Unity Certified Programmer Book Mock Test
With Correct Solutions 2024
You .have .been .asked .to .develop .a .horror .survival .game .where .your .player .relies .on .a
.pocket .torch. .Here .is .what .you've .coded .so .far:
void .Start()
{
Light .playersTorch .= .GetComponent<Light>();
playersTorch.lightMapBakeType .= .LightMapBakeType.Mixed;
playersTorch.type .= .LightType.Area;
playersTorch.shadows .= .LightShadows.Soft;
playersTorch.range .= .5f;
}
You .notice, .however, .that .the .player's .torch .isn't .casting .any .light .or .shadows. .What
.should .you .change .for .this .code .to .work .as .desired? .- .correct .answer.D) .Set
.playersTorch.type .to .LightType.Point.
You .have .started .creating .your .first .indie .game, .Super .Moped .Racer .64. .You .have .coded
.your .input .controls .to .work .with .a .joystick .and .started .testing .your .moped .around .corners.
.You've .noticed .that .after .turning .the .moped .around .the .first .corner, .the .moped .still .turns
.even .after .you've .let .go .of .the .joystick.
You've .checked .your .code .and .the .joystick .and .both .seem .to .be .working .fine, .suggesting
.the .issue .is .with .the .input .manager.
What .change .should .you .make .within .the .input .manager? .- .correct .answer.Increase
.Deadzone.
You .have .started .to .template .a .game .framework .with .pen .and .paper. .You .have .drawn .up
.several .manager .scripts .that .will .all .lead .to .the .creation .of .a .single .GameManager .script.
.You .only .require .one .GameManager .script, .which .will .always .be .in .your .scene.
Which .design .pattern .suits .having .a .GameManager .script .in .a .persistent .instance .role? .-
.correct .answer.Singleton
You .have .been .requested .to .create .a .prototype .for .a .side-scrolling .game .where .your
.player .throws .rocks .at .their .enemies. .The .game .works .well .and .the .camera .moves .from
.left .to .right .until .the .level .is .over. .To .throw .a .rock, .your .code .instantiates .a .prefab .of .a
,.rock, .which .is .then .given .a .force .(Rigidbody.AddForce) .to .launch .the .rock .to .give .the
.illusion .of .the .rock .being .thrown.
Your .lead .developer .says .that .your .method .is .costing .too .much .in-memory .performance
.and .wants .you .to .store .a .maximum .of .10 .rocks .from .within .an .array .of .rocks .using .a
.design .pattern. .Once .a .rock .is .used, .instead .of .being .destroyed, .it .should .return .to .the
.array.
What .design .pattern .is .the .developer .referring .to? .- .correct .answer.Object .Pool
You .and .a .few .other .developers .have .been .using .Unity's .Collaborate .service .for .a .while
.with .regular .pushes. .Everything .is .going .well .until .you .realize .you .have .accidentally
.deleted .a .file .from .the .project.
What .feature .would .you .use .to .get .this .file .back? .- .correct .answer.Collab .History
What .would .be .the .best .way .for .a .UI .menu .system .to .be .worked .on .from .a .programmer's
.perspective, .but .at .the .same .time .doesn't .interfere .with .an .artist .working .on .the .same
.workflow? .- .correct .answer.Use .prefabs .for .each .UI .component .so .that .any .artist .can
.modify .them .individually.
When .using .Unity's .own .Version .Control .Collaborate, .which .of .the .following .can .be
.excluded .using .the ..collabignore .file? .- .correct .answer.Editor
An .Image .component .has .a .sprite .in .its .Source .Image .parameter .and .its .Image .Type .is
.set .to .Filled. .What .does .Filled .do? .- .correct .answer.It .offers .various .ways .to .fill .in .the
.sprite.
