MARC 닫기
05762cam a2200625Mi 4500
000001334922
20210114163623
m d |
cr |||||||||||
200317s2020 enk fo 000 0 eng d
▼a 1164493553
▼a 1165388647
▼a 1202027149
▼a 9781838823177
▼q (e-book)
▼a 1838823174
▼z 9781838828424
▼a 2518936
▼b (N$T)
▼a (OCoLC)1178954334
▼z (OCoLC)1164493553
▼z (OCoLC)1165388647
▼z (OCoLC)1202027149
▼a CL0501000159
▼b Safari Books Online
▼a UKAHL
▼b eng
▼e rda
▼e pn
▼c UKAHL
▼d YDX
▼d EBLCP
▼d UMI
▼d OCLCF
▼d N$T
▼d 248023
▼a QA76.76.C672
▼a 794.8/1525
▼2 23
▼a Walker, Philip,
▼e author.
▼a Unity certified programmer:
▼b exam guide : expert tips and techniques to pass the Unity certification exam at the first attempt /:
▼c Philip Walker.
▼a Birmingham:
▼b Packt Publishing,
▼c 2020.
▼a 1 online resource.
▼a text
▼b txt
▼2 rdacontent
▼a computer
▼b c
▼2 rdamedia
▼a online resource
▼b cr
▼2 rdacarrier
▼a Includes bibliographical references.
▼a Cover -- Title Page -- Copyright and Credits -- About Packt -- Contributors -- Table of Contents -- Preface -- Chapter 01: Setting Up and Structuring Our Project -- The core exam skills covered in this chapter -- Technical requirements -- The six core objectives -- Programming core interactions -- Working in the art pipeline -- Developing application systems -- Programming for the scene and environment design -- Optimizing performance and platforms -- Working in professional software development teams -- Overview of design patterns -- Builder -- Singleton -- Abstract Factory -- Prototype
▼a Object Pool -- Dependency Injection -- The SOLID principles -- Single responsibility principle -- Open/closed principle -- Liskov substitution principle -- Interface segregation principle -- Dependency inversion principle -- Designing the Killer Wave game -- Game design brief -- The Killer Wave game framework -- Framework -- Setting up Unity -- Starting our project through Unity Hub -- Collaborate -- Setting up Collaborate -- Ignoring files and folders -- Reverting changes -- The dashboard -- Summary -- Chapter 02: Adding and Manipulating Objects -- Core exam skills covered in this chapter
▼a Technical requirements -- Setting up our Unity project -- Creating prefabs -- Enemy prefab and custom tags -- Creating the player's bullet prefab -- Creating and applying a material to the player's bullet -- Adding a light to the player's bullet -- Adding Rigidbody components and fixing game objects -- Saving and publishing our work -- Setting up our camera -- Updating our camera properties via a script -- Setting up our light -- Updating our light properties via a script -- Introducing our interface -- IActorTemplate -- Introducing our ScriptableObject -- SOActorModel
▼a Creating a PlayerSpawner ScriptableObject asset -- Creating an EnemySpawner ScriptableObject asset -- Creating a PlayerBullet ScriptableObject Asset -- Setting up our Player, PlayerSpawner, and PlayerBullet scripts -- Setting up our PlayerSpawner script -- Creating the PlayerSpawner game object -- Setting up our Input Manager -- Setting up our Player script -- Colliding with an enemy -- OnTriggerEnter -- The Movement method -- The Die method -- The Attack method -- Setting up our PlayerBullet script -- Planning and creating our enemy -- Setting up our EnemySpawner and Enemy scripts
▼a Adding our script to the EnemySpawner game object -- Setting up our enemy script -- Summary -- Chapter 03: Managing Scripts and Taking a Mock Test -- The core exam skills covered in this chapter -- Technical requirements -- Adding a Singleton design pattern -- Setting up our ScenesManager script -- Adding the ResetScene() method -- Adding the GameOver() method -- Adding the BeginGame() method -- Adding scenes to our Build Settings window -- Updating our GameManager script -- Creating lives for the player -- Scoring enemy hits -- Preparing the code for the ScoreManager script
▼a This exam guide will take you from basic C# programming through the process of downloading, installing, and understanding how Unity works and prepare for your Unity exam. You will go through the core objectives of what is expected for the Unity exam and also have some fun on the way by creating a side-scrolling shooter game using Unity.
▼a OCLC control number change
▼a Unity (Electronic resource)
▼x Examinations
▼v Study guides.
▼a Unity (Electronic resource)
▼2 fast
▼0 (OCoLC)fst01795070
▼a Computer games
▼x Programming
▼x Examinations
▼v Study guides.
▼a Computer games
▼x Design
▼x Examinations
▼v Study guides.
▼a Computer graphics
▼x Examinations
▼v Study guides.
▼a Computer programmers
▼x Certification.
▼a Computer graphics
▼x Examinations.
▼2 fast
▼0 (OCoLC)fst00872129
▼a Computer programmers
▼x Certification.
▼2 fast
▼0 (OCoLC)fst00872383
▼a Examinations.
▼2 fast
▼0 (OCoLC)fst00917492
▼a Study guides.
