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Unity Certified User Programmer Standards Mapping

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Game Design in Unity (Bailey)

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19 Standards in this Framework 5 Standards Mapped 26% Mapped to Course


Standard Lessons
1.1 Given an example of a debug log message, create the code that created the log message.
1.2 Given a code clip and its associated error message(s), determine which object(s) is(are) null.
1.3 Given a specific programming task requiring the use of a particular class in the API, determine the appropriate method and/or properties, arguments, or other syntax to use.
2.1 Indicate when and how to initialize and use variables inlcuding but not limited to the approritate use of all variable modifiers and data collections such as Arrays, Lists and Dictionaries.
2.2 Given a list of keywords and syntax elements, construct a viable Function declaration.
2.3 Given a code clip and a description of its desired result, identify the appropriate function to control or trigger a state including but not limited to the Animator Controller.
2.4 Given a scenario where a specific type of input is required and the building blocks needed are provided, construct the necessary input listener including but not limited to the keyboard and touch input.
2.5 Demonstrate when and/or how to use the various logic and flow control operators used in C# and Unity.
2.6 Given a scenario, identify appropriate actions to take when a UI element reports a change.
  1. 9.3 User Interface (UI)
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.
  1. 4.3 Game Physics
3.2 Given a code clip that produces an error because of a variable whose data type is declared incorrectly, identify the error.
3.3 Given a code clip that produces an error because a function or variable is declared or used incorrectly (public/private mismatch), identify the error including but not limited to the use of Animation events.
3.4 Given a code clip containing a class definition, distinguish whether the class is an ECS class or some other type of class.
3.5 Given a set of code clips, recognize the clip that uses naming conventions that observe Unity naming standards.
3.6 Given a code clip (or a set of code clips), recognize the comments that accurately describe what the code is doing.
  1. 9.2 Character Animation
4.1 Describe the purpose, features, and functions of the various Unity IDE windows.
  1. 4.1 Unity Basics
4.2 Demonstrate how to change the default scripting IDE.
4.3 Given a scenario which includes the following, then create a functional state machine. a. a limited portion of a gaming scenario b. a set of animation clips c. a list of property settings
4.4 Create and program a function state machine within the Unity Animator Controller including but not limited to the use of Animator functions syntax.
  1. 9.2 Character Animation