Unity Certified Associate Exam Questions and Answers Latest Update.
Unity Certified Associate Exam Questions and Answers Latest Update. Examine the Animator Controller correct answerThe 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 answerHave 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 answerIn 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 answerParameters 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 answerAnimation 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 answerCreate a new state by right clicking inside the animator controller window and selecting Create State -> Empty State Implement the Any State correct answerThe Any State shows that any state can transition to the linked state. Automatically already in the Animator Controller. Explain transition conditions* correct answerTransition 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 answerTransitions 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 answerCreate a transition by right clicking on the first state, selecting Make Transition, and clicking on the second state. List compression formats* correct answerImages 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 answerGameObjects 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 answerGameObjects 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 answerScripts 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 answerModels 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 answerA 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 answerOnce 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 answerTo 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 answerWith 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 answerTo 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 answerAudio 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. Adding audio sources to the Audio Mixer correct answerMake an object an Audio Source by adding the Audio Source component and assigning it an audio clip. Send it to a mixer by setting the output of the source. Differentiate audio properties* correct answerThe Audio Reverb Zone is used when the audio source is in a space were audio would reverb or echo, such as in a cave. This is added as a component onto an object and has a min distance, a max distance, and different reverb presets and effects. Explain audio options* correct answerAudio clip properties can be changed in the Audio Source and in the Audio Mixer. In the Audio Source, properties include volume, pitch, and whether the audio clip is 2D or 3D (distance effect, Doppler effect) sound. You can also change whether the clip is muted, looping, bypasses effects, bypasses reverb zones, and the priority of the clip in the scene. Background music will have higher priority and will be 2D, while SFX will have lower priority and will be 3D.
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