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Unity Exams

Achieving certificates from Unity demonstrates to employers that your skills and knowledge meet the global set of standards that have been outlined by industry leaders. Click here to learn more about the certification process and benefits.

 

Upon reviewing the exam details on this page, we suggest noting which exams you are ready to register and which exams you may want to first enroll in a course or practice test.  Any exam requires a minimum achievement of 70% to receive a certificate from Unity and your employer verifiable badge. Viewing exam objectives helps determine exam readiness.

Unity exams are priced at $149.00 each and includes the proctor fee. Your exam will be scheduled according to your availability when registering.

Exam Descriptions and Objectives Per Title

The Unity Certified User certification enables individuals to get started in interactive content creation for industries such as gaming, entertainment, automotive, XR, and AEC (architecture, engineering, and construction). Individuals who earn a Unity Certified User certification receive an industry-recognized credential that validates their proficiency using Unity technology and proves that they have the skills and knowledge to succeed in careers requiring interactive content creation.

Whether it’s a desire to create games and apps or build new worlds in AR and VR, the Unity Certified User certification is a measurable way for employers and institutions to verify knowledge and skills using Unity.

Programmer

Unity Certified User Programmer
Exam

The Unity Certified User Programmer certification exam will test the basics of C# programming within Unity software to create interactivity in games, apps, AR/VR, and other experiences. The exam objectives are aligned with current industry standards set by professionals and educators. Individuals will be expected to have at least 150 hours of Unity software use and training to obtain this certification.

 

For this exam, please expect 37-43 questions to complete within 50 minutes.

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General Exam Objectives:

1. Debugging, problem-solving, and interpreting the API

  1. Given an example of a debug log message, create the code that created the log message.

  2. Given a code clip and its associated error message(s), determine which object(s) is(are) null.

  3. Given a specific programming task requiring the use of a particular class in the API, determine the appropriate method and/or properties, arguments, orother syntax to use.

2. Creating code

  1. Indicate when and how to initialize and use variables inlcuding but not limited to the appropriate use of all variable modifiers and data collections such as Arrays, Lists and Dictionaries.

  2. Given a list of keywords and syntax elements, construct a viable Function declaration.

  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.

  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.

  5. Demonstrate when and/or how to use the various logic and flow control operators used in C# and Unity.

  6. Given a scenario, identify appropriate actions to take when a UI element reports a change.

3. Evaluating code

  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.

  2. Given a code clip that produces an error because of a variable whose data type is declared incorrectly, identify the error.

  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.

  4. Given a code clip containing a class definition, distinguish whether the class is an ECS class or some other type of class.

  5. Given a set of code clips, recognize the clip that uses naming conventions that observe Unity naming standards.

  6. Given a code clip (or a set of code clips), recognize the comments thataccurately describe what the code is doing.

4. Navigating the Interface

  1. Describe the purpose, features, and functions of the various Unity IDE windows.

  2. Demonstrate how to change the default scripting IDE.

  3. Given a scenario which includes the following, then create a functional state machine.

    • a limited portion of a gaming scenario

    • a set of animation clips

    • a list of property settings

  4. Create and program a function state machine within the Unity Animator Controller including but not limited to the use of Animator functions syntax.

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Specific Exam Objectives: Certiport - Marketing Resource Library

Unity Certified User VR Developer  Exam

The VR Developer certification exam will test the candidate’s ability to create VR experiences and programs within Unity software. The exam objectives are aligned with current industry standards set by professionals and educators. Individuals will be expected to have at least 150 hours of Unity software use and training to obtain this certification.

Also, while not required, familiarity with C# programming and VR software and hardware (including tethered and standalone headsets) can help candidates learn VR Development more easily.

 

For this exam, please expect 37-43 questions to complete within 50 minutes.