▼2 fast
▼0 (OCoLC)fst01423888
▼a Electronic books.
▼i Print version:
▼a Walker, Philip
▼t Unity Certified Programmer: Exam Guide.
▼d Birmingham : Packt Publishing, Limited,c2020
▼3 EBSCOhost
▼u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2518936
▼a Askews and Holts Library Services
▼b ASKH
▼n AH37283753
▼a YBP Library Services
▼b YANK
▼n 16843402
▼a ProQuest Ebook Central
▼b EBLB
▼n EBL6259677
▼a EBSCOhost
▼b EBSC
▼n 2518936
▼a 강리원
▼a eBook
▼a 92
▼b N$T
| 자료유형 : | eBook |
|---|---|
| ISBN : | 9781838823177 |
| ISBN : | 1838823174 |
| ISBN : | |
| 개인저자 : | Walker, Philip, author. |
| 서명/저자사항 : | Unity certified programmer: exam guide : expert tips and techniques to pass the Unity certification exam at the first attempt /: Philip Walker. |
| 발행사항 : | Birmingham: Packt Publishing, 2020. |
| 형태사항 : | 1 online resource. |
| 서지주기 : | Includes bibliographical references. |
| 내용주기 : | Cover -- Title Page -- Copyright and Credits -- About Packt -- Contributors -- Table of Contents -- Preface -- Chapter 01: Setting Up and Structuring Our Project -- The core exam skills covered in this chapter -- Technical requirements -- The six core objectives -- Programming core interactions -- Working in the art pipeline -- Developing application systems -- Programming for the scene and environment design -- Optimizing performance and platforms -- Working in professional software development teams -- Overview of design patterns -- Builder -- Singleton -- Abstract Factory -- Prototype |
| 내용주기 : | Object Pool -- Dependency Injection -- The SOLID principles -- Single responsibility principle -- Open/closed principle -- Liskov substitution principle -- Interface segregation principle -- Dependency inversion principle -- Designing the Killer Wave game -- Game design brief -- The Killer Wave game framework -- Framework -- Setting up Unity -- Starting our project through Unity Hub -- Collaborate -- Setting up Collaborate -- Ignoring files and folders -- Reverting changes -- The dashboard -- Summary -- Chapter 02: Adding and Manipulating Objects -- Core exam skills covered in this chapter |
| 내용주기 : | Technical requirements -- Setting up our Unity project -- Creating prefabs -- Enemy prefab and custom tags -- Creating the player's bullet prefab -- Creating and applying a material to the player's bullet -- Adding a light to the player's bullet -- Adding Rigidbody components and fixing game objects -- Saving and publishing our work -- Setting up our camera -- Updating our camera properties via a script -- Setting up our light -- Updating our light properties via a script -- Introducing our interface -- IActorTemplate -- Introducing our ScriptableObject -- SOActorModel |
| 내용주기 : | Creating a PlayerSpawner ScriptableObject asset -- Creating an EnemySpawner ScriptableObject asset -- Creating a PlayerBullet ScriptableObject Asset -- Setting up our Player, PlayerSpawner, and PlayerBullet scripts -- Setting up our PlayerSpawner script -- Creating the PlayerSpawner game object -- Setting up our Input Manager -- Setting up our Player script -- Colliding with an enemy -- OnTriggerEnter -- The Movement method -- The Die method -- The Attack method -- Setting up our PlayerBullet script -- Planning and creating our enemy -- Setting up our EnemySpawner and Enemy scripts |
| 내용주기 : | Adding our script to the EnemySpawner game object -- Setting up our enemy script -- Summary -- Chapter 03: Managing Scripts and Taking a Mock Test -- The core exam skills covered in this chapter -- Technical requirements -- Adding a Singleton design pattern -- Setting up our ScenesManager script -- Adding the ResetScene() method -- Adding the GameOver() method -- Adding the BeginGame() method -- Adding scenes to our Build Settings window -- Updating our GameManager script -- Creating lives for the player -- Scoring enemy hits -- Preparing the code for the ScoreManager script |
| 요약 : | This exam guide will take you from basic C# programming through the process of downloading, installing, and understanding how Unity works and prepare for your Unity exam. You will go through the core objectives of what is expected for the Unity exam and also have some fun on the way by creating a side-scrolling shooter game using Unity. |
| 주제명(통일서명) : | Unity (Electronic resource) -- Examinations -- Study guides. -- |
| 주제명(통일서명) : | Unity (Electronic resource) -- fast -- |
| 일반주제명 : | Computer games -- Programming -- Examinations -- Study guides. -- |
| 일반주제명 : | Computer games -- Design -- Examinations -- Study guides. -- |
| 일반주제명 : | Computer graphics -- Examinations -- Study guides. -- |
| 일반주제명 : | Computer programmers -- Certification. -- |
| 일반주제명 : | Computer graphics -- Examinations. -- |
| 일반주제명 : | Computer programmers -- Certification. -- |
| 일반주제명 : | Examinations. -- |
| 기타형태 저록 : | Print version: Walker, Philip Unity Certified Programmer: Exam Guide. Birmingham : Packt Publishing, Limited,c2020 |
| 언어 | 영어 |
| URL : |
|---|
서평쓰기