Questions and Answers 100% Pass
Examine the Animator Controller - ✔✔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 - ✔✔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 - ✔✔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.
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,Define parameter types* - ✔✔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 - ✔✔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 - ✔✔Create a new state by right clicking
inside the animator controller window and selecting Create State -> Empty
State
Implement the Any State - ✔✔The Any State shows that any state can
transition to the linked state. Automatically already in the Animator
Controller.
Explain transition conditions* - ✔✔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"
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,on the transition, make a parameter, and attach it to the transition in the
Conditions section.
Differentiate transition properties* - ✔✔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 - ✔✔Create a transition by right clicking on the first
state, selecting Make Transition, and clicking on the second state.
List compression formats* - ✔✔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 - ✔✔GameObjects can be
3D or 2D. 3D objects include cubes, spheres, capsules, planes, and
cylinders. 2D objects include sprites and tilemaps.
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, Identify GameObjects within a scene - ✔✔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* - ✔✔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* - ✔✔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 - ✔✔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
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