Oreilly - Unity Expert Gameplay Programmer Certification Courseware
by Unity Technologies | Released May 2019 | ISBN: 0135898943
Duration: 8 Hours of video instructionOverviewThis series of courses help prepare you to take the Expert Gameplay Programmer Certification exam, and covers six topics areas distributed over five lessons. These topics include Rapid Gameplay Prototyping and Unity Services Implementation; NPC Design programming and User Interface Implementation; Level Design Programming and Performance Optimization. The format of these courses are project and activity based and participants will need to feel comfortable individually programming a game in Unity. Participants will be challenged with a series of realistic programming problems in Unity video-game projects, the kind true gameplay programming experts face every day. Each challenge is inspired by one or more of the topics covered in the exam.DescriptionThis course is exam preparation for Unity's Expert Gameplay Programmer Certification Exam. This course will challenge you with a series of realistic programming problems in Unity video-game projects, inspired by one or more of the topics covered in the Expert Gameplay Programmer Exam. Throughout this course, you will work on a 2D “infinite platformer” game project and 3D “Dual-Stick Survivor” game project. This will help you practice prototyping core gameplay mechanics, including scripting GameObjects and their components, coordinating UI systems, and implementing UI scripting. This will also include configuring GameObject physics, spawning Prefabs, designing level logic and behavior, scripting animation systems and events, and working with in-game cinematics.Throughout this course, you will learn Unity Services Implementation techniques, including: streamlining your project management with Unity Cloud Build, monetization with Unity Ads and in-app purchases, and Unity Analytics. By the end of this course, you will implement in-app purchases for a 3D "Dual-Stick Survivor" game project.About the InstructorUnity Technologies is the creator of the worlds most widely used real-time 3D (RT3D) development platform, giving developers around the world the tools to create rich, interactive 2D, 3D, VR and AR experiences. Our 1000 person engineering team keeps Unity at the bleeding-edge of technology by working alongside partners such as Facebook, Google, Microsoft, and Oculus to ensure optimized support for the latest releases and platforms. Experiences made with Unity reach nearly 3 billion devices worldwide, and were installed 24 billion times in the last 12 months. Unity is powering RT3D in architecture, automotive, construction, engineering, film, games, and more.By successfully completing the projects in all four courses, participants will have had extensive, guided practice in the programming skills needed to pass the Unity Expert Gameplay Programmer exam.Skill LevelAdvancedWhat You Will LearnInterpret Game Design Document to determine basic game functionalityBuild a prototype to illustrate basic game functionalityIdentify conflicts and solutions during prototype stage to improve game playEnable ads in the game to demonstrate knowledge of Unity ServicesDemonstrate knowledge of NPC logic and behaviorDemonstrate knowledge of animation behavior systemsDevelop a HUD to demonstrate knowledge of UI coordinate systemsCreate an options menu to demonstrate knowledge of user interface scriptingCreate a basic game world level to demonstrate knowledge of level designAdd characters to your levelDemonstrate knowledge of gameplay debuggingDemonstrate knowledge of platform optimizationWho Should Take This CoursePrimary: Game Developers seeking extensive, guided