What .component .does .CrossPlatformInputManager .replace? .- .correct .answer.Input
When .testing .a .top-down .shooter .game .you .have .just .developed, .you .want .the .controls .to
.have .an ."Arcade" .feel. .To .make .the .controls .snap .into .position .when .moving .the .player,
.which .property .would .help .create .what .is .required? .- .correct .answer.GetAxisRaw
When .writing .code .such .as .variable .names, .which .is .the .correct .naming .convention .to
.use? .- .correct .answer.Camel .case
You .are .working .with .a .team .to .create .a .realistic .simulation .for .the .military .that .includes .a
.series .of .explosions. .You .have .been .asked .to .take .over .from .the .previous .developer .who
.has, .so .far, .created .a .framework .that .issues .a .series .of .explosions .from .a .bank .of
.prefabs. .The .prefabs .are .updated .on .a .regular .basis .by .one .of .the .artists .on .the .team. .As
.impressive .as .this .looks, .the .program .has .gotten .quite .big .and .the .artist .will .need .to .have
.the .option .to .update, .swap .out, .replace, .and .delete .prefabs .from .the .framework.
What .solution .can .you .offer .the .team .that .keeps .this .framework .from .not .going .against
.SOLID .principles .and .is .accessible .to .the .artist .in .the .team? .- .correct .answer.Create .a
, .single .scriptable .object .that .holds .an .array .of .prefabs .that .holds .a .reference .to .either
.script.
Which .collider .is .the .fastest .for .the .Unity .physics .system .to .calculate? .- .correct
.answer.Sphere
Which .is .the .cheapest .MinMaxCurve .to .use? .- .correct .answer.Constant
Which .property .needs .to .be .accessed .through .code .to .create .a .strobe .effect .for .a .night
.club .scene? .- .correct .answer.intensity
If .we .want .to .keep .a .private .variable .visible .in .the .Inspector .window, .which .attributes
.should .you .put .above .the .variable .in .your .code? .- .correct .answer.[SerializeField]
You .have .created .a .pinball .game .for .a .mobile .device; .the .game .mechanics .all .work .well
.but .you .also .need .to .apply .a .pause .screen. .Obviously, .when .the .player .presses .pause,
.the .entire .game .should .freeze. .The .way .you .are .going .to .achieve .this .is .by .setting .Unity's
.timeScale .to .zero.
Which .time .property .isn't .affected .when .we .set .Time.timeScale .to .0? .- .correct
.answer.realtimeSinceStartup
In .your .BuildSettings .window .is .a .list .of .scenes. .You .know .that .the .first .scene .is .your .title
.scene .and .that .the .rest .that .follow .are .your .game's .level .scenes. .Your .game .designer
.hasn't .settled .on .the .names .of .the .scenes .and .keeps .changing .them. .As .a .programmer,
.you .can .select .the .scenes .to .load .by .using .what .SceneManager .method? .- .correct
.answer.GetSceneByBuildIndex()
If .you .have .a .pause .screen .that .can .be .enabled .or .disabled, .which .is .the .best .UI
.component .to .switch .between .the .two? .- .correct .answer.Toggle
If .you .have .a .game .object .that .holds .an .Image .component .and .its .child .is .a .Text
.component, .what .property .in .RectTransform .can .you .change .that .will .affect .the .Image
.component .but .not .the .font .of .your .Text .component? .- .correct .answer.Width .and .Height
You .have .created .a .UI .button .that .displays .an .image .of .coins .on .it .when .you .have .money
.in .your .account .and .an .image .of .an .empty .brown .bag .when .your .account .is .empty.
What .should .the .Transition .field .of .the .button .be .set .to .in .the .Unity .Inspector .to .support
.these .image .changes? .- .correct .answer.Sprite .Swap
While .entering .some .UI .details .at .the .bottom .of .the .screen .to .show .your .player's .lives .and
.what .level .they .are .on, .you .notice .you .need .the .text .to .be .a .specific .size. .You .can .change
.the .text .to .any .size .you .want, .but .you .also .need .to .accommodate .the .ratio .of .the .screen.
