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Unity Certified Associate Exam With Questions And Answers Revised 2024.

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Unity Certified Associate Exam With Questions And Answers Revised 2024. Examine the Animator Controller - Answer The animator controller creates states that the GameObject can be in and assigns animations to these states. It also defines transitions for each of these states. Apply an Animator Controller to a GameObject - Answer Have the object open in Inspector. Drag the animator controller from the Project window to an empty space in the Inspector. Double click on the controller in the Project window to open it. Create an Animator Controller - Answer In the Project folder you store your controllers in, right click and select Create -> Animations -> Animator Controller. Once open, you can create states, assign animations to them, make parameters, and make transitions. Define parameter types* - Answer Parameters can be booleans, integers, floats, or triggers. Booleans are true/false, integers are whole number variables, floats are decimal number variables, and triggers are used when an event controls animation transitions. Differentiate animation states - Answer Animation states include Move, Idle, and Death. An additional state is the "Any State", which means that any state can transition to the following state. One of these states will be the default state. Create a new animation state - Answer Create a new state by right clicking inside the animator controller window and selecting Create State -> Empty State Implement the Any State - Answer The Any State shows that any state can transition to the linked state. Automatically already in the Animator Controller. Explain transition conditions* - Answer Transition conditions are parameters that state that a variable must be a certain amount before the transition can take place. To implement a transition condition, deselect "Has Exit Time" on the transition, make a parameter, and attach it to the transition in the Conditions section. Differentiate transition properties* - Answer Transitions can move to the next state after a certain time ("Has Exit Time") or move only when a parameter is true. Transition properties only exist on transitions linking states that have animations already on them. Create transitions - Answer Create a transition by right clicking on the first state, selecting Make Transition, and clicking on the second state. List compression formats* - Answer Images can be compressed either losslessy or lossy. When you import an image asset, it shows import setting in the inspector. You can Unity Certified Associate Exam With Questions And Answers Revised 2024. change the compression to none, low quality, normal quality, or high quality. You can also lower the import size of the image. Lossless formats are BMP, TGA, PNG, and TIFF. Lossly formats are JPEG. Differentiate GameObjects by their appearance - Answer GameObjects can be 3D or 2D. 3D objects include cubes, spheres, capsules, planes, and cylinders. 2D objects include sprites and tilemaps. Identify GameObjects within a scene - Answer GameObjects are physical models inside the scene. They highlight orange and have a move arrow on them when selected. Lights, cameras, UI, and particle system effects are also GameObjects. Identify script types* - Answer Scripts can be made in MonoDevelop or Visual Studio and imported into Unity. They can also be created inside Unity and then edited in one of the previous softwares. Usually, Unity uses C# scripts, but Unity can also use UnityScript (JavaScript). Scripts can create components for certain GameObjects, can go over a whole scene to change how it works, or can hold important public variables. When you make a method in a script, that method can be public or private. Differentiate import file formats* - Answer Models can be imported as native 3DS Max or Maya files. They are usually imported as .fbx files if the model is fully rigged, mapped, and animated. You can also import .obj files for static meshes. Define a Prefab - Answer A Prefab is a GameObject that has been taken into the scene and has been adjusted to exactly how you want it to show up in game. A Prefab could be a box with a Move script component on it and the textures and materials it needs when it spawns in the game. Anything that spawns into a game while it's running will need to be a prefab. Create a Prefab - Answer Once you've added everything you want to the object, you drag the object from the Hierarchy window into the Prefabs folder in the Project window. This saves the object as a prefab. To edit the object, add anything you need to the prefab and click "Apply" at the bottom in the Inspector. Load a Scene - Answer To load a scene, go to where the scene is saved in the Project folder and double click on it. This loads the scene in the Scene and Game windows and loads all the Game Objects in the scene into the Hierarchy window. To make a scene, go to File -> New Scene.

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