Pass the Unity Certified Developer Exam - Lifetime Access
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Pass the Unity Certified Developer Exam - Lifetime Access

Complete courseware for all levels of experience. Prepare in just one week. Includes 500 practice questions!
4.6 (1,038 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
11,828 students enrolled
Last updated 8/2017
English
English
Current price: $10 Original price: $195 Discount: 95% off
5 hours left at this price!
30-Day Money-Back Guarantee
Includes:
  • 16.5 hours on-demand video
  • 5 Articles
  • 2 Supplemental Resources
  • 1 Practice Test
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Take & pass the Unity Certified Developer Exam
  • Gain a strong overall understanding of Unity
View Curriculum
Requirements
  • A machine capable of running Unity 5
  • An internet connection for web research
Description

Want to pass Unity's new Certified Unity Developer exam?  This course is all you need to prepare for and pass the exam, in just one week.

Can I really prepare in a week? YES, we have tested our methodology, taken and passed the exam ourselves. By focusing your efforts into a short period of time just before the exam you will maximize your chances of making the 70% pass grade.

How is the course structured? Each section represents the topic areas as set-out in the certification requirements. Each lecture / question pair roughly corresponds to one question in the exam. The order is based on a logical order to learn, not necessarily the order of the exam.

How long will I need to study? We have prepared you 500 quiz questions. We want you answering questions in about 30, so allow about 8 hours extra for quizzes. That makes a total time commitment of 30-40 hours of study. The best way is to do this in the 4-5 days leading up to the exam, but you could spread it over as much as 4 weeks.

Unity is quickly becoming the go-to game engine in the industry, and now is a great time to highlight your skills by becoming one of the first to become a Unity Certified Developer.

Note: access to this course comes with an optional, free community site where you can share games and 3D models, as well as connect with other students.

Remember with our course you get lifetime access, so you can take the course at your own pace.

See you in there!

Who is the target audience?
  • No prior Unity, game development or programming experience.
  • Suitable for all levels of Unity experience, from zero to hero.
  • Experienced developers who want to be sure their knowledge meets all the certification requirements.
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Curriculum For This Course
118 Lectures
16:19:42
+
Introduction & Motivation
4 Lectures 11:41

Ben & Sam introduce themselves and the course, and explain why it's a great buy.

Preview 02:13

  • Start by booking your exam, or requesting one in your city.
  • Remember to FOCUS on the course once you start.
  • How to do the challenges in the course.
  • How the quiz formats relate to the exam.
  • Most importantly: start learning now
Preview 01:40

Udemy's Early Review Prompt
00:47

  • Installing Unity versions side by side.

  • Getting the older version of Unity.

Installing The Correct Unity Version (Non-examinable)
07:01

Installing The Correct Unity Version (Non-examinable)
4 questions
+
Editor Interface
14 Lectures 01:38:39
  • Get to grips with the car before the race.

  • This section will cover the interface as a whole.

  • How to create scenes.

  • Navigate through the 3D view.

  • Build games from the asset store.

Section Introduction: Editor Interface
00:46

  • How we map lectures to the syllabus.

  • How to attempt the quizzes.

Preview 04:37

  • Customize the Unity interface.

  • Differentiate the Unity editors.

  • The names of different editors.
Editor Customization » Layouts
08:39

A Note on Quizzes
00:13

Editor Customization » Layouts
9 questions

  • How to use the Asset Store.

  • Explain the benefits of the Asset Store.
Views » Asset Store
05:45

Views » Asset Store
3 questions

  • Differentiate the console window.
  • Filtering different log messages.
  • Printing to the log.
Views » Console
12:49

Views » Console
6 questions

  • Explain the purpose of the Hierarchy Window.

  • Differentiate the Hierarchy Window.

  • Utilize the Hierarchy Window.

  • Create empty GameObjects.

  • Parent objects.

Views » Hierarchy 1 of 2
08:22

Views » Hierarchy 1 of 2
5 questions

  • Explaining the purpose of the Hierarchy Window.

  • How parenting works.

  • Changing the sorting.

Views » Hierarchy 2 of 2
04:13

Views » Hierarchy 2 of 2
4 questions

  • Explain the functionality of the Inspector Window.

  • Reset Components.

  • Adding Components.

  • Tags & Layers.

  • Static & Active in Hierarchy.