With Correct Solutions 2024
You .have .been .asked .to .develop .a .horror .survival .game .where .your .player .relies .on .a
.pocket .torch. .Here .is .what .you've .coded .so .far:
void .Start()
{
Light .playersTorch .= .GetComponent<Light>();
playersTorch.lightMapBakeType .= .LightMapBakeType.Mixed;
playersTorch.type .= .LightType.Area;
playersTorch.shadows .= .LightShadows.Soft;
playersTorch.range .= .5f;
}
You .notice, .however, .that .the .player's .torch .isn't .casting .any .light .or .shadows. .What
.should .you .change .for .this .code .to .work .as .desired? .- .correct .answer.D) .Set
.playersTorch.type .to .LightType.Point.
You .have .started .creating .your .first .indie .game, .Super .Moped .Racer .64. .You .have .coded
.your .input .controls .to .work .with .a .joystick .and .started .testing .your .moped .around .corners.
.You've .noticed .that .after .turning .the .moped .around .the .first .corner, .the .moped .still .turns
.even .after .you've .let .go .of .the .joystick.
You've .checked .your .code .and .the .joystick .and .both .seem .to .be .working .fine, .suggesting
.the .issue .is .with .the .input .manager.
What .change .should .you .make .within .the .input .manager? .- .correct .answer.Increase
.Deadzone.
You .have .started .to .template .a .game .framework .with .pen .and .paper. .You .have .drawn .up
.several .manager .scripts .that .will .all .lead .to .the .creation .of .a .single .GameManager .script.
.You .only .require .one .GameManager .script, .which .will .always .be .in .your .scene.
Which .design .pattern .suits .having .a .GameManager .script .in .a .persistent .instance .role? .-
.correct .answer.Singleton
You .have .been .requested .to .create .a .prototype .for .a .side-scrolling .game .where .your
.player .throws .rocks .at .their .enemies. .The .game .works .well .and .the .camera .moves .from
.left .to .right .until .the .level .is .over. .To .throw .a .rock, .your .code .instantiates .a .prefab .of .a
,.rock, .which .is .then .given .a .force .(Rigidbody.AddForce) .to .launch .the .rock .to .give .the
.illusion .of .the .rock .being .thrown.
Your .lead .developer .says .that .your .method .is .costing .too .much .in-memory .performance
.and .wants .you .to .store .a .maximum .of .10 .rocks .from .within .an .array .of .rocks .using .a
.design .pattern. .Once .a .rock .is .used, .instead .of .being .destroyed, .it .should .return .to .the
.array.
What .design .pattern .is .the .developer .referring .to? .- .correct .answer.Object .Pool
You .and .a .few .other .developers .have .been .using .Unity's .Collaborate .service .for .a .while
.with .regular .pushes. .Everything .is .going .well .until .you .realize .you .have .accidentally
.deleted .a .file .from .the .project.
What .feature .would .you .use .to .get .this .file .back? .- .correct .answer.Collab .History
What .would .be .the .best .way .for .a .UI .menu .system .to .be .worked .on .from .a .programmer's
.perspective, .but .at .the .same .time .doesn't .interfere .with .an .artist .working .on .the .same
.workflow? .- .correct .answer.Use .prefabs .for .each .UI .component .so .that .any .artist .can
.modify .them .individually.
When .using .Unity's .own .Version .Control .Collaborate, .which .of .the .following .can .be
.excluded .using .the ..collabignore .file? .- .correct .answer.Editor
An .Image .component .has .a .sprite .in .its .Source .Image .parameter .and .its .Image .Type .is
.set .to .Filled. .What .does .Filled .do? .- .correct .answer.It .offers .various .ways .to .fill .in .the
.sprite.