practice in the programming skills needed to pass Gameplay Programmer Expert CertificationCourse RequirementsPrerequisites: 2-3 years of experience developing games with Unity with advanced programming skills, particularly in the C# languageTable of ContentsIntroductionThe Gameplay Programmer SpecializationThe Expert Gameplay Programmer ExamCourse 1: Rapid Gameplay ProgrammingCore Gameplay PrototypingUnderstanding What the GDD WantsConverting the GDD to UnityLet the User MoveRefining User ControlGetting the Basics Set Up for the Most Basic NPCInheritance and PolymorphismA Zoo for NPCsUser Interface Coordinate SystemsOverlay, Camera, and the WorldUI Coordinate SystemsWhat does the GDD Require?Static Aspect RatiosDynamic Aspects RatiosConfiguring What Can be HitMasking the Graphic RaycasterUI ScriptingWhat's important to the UserAny Feedback is Better Than NoneTesting Through the UIAdding a Mini-MapAdding a Radar: Part 1Adding a Radar: Part 2The UI Profiler and Frame DebuggerUI OptimizationsIdentifying Localization Needs: Part 1Identifying Localization Needs: Part 2Localization ImplementationConflict and Solutions During PrototypeDefining Failure and SuccessMaking the Computer Provide Useful FeedbackOn PaperCourse 2: Programming for Level DesignIntroductionConfiguring PhysicsCollider Types and ConfigurationChoosing the Best Collider for the JobRigidBodies and CollidersRigidbody PerformanceKinematic RigidbodiesOnTrigger ConfigurationsOnCollision ConfigurationsPhysics Mask GroupingsPhysic Material PropertiesSpawning Runtime Prefabs and EffectsWhen and Why to Spawn ObjectsWhen and Why Not to Spawn ObjectsSpawn Rates and Performance ImpactReliable Particle Effect PlacementDynamic Particle Effect SpawningEvaluating Effects for Spawning and PlacementDynamically Altering Wind ZonesLine RenderersTrail RendererLevel Logic and BehaviourTriggered InteractionsBringing Gameplay TogetherOur Mighty Gameplay Overlord of Scene ManagementOrchestrating ChaosLoading and Unloading ScenesLoading ScenesUnloading ScenesSteaming LimitsCinematicsIn-Engine Cinematic Parameters- Part 1In-Engine Cinematic Parameters- Part 2Cinematic Post EffectsWhen, Why, and at What Cost?Course 3: NPC Design ProgrammingCourse IntroductionNPC Logic and BehaviorAnimation State MachinesDriving States Via ScriptsAnimation EventsAdding State Machine BehaviorsMapping NPC LogicScripting Logic into an NPCMapping Mob MentalityNavigation and PathfindingNavMesh MethodologyBaking a Quality NavMeshNavMesh Area CostsArea TriggersOff Mesh LinksObstacle Avoidance Quality and PriorityRaycastingRaycast BehaviorDebugging Raycast MasksOptimizing Raycasts via LayersNPC Spawning and PlacementDetermining NPCs for Placement at Scene LoadWhere to Dynamically place NPCsDetermining NPC Spawn RatesOptimizing Spawn Rates per PlatformCourse 4 Performance OptimizationIntroductionRendering OptimizationOcclusion CullingOptimizing Performance via Occlusion CullingLOD MethodologyEvaluating LOD DistancesAnalyzing Fill RatesRendering-Best PracticesMinimizing Frame DropsAsset BundlesAsset Bundle StrategiesDetermining Optimal ConfigurationsIdentifying IssuesProviding Asset Bundle SolutionsUsing Asset BundlesGameplay DebuggingGeneral Debugging StrategiesGeneral Debugging TechniquesIsolating Level IssuesNPC DebuggingIsolating Scene Loading and Transition IssuesFinding the Best SolutionLow-Hanging FruitGame KillersPlatform ConstraintsPlatform Input/Controller SchemasPlatform System ResourcesOptimizing Runtime Performance per PlatformOptimizing Storage per PlatformPlatform ConstraintsPlatform OptimizationUsing the ProfilerManaging your Short-term MemoryLong-term Memory UseHidden CPU TaxesAssessing Capabilities per PlatformTargeting Build