Views » Inspector
08:14

Views » Inspector
4 questions

  • Explain the functionality of the Project View Window.

  • Identify UI functionality in the Project View Window.

  • Creating assets and folders.

  • Navigating the hierarchy.

  • Searching and filtering.
Views » Project 1/2
12:30

Views » Project 1/2
8 questions

  • What is a Prefab.

  • Creating Prefabs.

  • Identifying an empty Prefab.

  • Focusing the Scene View Camera.

Views » Project 2/2
09:10

Views » Project 2/2
5 questions

  • Differentiate the Project View Window.

  • Use the Zoom Tool.

  • Orbit the camera.

  • Using Flythrough Mode.

  • Isomorphic vs Perspective Mode.
Views » Scene
11:38

Views » Scene
7 questions

  • Differentiate the Toolbar.
  • Name the different elements.
  • Know the effects of the Toolbar elements.
  • Modify Gizmos.
  • Playing, Pausing and Stepping.
  • Use the Move, Rotate and Scale Tools.
  • Recap Layers and Layouts.
Views » Toolbar
11:14

Views » Toolbar
8 questions

  • This was one of our longer sections.

  • This section covered the interface as a whole.

  • How to create scenes.

  • Navigate through the 3D view.

  • Build games from the asset store.

  • Project based sections will be later in the course.

Section Roundup: Editor Interface
00:29
+
Game Art Principles
4 Lectures 33:27
  • These sections will cover the design of games.

  • How to make highly optimised assets.

  • Art choices that affect game mood.

  • Video game genres and their distinctions.

  • Identifying different video game mechanics.

Section Introduction: Art and Design
01:09

  • Importing Unity Packages.

  • Using a Third Party Prefab.

  • Meshes, Vertices, Triangles and Polygons.

  • Rigging, Skeletons and Bones.

  • Applying Materials to Meshes.

Game Art Principles » Non-Player Characters 1 of 2
11:51

Game Art Principles » Non-Player Characters 1 of 2
6 questions

  • Understanding performance bottlenecks.

  • CPU vs GPU bound games.

  • Describe methods to optimize model assets.

  • Rules of thumb for optimizing characters.
Game Art Principles » Non-Player Characters 2 of 2
10:04

Game Art Principles » Non-Player Characters 2 of 2
5 questions

  • Summarize how art choices affect mood.

  • Explain the purpose of concept art.

  • Explain the concept of “unifying colour”.

  • Why colour palettes matter.

  • Complementary and analogue colours.
Game Art Principles » Concept & Environment Design
10:23

Game Art Principles » Concept & Environment Design
5 questions
+
Game Design Principles
2 Lectures 27:18
  • Differentiate video game types and genres.

  • Differentiate video game participants.

  • Examples from different genres.

  • How genres overlap.

Game Design Principles » Genre & Video Game Types
13:06

Game Design Principles » Genre & Video Game Types
5 questions

  • Differentiate video game types and genres.

  • Differentiate video game participants.

  • Examples from different genres.

  • How genres overlap.

Game Design Principles » Game Mechanics & Controls
14:12

Game Design Principles » Game Mechanics & Controls
5 questions
+
Asset Management
8 Lectures 01:05:48
  • This sections will cover using assest.

  • How to import sound and 3D assets.

  • Using the Unity build-in GameObjects.

Section Introduction: Asset Management
00:33

  • List compression formats.

  • Trade-offs of Compression and CPU.

  • Importing audio clips.

  • Playing sound in a scene.

  • Overview of audio clip options.

Asset Management » Audio Clips
11:06

Asset Management » Audio Clips
4 questions

  • Differentiate GameObjects by their appearance.

  • Identify GameObjects within a scene.

  • Mockup models in primitive objects.

Asset Management » Default GameObjects 1 of 2
08:18

Asset Management » Default GameObjects 1 of 2
5 questions

  • Complex GameObjects.
  • Terrain, Trees and Wind.
  • Identifying script types.
  • Shaders scripts.

(Unique Video Reference: 4_AM_CRT)

Asset Management » Default GameObjects 2 of 2
09:59

Asset Management » Default GameObjects 2 of 2
5 questions

  • Differentiate import file formats.

  • Exported vs Proprietary formats.

  • Contents of an FBX file.

Asset Management » Models
14:36

Asset Management » Models
4 questions

Asset Management » Prefabs
00:07

  • Load a scene.

  • Save a scene.

