Cert Prep: Unity Certified Associate Game Developer Audio and Effects
1h 59mIntermediate2021-01-28
Authors

Alan Thorn
Game Developer, Author, Educator
Course details
Become Unity certified and show employers you have the skills they are looking for. Improve your chances of landing your dream job—making games, architectural visualizations, or films. This course helps you study for questions from the sections of the Unity Certified Associate: Game Developer exam that deal with audio and particle systems. Instructor Alan Thorn explains how to import audio and trigger playback of 2D and 3D sounds. He also explains how to control volume and add audio effects like pitch adjustments with mixers. In chapter five, Alan reviews particle systems, the tools for generating effects like rain, fog, explosions, fire, and more. He teaches you how to use the built-in particle effects package and generate systems from scratch, as well as configure particle collisions. Each topic maps to a related question on the exam, and will help you enhance the believability and quality of your Unity projects.
Skills covered
Real-Time ScriptingReal-TimeGame DevelopmentUnityVisualization and Real-TimeAECProduct and ManufacturingCert PrepSoftware Development
Concepts
0. Introduction
- 01 - Creating audio and effects for your games
- 02 - Excercise files
1. Audio Assets and Basics
- 03 - Audio files - Music and SFX
- 04 - Configuring audio files
- 05 - Audio listeners and sources
- 06 - Creating mixers and groups
- 07 - 2D vs. 3D sound
2. Coding with Audio
- 08 - Coding with audiomixers
- 09 - Create a volume fade-in
- 10 - Characters and footsteps
- 11 - Detecting audio completion
- 12 - Audio events
3. VFX Graph
- 13 - Create a VFX graph asset
- 14 - Creating a VFX renderer
- 15 - Working with sprites
- 16 - Controls size, color, and motion
4. Particle Systems and Effects
- 17 - Understanding particle systems
- 18 - Exploring the particles package
- 19 - Building a particle system
- 20 - Controlling particle color and appearance
- 21 - Configuring particle collisions - Part 1
- 22 - Configuring particle collisions - Part 2
Conclusion
- 23 - Next steps
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