TargetsCourse 5: Unity Services ImplementationIntroductionUnity's AdsSimple Ad PlacementSimple Ads and the Player ExperienceSupplementing Scene Loading with AdsRewarded Ad PlacementRewarded Ads and Player ExperienceEnhancing the Player Experience with Rewarded AdsIn App PurchasesEnabling an In App Purchases StoreProcessing In App PurchasesPost PurchaseUI Elements for In App PurchasesImplementing an In App PurchaseUnity AnalyticsUnity AnalyticsTranslating GDD Level Design to Data Collection PointsCustom Data Events for Player BehaviorHeatmap DataIdentifying User Pain Points from Heatmap DataUsing the Dashboard for Evaluating AnalyticsEvaluating Analytics Raw DataPerformance ReportingAnalyzing Performance ReportsUnity Cloud BuildSetting up Cloud BuildTest Build LogsAssessing your Target Build PlatformsAbout Pearson Video TrainingPearson publishes expert-led video tutorials covering a wide selection of technology topics designed to teach you the skills you need to succeed. These professional and personal technology videos feature world-leading author instructors published by your trusted technology brands: Addison-Wesley, Cisco Press, Pearson IT Certification, Prentice Hall, Sams, and Que Topics include: IT Certification, Network Security, Cisco Technology, Programming, Web Development, Mobile Development, and more. Learn more about Pearson Video training at http://www.informit.com/video. Show and hide more Publisher resources Download Example Code
- Unity Expert Gameplay Programmer Certification Courseware
- The Gameplay Programmer Specialization 00:03:36
- The Expert Gameplay Programmer Exam 00:02:20
- Course 1: Rapid Gameplay Programming
- Core Gameplay Prototyping
- Understanding What the GDD Wants 00:03:34
- Converting the GDD to Unity 00:02:39
- Let the User Move 00:03:17
- Refining User Control 00:07:56
- Getting the Basics Set Up for the Most Basic NPC 00:07:43
- Inheritance and Polymorphism 00:05:48
- A Zoo for NPCs 00:04:00
- User Interface Coordinate Systems
- Overlay, Camera, and World 00:02:49
- UI Coordinate Systems
- What does the GDD Require? 00:02:14
- Static Aspect Ratios 00:00:55
- Dynamic Aspects Ratios 00:02:50
- Configuring What Can be Hit 00:02:03
- Masking the Graphic Raycaster 00:03:39
- UI Scripting
- What’s important to the User 00:01:33
- Any Feedback is Better Than None 00:12:23
- Testing Through the UI 00:07:35
- Adding a Mini-Map 00:06:51
- Adding a Radar: Part 1 00:03:41
- Adding a Radar: Part 2 00:08:17
- The UI Profiler and Frame Debugger 00:04:37
- UI Optimizations 00:01:57
- Identifying Localization Needs: Part 1 00:04:09
- Identifying Localization Needs: Part 2 00:01:38
- Localization Implementation 00:05:35
- Conflict and Solutions During Prototype
- Defining Failure and Success 00:08:05
- Making the Computer Provide Useful Feedback 00:05:21
- On Paper 00:02:39
- Course 2: Programming for Level Design
- Configuring Physics
- Collider Types and Configuration 00:02:51
- Choosing the Best Collider for the Job 00:04:38
- RigidBodies and Colliders 00:04:52
- Rigidbody Performance 00:04:57
- Kinematic Rigidbodies 00:02:25
- OnTrigger Configurations 00:02:11
- OnCollision Configurations 00:03:58
- Physics Mask Groupings 00:02:55
- Physic Material Properties 00:02:11
- Spawning Runtime Prefabs and Effects
- When and Why to Spawn Objects 00:01:29
- When and Why Not to Spawn Objects 00:03:57
- Spawn Rates and Performance Impact 00:02:26
- Reliable Particle Effect Placement 00:03:01
- Dynamic Particle Effect Spawning 00:03:18
- Evaluating Effects for Spawning and Placement 00:03:03
- Dynamically Altering Wind Zones 00:03:06
- Line Renderers 00:02:16
- Trail Renderer 00:01:49
- Level Logic and Behaviour
- Triggered Interactions 00:02:03