  • Why we use Scenes.

  • Defining a scene.

  • Build order.

Asset Management » Scene File
12:15

Asset Management » Scene File
4 questions

  • Modify sprites.

  • Slicing a sprite sheet.

  • Sprite import settings.
Sprites » Sprite Editor
08:54

Sprites » Sprite Editor
5 questions
+
Project Management
6 Lectures 32:22
  • This sections will cover using managing large projects in Unity.
  • Use tags and layers to organise.
  • How to structure your projects with components.
Section Introduction: Project Management
00:26

  • Explain the function of layers.

  • Editing the camera culling mask.

  • Adding custom layers.

  • Assigning objects to layers.

GameObjects » Layers
08:27

GameObjects » Layers
4 questions

  • Identify the function of Tags.

  • How the programmer uses tags.

  • Adding new tags.

  • Selecting a tag for an object.

GameObjects » Tags
07:43

GameObjects » Tags
4 questions

  • Explain the function of GameObject components.

  • Recognise GameObject components.

  • Copying component properties.

  • The Transform component’s function.

GameObjects » Transform
04:41

GameObjects » Transform
4 questions

  • Differentiate components by their properties.

  • Mesh Components,

  • Effect Components,

  • Physics Components,

  • Audio Components,

  • Rendering Components,

  • UI Components.
GameObjects » Components
10:57

Rendering

  • Mesh Filter
  • Mesh Renderer
  • Skinned Mesh Renderer

Effects

  • Particle System

Physics

  • Rigidbody
  • Box Collider
  • Sphere Collider
  • Capsule Collider

Physics 2D

  • Rigidbody 2D
  • Box Collider 2D

Audio

  • Audio Listener
  • Audio Source
  • Audio Reverb Zone

Rendering

  • Camera
  • Light
  • Canvas Renderer

UI

  • Text
  • Button
  • Image

Custom Scripts

Components Reference
00:08

GameObjects » Components
5 questions
+
User Interface
6 Lectures 48:02
  • First project based section.

  • This sections will cover creating UI.

  • We will see how to use the canvas and buttons.

  • How to connect this up to scripts.

  • And many more UI goodies.

Section Introduction: User Interface
00:32

  • Differentiate canvas render modes.

  • Differentiate UI components.

  • Importing image assets.

  • Intro to world space UI.

  • Scaling images.

Canvas » Coordinates & Image » Sprites
09:56

Canvas » Coordinates & Image » Sprites
5 questions

  • Identify anchor points.

  • Utilize pivots and anchors.

  • Differentiate Rect Transform UI components.

  • Utilize text properties.

Rect Tool » Anchor & Rect Transform
09:42

Rect Tool » Anchor & Rect Transform
6 questions

  • Differentiate button properties.

  • Explain button properties.

  • Adding custom button backgrounds.

  • Using custom fonts in Unity.

  • Hover and click colours on buttons.

Button » Function & Transition
10:51

Button » Function & Transition
5 questions

  • Predict methods called by action.

  • Adding custom behaviour with scripts.

  • Linking buttons to scripts.

  • Spinning the cat!
Button » Interaction
07:51

Button » Interaction
4 questions

  • Describe the function of Slider UI components.

  • The anatomy of a slider.

  • Customizing the look and feel.

  • Binding the Slider value to a script.

Preview 09:10

Slider » Slider
6 questions
+
Progamming
13 Lectures 02:05:29
  • This section gets you coding!
  • The main skill we be reading code
  • Experienced coders: focus on objectives
  • Novice coders: focus on the patterns
Section Introduction: Programming
01:00

  • 3 ways to create new scripts in Unity.

  • How to attach a script to a GameObject.

  • How to rename scripts in Unity.

  • Creating output to the Console.

Unity Interface: Creating Scripts
09:37

Unity Interface: Creating Scripts
5 questions

  • Variables and why we use them.

  • Integers and Floating Point types.

  • Doing arithmetic on variables.

  • Printing those variables out.

Variables » Integer, Floating Point
09:35

Variables » Integer, Floating Point
5 questions

  • Explain the purpose of methods/functions.

  • Differentiate methods by their result.

  • Using methods to abstract.

  • How to declare and call a method.

Methods/Functions » Declaration & Use
13:15

Methods/Functions » Declaration & Use
5 questions

  • Differentiate public variable within code.

