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Standards Mapping

for Unity Certified User Programmer

19

Standards in this Framework

19

Standards Mapped

100%

Mapped to Course

Standard Lessons
1.1
Given an example of a debug log message, create the code that created the log message.
  1. 3.2 Functions
  2. 3.3 Declaring Variables
1.2
Given a code clip and its associated error message(s), determine which object(s) is(are) null.
  1. 4.4 Scripting Mechanics
  2. 5.3 Projectiles and Character Controllers
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.
  1. 3.5 Player Controls
  2. 5.3 Projectiles and Character Controllers
  3. 5.6 Cameras and Multiplayers
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.
  1. 3.3 Declaring Variables
2.2
Given a list of keywords and syntax elements, construct a viable Function declaration.
  1. 3.2 Functions
  2. 4.4 Scripting Mechanics
  3. 5.3 Projectiles and Character Controllers
  4. 5.4 Character Rigging and Animation
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.
  1. 4.4 Scripting Mechanics
  2. 5.3 Projectiles and Character Controllers
  3. 5.4 Character Rigging and Animation
  4. 7.2 Create a 3D World for VR
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.
  1. 3.5 Player Controls
  2. 4.4 Scripting Mechanics
  3. 5.3 Projectiles and Character Controllers
  4. 5.6 Cameras and Multiplayers
  5. 7.2 Create a 3D World for VR
2.5
Demonstrate when and/or how to use the various logic and flow control operators used in C# and Unity.
  1. 4.4 Scripting Mechanics
  2. 4.5 AI in Games
  3. 5.3 Projectiles and Character Controllers
  4. 5.11 Make It Your Own
2.6
Given a scenario, identify appropriate actions to take when a UI element reports a change.
  1. 4.6 Menu and Heads-up Display
  2. 5.10 Heads-up Display (HUD) Score
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. 4.4 Scripting Mechanics
  2. 4.5 AI in Games
  3. 4.6 Menu and Heads-up Display
  4. 5.2 Game Physics
  5. 7.2 Create a 3D World for VR
3.2
Given a code clip that produces an error because of a variable whose data type is declared incorrectly, identify the error.
  1. 3.3 Declaring Variables
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.
  1. 4.4 Scripting Mechanics
3.4
Given a code clip containing a class definition, distinguish whether the class is an ECS class or some other type of class.
  1. 3.4 Defining Classes
3.5
Given a set of code clips, recognize the clip that uses naming conventions that observe Unity naming standards.
  1. 3.1 Scripting API
  2. 3.2 Functions
  3. 3.3 Declaring Variables
  4. 3.4 Defining Classes
3.6
Given a code clip (or a set of code clips), recognize the comments that accurately describe what the code is doing.
  1. 4.4 Scripting Mechanics
  2. 5.4 Character Rigging and Animation
4.1
Describe the purpose, features, and functions of the various Unity IDE windows.
  1. 2.4 Unity Basics
4.2
Demonstrate how to change the default scripting IDE.
  1. 2.6 Code Editors and Unity
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
  1. 4.4 Scripting Mechanics
  2. 4.5 AI in Games
  3. 5.2 Game Physics
  4. 5.4 Character Rigging and Animation
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. 5.4 Character Rigging and Animation
  2. 5.11 Make It Your Own