- Bringing Gameplay Together 00:05:39
- Our Mighty Gameplay Overlord of Scene Management 00:02:27
- Orchestrating Chaos 00:03:56
- Loading and Unloading Scenes
- Loading Scenes 00:01:50
- Unloading Scenes 00:05:52
- Streaming Limits 00:01:44
- Cinematics
- In-Engine Cinematic Parameters- Part 1 00:02:53
- In-Engine Cinematic Parameters- Part 2 00:02:39
- Cinematic Post Effects 00:03:43
- When, Why, and at What Cost? 00:01:52
- Course 3: NPC Design Programming
- Course Introduction 00:01:22
- NPC Logic and Behavior
- Animation State Machines 00:02:39
- Driving States Via Scripts 00:04:19
- Animation Events 00:03:55
- Adding State Machine Behaviors 00:02:59
- Mapping NPC Logic 00:04:27
- Scripting Logic into an NPC 00:03:17
- Mapping Mob Mentality 00:06:02
- Navigation and Pathfinding
- NavMesh Methodology 00:03:55
- Baking a Quality NavMesh 00:01:32
- NavMesh Area Costs 00:04:16
- Area Triggers 00:01:05
- Off Mesh Links 00:03:14
- Obstacle Avoidance Quality and Priority 00:03:24
- Raycasting
- Raycast Behavior 00:02:11
- Debugging Raycast Masks 00:03:24
- Optimizing Raycasts via Layers 00:02:48
- NPC Spawning and Placement
- Determining NPCs for Placement at Scene Load 00:01:41
- Where to Dynamically place NPCs 00:03:49
- Determining NPC Spawn Rates 00:04:30
- Optimizing Spawn Rates per Platform 00:04:26
- Course 4 Performance Optimization
- Rendering Optimization
- Occlusion Culling 00:06:21
- Optimizing Performance via Occlusion Culling 00:02:44
- LOD Methodology 00:08:03
- Evaluating LOD Distances 00:04:17
- Analyzing Fill Rates 00:02:12
- Rendering - Best Practices 00:03:32
- Minimizing Frame Drops 00:02:46
- Asset Bundles
- Asset Bundle Strategies 00:04:02
- Determining Optimal Configurations 00:05:23
- Identifying Issues 00:03:18
- Providing Asset Bundle Solutions 00:03:41
- Using Asset Bundles 00:03:44
- Gameplay Debugging
- General Debugging Strategies 00:03:44
- General Debugging Techniques 00:05:22
- Isolating Level Issues 00:01:54
- NPC Debugging 00:02:44
- Isolating Scene Loading and Transition Issues 00:02:00
- Finding the Best Solution 00:05:39
- Low-Hanging Fruit 00:04:16
- Game Killers 00:02:16
- Platform Constraints
- Platform Input/Controller Schemas 00:03:18
- Platform System Resources 00:01:51
- Optimizing Runtime Performance per Platform 00:02:23
- Optimizing Storage per Platform 00:02:49
- Platform Optimization
- Using the Profiler 00:05:24
- Managing your Short-term Memory 00:03:04
- Long-term Memory Use 00:02:40
- Hidden CPU Taxes 00:03:51
- Assessing Capabilities per Platform 00:02:56
- Targeting Build Targets 00:02:26
- Course 5: Unity Services Implementation
- Unity’s Ads
- Simple Ad Placement 00:02:21
- Simple Ads and the Player Experience 00:02:03
- Supplementing Scene Loading with Ads 00:01:56
- Rewarded Ad Placement 00:02:06
- Rewarded Ads and Player Experience 00:03:05
- Enhancing the Player Experience with Rewarded Ads 00:03:34
- In App Purchases
- Enabling an In App Purchases Store 00:03:34
- Processing In App Purchases 00:05:42
- Post Purchase 00:02:34
- UI Elements for In App Purchases 00:03:00
- Implementing an In App Purchase 00:03:11
- Unity Analytics
- Unity Analytics 00:01:36
- Translating GDD Level Design to Data Collection Points 00:02:07
- Custom Data Events for Player Behavior 00:04:48
- Heatmap Data 00:02:30
- Identifying User Pain Points from Heatmap Data 00:04:21
- Using the Dashboard for Evaluating Analytics 00:04:14
- Evaluating Analytics Raw Data 00:02:29
- Performance Reporting 00:01:44
- Analyzing Performance Reports 00:02:44
- Unity Cloud Build
- Setting up Cloud Build 00:02:23
- Test Build Logs 00:03:14
- Assessing your Target Build Platforms 00:02:33
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