  • A quick overview of a C# script’s structure.

  • Introducing public vs private.

  • Beware that if unspecified a variable is private.

Unity Interface: Public vs Private
13:29

Unity Interface: Public vs Private
5 questions

  • Define variables.

  • Understanding classes in C#.

  • How classes and objects relate.

  • Creating instances of classes.

  • Using the Vector3 class.

Variables » Vector3 (Objects and Classes)
12:02

Variables » Vector3 (Objects and Classes)
5 questions

  • Accessing components on GameObjects.

  • Updating an object’s transform from code.

  • Public vs private methods.

GameObject » Components
10:34

GameObject » Components
5 questions

  • Explain DeltaTime.

  • How to move components with their transform.

  • Adjusting for frame time.

  • Revision of speed, time and distance.

Time » DeltaTime
07:11

Time » DeltaTime
5 questions

  • Evaluate the effectiveness of specific methods.

  • The Unity execution order.

  • Adding forces to Physics objects.

MonoBehaviour API » Fixed Update
07:26

MonoBehaviour API » Fixed Update
5 questions

  • How to instantiate from a Prefab in code.

  • Conditional execution.

  • Boolean variables.

  • Performing actions on user input.

Conditionals and Instantiation
13:03

  • Recognize the purpose of existing code.

  • Using the ScreenPointToRay function.

  • Introducing the Ray type.

  • Visualising 3D debug information.

  • Using Debug.DrawRay.

Preview 09:28

Camera API » ScreenPointToRay
5 questions

  • Explain Quaternions

  • How rotations are represented in Unity.

  • Different ways of constructing rotations.

  • Converting a vector direction into a rotation.

Quaternion » Use of
11:44

Quaternion » Use of
5 questions

  • Adding a goal to our game.

  • I challenge you to improve the gameplay!

Improving Gameplay
07:05
+
Materials and Effects
9 Lectures 01:27:02
  • Let’s make things pretty!
  • This section covers, well, materials and effects.
  • We will cover shaders and post processing.
  • How to create particle systems.
Section Introduction: Materials and Effects
00:30

  • Match Standard Shader properties by their description.

  • Define the Albedo of a material.

  • Editing shader properties.

  • Using textures in a material.

  • Metallic and Smoothness properties.

  • Introduction to Normal maps.
Materials » Standard Shaders 1/3
08:22

Materials » Standard Shaders 1/3
4 questions

  • Match Standard Shader properties by their description.

  • Height vs normal maps.

  • Occlusion and emission maps.

  • Details maps and masks.

Materials » Standard Shaders 2/3
11:10

Materials » Standard Shaders 2/3
5 questions

  • Match Standard Shader properties by their description.

  • Standard specular shader.

  • Creating materials.

  • Glass materials.

  • Render modes: Fade vs Cutout vs Transparent

Materials » Standard Shaders 3/3
12:33

Materials » Standard Shaders 3/3
5 questions

  • Differentiate Image Effects by their results.

  • Overview of the effects package.

  • Bloom and glow effects.

  • Sunshafts.

  • Colour adjustment in Unity.

  • Post-processed antialiasing.

Effects » Image Effects 1/2
12:44

Effects » Image Effects 1/2
4 questions

  • Differentiate Image Effects by their results.

  • Overview of the effects package.

  • Depth of field and vignetting effects.

  • Motion blur and film noise.

  • Edge detection and vortex effects.

Effects » Image Effects 2/2
11:30

Effects » Image Effects 2/2
5 questions

  • Explain particle system settings.

  • Differentiate particle options by their result.

  • Relating Emission Rate & Lifetime to Max Particles.

  • Affecting particles with wind and gravity.

  • Emitter meshes and their effects.

  • Particle speed and direction.

  • Billboard vs Mesh render modes.

Particle System » Emitters 1/3
08:04

Particle System » Emitters 1/3
5 questions

  • Explain particle system settings.

  • Differentiate particle options by their result.

  • Previewing particle systems in the scene.

  • Varying properties over lifetime and speed.

  • Color, size and rotation over lifetime.

  • Using curves, gradients over lifetime.

  • Random values between curves or gradients.

Particle System » Emitters 2/3
10:24

Particle System » Emitters 2/3
4 questions

  • Explain particle system settings.

  • Differentiate particle options by their result.

  • Duration, loop, prewarming and start delay.

  • Rotation properties of billboards.

