Unity Certified Associate Exam - Game Development - Complete Review
Exam Q/A & Review Guide (2025
Examine the Animator Controller - (answers)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 - (answers)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 - (answers)In the Project folder you store your controllers in, right
click and select Create -> Animations -> Animator Controller. Once open, you can create states,
吗?还是指某个特定的词或概念
assign animations to them, make?parameters, and make transitions.
Define parameter types* - (answers)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 - (answers)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 - (answers)Create a new state by right clicking inside the animator
controller window and selecting Create State -> Empty State
Implement the Any State - (answers)The Any State shows that any state can transition to the
linked state. Automatically already in the Animator Controller.
Explain transition conditions* - (answers)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* - (answers)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 - (answers)Create a transition by right clicking on the first state, selecting
Make Transition, and clicking on the second state.
List compression formats* - (answers)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.
吗?还是指某个特定的词或概念
Differentiate GameObjects by their appearance - (answers)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 - (answers)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* - (answers)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* - (answers)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 - (answers)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 - (answers)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 - (answers)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 - (answers)With the scene open, go to File -> Save As -> save the scene as the
吗?还是指某个特定的词或概念
name you want in the Project folder you want.
?
Modify Sprites* - (answers)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* - (answers)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.
Adding audio sources to the Audio Mixer - (answers)Make 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* - (answers)The 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.
Exam Q/A & Review Guide (2025
Examine the Animator Controller - (answers)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 - (answers)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 - (answers)In the Project folder you store your controllers in, right
click and select Create -> Animations -> Animator Controller. Once open, you can create states,
吗?还是指某个特定的词或概念
assign animations to them, make?parameters, and make transitions.
Define parameter types* - (answers)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 - (answers)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 - (answers)Create a new state by right clicking inside the animator
controller window and selecting Create State -> Empty State
Implement the Any State - (answers)The Any State shows that any state can transition to the
linked state. Automatically already in the Animator Controller.
Explain transition conditions* - (answers)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* - (answers)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 - (answers)Create a transition by right clicking on the first state, selecting
Make Transition, and clicking on the second state.
List compression formats* - (answers)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.
吗?还是指某个特定的词或概念
Differentiate GameObjects by their appearance - (answers)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 - (answers)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* - (answers)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* - (answers)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 - (answers)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 - (answers)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 - (answers)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 - (answers)With the scene open, go to File -> Save As -> save the scene as the
吗?还是指某个特定的词或概念
name you want in the Project folder you want.
?
Modify Sprites* - (answers)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* - (answers)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.
Adding audio sources to the Audio Mixer - (answers)Make 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* - (answers)The 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.