set by professionals and educators. Individuals will be
expected to have at least 150 hours of Unity software use and training to obtain this certification.

Individuals who have earned an Unity Certified User certification have demonstrated mastery of the
following skills:

1. Debugging, problem-solving, and interpreting the API 3.2. Given a code clip that produces an error because of a
variable whose data type is declared incorrectly, identify the
1.1. Given an example of a debug log message, create the
error.
code that created the log message.
3.3. Given a code clip that produces an error because a function
1.2. Given a code clip and its associated error message(s),
or variable is declared or used incorrectly (public/private
determine which object(s) is(are) null.
mismatch), identify the error including but not limited to the
1.3. Given a specific programming task requiring the use of use of Animation events.
a particular class in the API, determine the appropriate
3.4. Given a code clip containing a class definition, distinguish
method and/or properties, arguments, or other syntax to
whether the class is an ECS class or some other type of
use.
class.
2. Creating code
3.5. Given a set of code clips, recognize the clip that uses
2.1. Indicate when and how to initialize and use variables naming conventions that observe Unity naming standards.
inlcuding but not limited to the approritate use of all
3.6. Given a code clip (or a set of code clips), recognize the
variable modifiers and data collections such as Arrays,
comments that accurately describe what the code is doing.
Lists and Dictionaries.
4. Navigating the Interface
2.2. Given a list of keywords and syntax elements, construct a
viable Function declaration. 4.1. Describe the purpose, features, and functions of the
various Unity IDE windows.
2.3. Given a code clip and a description of its desired result,
identify the appropriate function to control or trigger a state 4.2. Demonstrate how to change the default scripting IDE.
including but not limited to the Animator Controller.
4.3. Given a scenario which includes the following, then create
2.4. Given a scenario where a specific type of input is required a functional state machine.
and the building blocks needed are provided, construct the
a. a limited portion of a gaming scenario
necessary input listener including but not limited to the
keyboard and touch input. b. a set of animation clips
2.5. Demonstrate when and/or how to use the various logic and c. a list of property settings,
flow control operators used in C# and Unity. Create and program a function state machine within the
2.6. Given a scenario, identify appropriate actions to take when Unity Animator Controller including but not limited to the
a UI element reports a change. use of Animator functions syntax.

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.

© 2019 Unity Technologies Incorporated. All rights reserved. “Unity” is a trademark or registered
trademark of Unity Technologies or its affiliates in the U.S. and elsewhere.

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