What .component .does .CrossPlatformInputManager .replace? .- .correct .answer.Input
When .testing .a .top-down .shooter .game .you .have .just .developed, .you .want .the .controls .to
.have .an ."Arcade" .feel. .To .make .the .controls .snap .into .position .when .moving .the .player,
.which .property .would .help .create .what .is .required? .- .correct .answer.GetAxisRaw
When .writing .code .such .as .variable .names, .which .is .the .correct .naming .convention .to
.use? .- .correct .answer.Camel .case
You .are .working .with .a .team .to .create .a .realistic .simulation .for .the .military .that .includes .a
.series .of .explosions. .You .have .been .asked .to .take .over .from .the .previous .developer .who
.has, .so .far, .created .a .framework .that .issues .a .series .of .explosions .from .a .bank .of
.prefabs. .The .prefabs .are .updated .on .a .regular .basis .by .one .of .the .artists .on .the .team. .As
.impressive .as .this .looks, .the .program .has .gotten .quite .big .and .the .artist .will .need .to .have
.the .option .to .update, .swap .out, .replace, .and .delete .prefabs .from .the .framework.
What .solution .can .you .offer .the .team .that .keeps .this .framework .from .not .going .against
.SOLID .principles .and .is .accessible .to .the .artist .in .the .team? .- .correct .answer.Create .a
, .single .scriptable .object .that .holds .an .array .of .prefabs .that .holds .a .reference .to .either
.script.
Which .collider .is .the .fastest .for .the .Unity .physics .system .to .calculate? .- .correct
.answer.Sphere
Which .is .the .cheapest .MinMaxCurve .to .use? .- .correct .answer.Constant
Which .property .needs .to .be .accessed .through .code .to .create .a .strobe .effect .for .a .night
.club .scene? .- .correct .answer.intensity
If .we .want .to .keep .a .private .variable .visible .in .the .Inspector .window, .which .attributes
.should .you .put .above .the .variable .in .your .code? .- .correct .answer.[SerializeField]
You .have .created .a .pinball .game .for .a .mobile .device; .the .game .mechanics .all .work .well
.but .you .also .need .to .apply .a .pause .screen. .Obviously, .when .the .player .presses .pause,
.the .entire .game .should .freeze. .The .way .you .are .going .to .achieve .this .is .by .setting .Unity's
.timeScale .to .zero.
Which .time .property .isn't .affected .when .we .set .Time.timeScale .to .0? .- .correct
.answer.realtimeSinceStartup
In .your .BuildSettings .window .is .a .list .of .scenes. .You .know .that .the .first .scene .is .your .title
.scene .and .that .the .rest .that .follow .are .your .game's .level .scenes. .Your .game .designer
.hasn't .settled .on .the .names .of .the .scenes .and .keeps .changing .them. .As .a .programmer,
.you .can .select .the .scenes .to .load .by .using .what .SceneManager .method? .- .correct
.answer.GetSceneByBuildIndex()
If .you .have .a .pause .screen .that .can .be .enabled .or .disabled, .which .is .the .best .UI
.component .to .switch .between .the .two? .- .correct .answer.Toggle
If .you .have .a .game .object .that .holds .an .Image .component .and .its .child .is .a .Text
.component, .what .property .in .RectTransform .can .you .change .that .will .affect .the .Image
.component .but .not .the .font .of .your .Text .component? .- .correct .answer.Width .and .Height
You .have .created .a .UI .button .that .displays .an .image .of .coins .on .it .when .you .have .money
.in .your .account .and .an .image .of .an .empty .brown .bag .when .your .account .is .empty.
What .should .the .Transition .field .of .the .button .be .set .to .in .the .Unity .Inspector .to .support
.these .image .changes? .- .correct .answer.Sprite .Swap
While .entering .some .UI .details .at .the .bottom .of .the .screen .to .show .your .player's .lives .and
.what .level .they .are .on, .you .notice .you .need .the .text .to .be .a .specific .size. .You .can .change
.the .text .to .any .size .you .want, .but .you .also .need .to .accommodate .the .ratio .of .the .screen.