  • Velocity inheritance, external forces, texture sheets.

  • Collisions and sub emitters.

Particle System » Emitters 3/3
11:45

Particle System » Emitters 3/3
4 questions
+
Lighting
9 Lectures 01:35:40
  • This section covers lighting both direct and indirect.
  • We take a look at different light types.
  • How to use baked lighting.
  • We create a cave scene for Global Illumination.
Section Introduction: Lighting
00:36

  • Explain light intensity.

  • Differentiate light types by feature.

  • Infer lighting setting by visual indicators.

  • Revision of basic lighting.

Light Component » Type 1/2
12:43

Light Component » Type 1/2
5 questions

  • Define Culling Mask.

  • Light cookies and where to find them.

  • Halos effects.

  • Configuring and applying lens flares.

Light Component » Type 2/2
14:50

Light Component » Type 2/2
4 questions

  • Assess shadow types.

  • Enabling shadows for meshes.

  • Shadow mapping and resolution quality.

  • Shadow acne and “Bias” settings.

  • Normal Bias and “Peter Panning”.

  • Near Shadow Planes.

Light Component » Shadows
10:26

Light Component » Shadows
5 questions

  • Explain Light Baking.

  • Lightmap static objects.

  • Revision of direct illumination.

  • Introduction to indirect illumination.

  • Creating a globally illuminated scene.

Global Illumination: What is GI?
12:39

Global Illumination: What is GI?
3 questions

  • Explain Light Baking.

  • Precomputed Realtime GI vs Baked GI.

  • Baked light modes.

  • Triggering manual baking.

  • Texels per unit, Baked Resolution and Final Gather.

Global Illumination » Baking
10:53

Global Illumination » Baking
4 questions

  • Explain Generate Lightmap UV settings.

  • Understanding UV unwrapping for lightmaps.

  • The process for building a lit scene.

Global Illumination: Lightmaps
10:40

Global Illumination: Lightmaps
5 questions

  • Explain lighting settings.

  • GI for dynamics objects.

  • How to use light probes.

  • Layout light probes in a scene.

  • Creating reflections on objects.

  • Reflection probes vs light probes.

Preview 10:16

Global Illumination: Probes
5 questions

  • Explain lighting settings.

  • Direction vs Non-directional lightmaps.

  • Fog and when to use it.

  • Skyboxes for reflection and ambient light.

  • Adding custom Skyboxes.

Global Illumination » Baked GI
12:37

Global Illumination » Baked GI
5 questions
11 More Sections
About the Instructor
Ben Tristem
4.7 Average rating
56,380 Reviews
268,618 Students
10 Courses
Best-selling Instructor, Game Developer, Online Entrepreneur

Hi, I'm Ben. I have a degree in computing from Imperial College London, and a physics diploma from the Open University.

I started working for myself at the age of 15, and never looked back. I explored careers as varied as being a commercial pilot, stunt-man, rock climbing instructor, and more. None of these provided a continued challenge, and stable income in the same way technology does.

After building and selling a home computer support business, I became an angel investor and business mentor here in Cambridge UK. I fell in love with teaching game development through one of my investments, and I now spend all of my time sharing my passion with people like you.

I can't wait to help you experience the fulfilment, and financial freedom, that having a deep understanding of technology brings.

So why not start learning to make games with me and my team now?

See you soon!

Ben

Sam Pattuzzi
4.6 Average rating
16,350 Reviews
98,632 Students
3 Courses
Software Engineer, University of Cambridge

I wrote my first game when I was 14 and ever since, programming has been a key part of both work and play in my life. I studied Computer Science at the University of Cambridge where I still teach undergraduates. When I'm not teaching, I'm a freelance software engineer and enjoy my work with tech start-ups and social businesses.

For me, Udemy is the opportunity to combine my passions for teaching and programming.

GameDev.tv by Ben Tristem
4.7 Average rating
54,049 Reviews
263,016 Students
8 Courses
Learn to Make and Sell Games

GameDev tv was created by best-selling Udemy instructor Ben Tristem to help anyone learn how to develop, design, and sell indie games.  Our team supports Ben in making and maintaining high quality courses that are engaging and entertaining for more than 240,000 students.

GameDev tv offers comprehensive courses on Unity, Blender, Unreal and coding in C#, C++ and more.  Looking to learn about a topic that we don't cover?  Visit our community page and let us know.