ACTUAL Exam Questions and CORRECT
Answers
Examine the Animator Controller - CORRECT 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 - CORRECT 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 - CORRECT 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* - CORRECT 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 - CORRECT 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 - CORRECT ANSWER - Create a new state by right clicking
inside the animator controller window and selecting Create State -> Empty State
Implement the Any State - CORRECT ANSWER - The Any State shows that any state can
transition to the linked state. Automatically already in the Animator Controller.
Explain transition conditions* - CORRECT 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* - CORRECT 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 - CORRECT ANSWER - Create a transition by right clicking on the
first state, selecting Make Transition, and clicking on the second state.
List compression formats* - CORRECT ANSWER - Images can be compressed either
losslessy or lossy. When you import an image asset, it shows import setting in the inspector. You
can 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 - CORRECT 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 - CORRECT 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* - CORRECT 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* - CORRECT 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 - CORRECT 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 - CORRECT 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 - CORRECT 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 GameObjects in the scene into the Hierarchy window. To make a scene, go to
File -> New Scene.
Save a Scene - CORRECT ANSWER - With the scene open, go to File -> Save As -> save
the scene as the name you want in the Project folder you want.
Modify Sprites* - CORRECT ANSWER - To open the Sprite Editor, go to Windows ->
Sprite Editor. Select the sprite sheet you want to edit in the project window and double click on it
to open it in the Sprite Editor. Now you can cut out sprites from the sheet (Slice tool) and save
individual sprites as children of the sprite sheet in the Project window (Apply button). The image
needs to be marked as a Sprite (2D and UI) in order to show up in the Editor, and the sprite mode
needs to be changed to Multiple for the Editor to cut individual sprites out of a sheet. You can
also get to the Editor by clicking the Sprite Editor button in that sprite sheet's Inspector.
Describe various Audio Effects* - CORRECT ANSWER - Audio Mixers can apply effects
to audio clips. These effects include chorus, lowpass, highpass, echo, duck volume, and more.
Duck volume is used when you want to lower the volume of another audio source while one
audio source plays.