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General Exam Objectives:

1. Basic Unity Concepts for VR Development

  1. Define essential VR concepts, including but not limited to stereoscopic vision, how VR differs from other forms of XR, tracking methods, and VR input methods

  2. Demonstrate how to use Package Manager to manage packages, including but not limited to the XR Interaction Toolkit

  3. Demonstrate how to import or modify assets, including Prefabs

  4. Given a scenario, identify how to use the Transform component to position,rotate, and scale an object in the scene

  5. Identify the correct primary interface window to complete a given task while using the default workspace

2. Building a Scene for VR

  1. Given a scenario, identify common preplanning techniques, including design documents, flow charts, animatics, character model sheets, prototyping, greyboxing, storyboarding, concept art, and proportional level scaling

  2. . Identify correct methods to implement environment design with 3D objects using finalized assets

  3. Identify various types of light and when to use Baked vs Realtime lighting

3. UX Implementation for VR

  1. Identify the steps to create a basic UI using World Space for a VR scene, including the use of Canvas, Button, Image, Text, and the Event System

  2. Given a scenario, determine the components needed for a user to physically manipulate objects, including but not limited to Colliders, the XR Grab Interactable, and Rigidbodies

  3. Identify types of player locomotion, including degrees of freedom, moving an avatar, 3-axis motion, 6-axis rotation, and rotating along an axis

  4. Given a scenario, identify optimal VR interactions regarding health and safety

  5. Differentiate between attributes of audio sources, including but not limitedto 2D and spatial audio

4. Scripting with Unity

  1. Given a scenario, select the appropriate basic C# code to achieve a goal that requires knowledge of properties, variables, methods, basic data types, or binary operators

  2. Given a scenario, select the appropriate Unity class to achieve a goal. Classes include Vector3, GameObject, Collider, Rigidbody, or AudioSource

  3. Given a scenario, identify how to handle a collision or trigger Enter, Stay, or Exit event

5. Troubleshooting and Playtesting

  1. Given a problem discovered in playtesting, identify areas to troubleshoot, including Static objects, missing Colliders, missing Rigidbodies, incorrect settings, Is Trigger, Is Kinematic, or Use Gravity

  2. Identify types of logs in the Console

  3. Identify errors output to the Console and the steps to fix them, including null references, missing end of line markers, or syntax errors

  4. Identify correct optimization methods when working on a VR scene,including but not limited to camera occlusion culling, removing unused objects, or level of detail (LOD)

 

Specific Exam Objectives: Certiport - Marketing Resource Library

Unity Certified User Artist Exam

The Unity Certified User Artist certification exam will test the basics of 2D and 3D digital artistry within Unity software to create interactivity in games, apps, AR/VR, and other experiences. The exam objectives are aligned with current industry standards set by professionals and educators. Individuals will be expected to have at least 150 hours of Unity software use and training to obtain this certification.

 

For this exam, please expect 37-43 questions to complete within 50 minutes.

 

General Exam Objectives:

1. Asset Management

  1. Import assets including but not limited to settings for FBX, OBJ and associated textures.

  2. Import and configure assets from the Unity Asset Store.

  3. Slice spritesheets for use in a 2D scene including but not limited to using the default Sprite Editor and 9-slicing.

  4. Identify mesh components including vertices, polygon faces and edges.

  5. Create key frames and change tangents in the Curve Editor using the Animation window.

  6. Create, modify and utilize Prefabs.

2. Scene Content Design

  1. Utilize Transform tools and the Transform component in the Inspector.

  2. Create prototype scenes using Unity primitives and/or low poly meshes utilizing white box/grey box techniques.

  3. Create and edit a landscape with materials utilizing the Terrain tool including but not limited to mask maps, texture painting, and diffuse properties.

3. Lighting, Cameras, and Materials Implementation

  1. Modify materials using the Standard Shader and editing properties including but not limited to specular, transparency, normal, and albedo.

  2. Identify basic lighting including but not limited to shadows, light settings, and light shapes such as directional, area, spot, and point.

  3. Utilize single camera set up including but not limited to isometric vs. standard, camera component, background, culling masks, clipping planes, field of view m(FOV), etc.

  4. Given a scenario, determine the appropriate rendering pipeline that should be used.

 

Specific Exam Objectives: Certiport - Marketing Resource Library

Unity Pathways and Dual Certifications

Unity is the leading content-creation platform for AR/VR, real-time 3D, and mobile 2D. It is used by professionals around the globe to create everything from games to movies, 3D models, and virtual reality simulations. For those looking for a career in gaming, entertainment, automotive, AEC, and XR, these pathways are here to help prepare you for what comes next. See where Unity certifications fit into your future career.

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  1. Video Game Producer​

    • Unity Certified User: Programmer, Professional Communication Skills, PowerPoint Associate 365

  2. VR Specialist Pathway

    • Unity Certified User: Programmer, and Unity Certified User: VR Developer​

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For more details on pathways visit: My Pathway :: Unity :: Certiport

certification-badges-user-programmer.png
VR Developer
Stacking Unity
Artist
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