Pass the Unity Certified Developer Exam - Lifetime Access

Complete courseware for all levels of experience. Prepare in just one week. Includes 500 practice questions!
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  • Lectures 117
  • Length 16 hours
  • Skill Level Beginner Level
  • Languages English, captions
  • Includes Lifetime access
    30 day money back guarantee!
    Available on iOS and Android
    Certificate of Completion
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About This Course

Published 4/2016 English Closed captions available

Course 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!

What are the requirements?

  • A machine capable of running Unity 5
  • An internet connection for web research

What am I going to get from this course?

  • Take & pass the Unity Certified Developer Exam
  • Gain a strong overall understanding of Unity

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.

What you get with this course?

Not for you? No problem.
30 day money back guarantee.

Forever yours.
Lifetime access.

Learn on the go.
Desktop, iOS and Android.

Get rewarded.
Certificate of completion.


Section 1: Introduction & Motivation

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

  • 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
  • Installing Unity versions side by side.

  • Getting the older version of Unity.

Installing The Correct Unity Version
4 questions
Section 2: Editor Interface
  • 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.

  • How we map lectures to the syllabus.

  • How to attempt the quizzes.

  • Customize the Unity interface.

  • Differentiate the Unity editors.

  • The names of different editors.
Editor Customization » Layouts
9 questions
  • How to use the Asset Store.

  • Explain the benefits of the Asset Store.
Views » Asset Store
3 questions
  • Differentiate the console window.
  • Filtering different log messages.
  • Printing to the log.
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
5 questions
  • Explaining the purpose of the Hierarchy Window.

  • How parenting works.

  • Changing the sorting.

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
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
8 questions
  • What is a Prefab.

  • Creating Prefabs.

  • Identifying an empty Prefab.

  • Focusing the Scene View Camera.

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
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
6 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 3: Game Art Principles
  • 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.

  • 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 1/2
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 2/2
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
5 questions
Section 4: Game Design Principles
  • Differentiate video game types and genres.

  • Differentiate video game participants.

  • Examples from different genres.

  • How genres overlap.

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
5 questions
Section 5: Asset Management
  • This sections will cover using assest.

  • How to import sound and 3D assets.

  • Using the Unity build-in GameObjects.

  • 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
4 questions
  • Differentiate GameObjects by their appearance.

  • Identify GameObjects within a scene.

  • Mockup models in primitive objects.

Asset Management » Default GameObjects 1 of 2
5 questions
  • Complex GameObjects.

  • Terrain, Trees and Wind.

  • Identifying script types.

  • Shaders scripts.

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
4 questions
Asset Management » Prefabs
  • Load a scene.

  • Save a scene.

  • Why we use Scenes.

  • Defining a scene.

  • Build order.

Asset Management » Scene File
4 questions
  • Modify sprites.

  • Slicing a sprite sheet.

  • Sprite import settings.
Sprites » Sprite Editor
5 questions
Section 6: Project Management
  • This sections will cover using managing large projects in Unity.
  • Use tags and layers to organise.
  • How to structure your projects with components.
  • Explain the function of layers.

  • Editing the camera culling mask.

  • Adding custom layers.

  • Assigning objects to layers.

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
4 questions
  • Explain the function of GameObject components.

  • Recognise GameObject components.

  • Copying component properties.

  • The Transform component’s function.

GameObjects » Transform
4 questions
  • Differentiate components by their properties.

  • Mesh Components,

  • Effect Components,

  • Physics Components,

  • Audio Components,

  • Rendering Components,

  • UI Components.


  • Mesh Filter
  • Mesh Renderer
  • Skinned Mesh Renderer


  • Particle System


  • Rigidbody
  • Box Collider
  • Sphere Collider
  • Capsule Collider

Physics 2D

  • Rigidbody 2D
  • Box Collider 2D


  • Audio Listener
  • Audio Source
  • Audio Reverb Zone


  • Camera
  • Light
  • Canvas Renderer


  • Text
  • Button
  • Image

Custom Scripts

GameObjects » Components
5 questions
Section 7: User Interface
  • 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.

  • Differentiate canvas render modes.

  • Differentiate UI components.

  • Importing image assets.

  • Intro to world space UI.

  • Scaling images.

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
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
5 questions
  • Predict methods called by action.

  • Adding custom behaviour with scripts.

  • Linking buttons to scripts.

  • Spinning the cat!
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.

Slider » Slider
6 questions
Section 8: Progamming
  • This section gets you coding!
  • The main skill we be reading code
  • Experienced coders: focus on objectives
  • Novice coders: focus on the patterns
  • 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
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
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
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
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)
5 questions
  • Accessing components on GameObjects.

  • Updating an object’s transform from code.

  • Public vs private methods.

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
5 questions
  • Evaluate the effectiveness of specific methods.

  • The Unity execution order.

  • Adding forces to Physics objects.

MonoBehaviour API » Fixed Update
5 questions
  • How to instantiate from a Prefab in code.

  • Conditional execution.

  • Boolean variables.

  • Performing actions on user input.

  • Recognize the purpose of existing code.

  • Using the ScreenPointToRay function.

  • Introducing the Ray type.

  • Visualising 3D debug information.

  • Using Debug.DrawRay.

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Instructor Biography

Ben Tristem, 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!


Instructor Biography

Sam Pattuzzi, 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.

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