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Exam (elaborations)

UNITY ASSOCIATE ART ACTUAL EXAM WITH CORRECT ACTUAL QUESTIONS AND CORRECTLY WELL DEFINED ANSWERS

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UNITY ASSOCIATE ART ACTUAL EXAM WITH CORRECT ACTUAL QUESTIONS AND CORRECTLY WELL DEFINED ANSWERS

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UNITY ASSOCIATE ART ACTUAL EXAM WITH CORRECT ACTUAL QUESTIONS AND
CORRECTLY WELL DEFINED ANSWERS





Examine the Animator Controller - (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 - (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 - (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* - (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 - (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 - (answer)Create a new state by right clicking inside the animator
controller window and selecting Create State -> Empty State



Implement the Any State - (answer)The Any State shows that any state can transition to the linked state.
Automatically already in the Animator Controller.



Explain transition conditions* - (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.

,UNITY ASSOCIATE ART ACTUAL EXAM WITH CORRECT ACTUAL QUESTIONS AND
CORRECTLY WELL DEFINED ANSWERS





Differentiate transition properties* - (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 - (answer)Create a transition by right clicking on the first state, selecting Make
Transition, and clicking on the second state.



List compression formats* - (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 - (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 - (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* - (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* - (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 - (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.

, UNITY ASSOCIATE ART ACTUAL EXAM WITH CORRECT ACTUAL QUESTIONS AND
CORRECTLY WELL DEFINED ANSWERS






Create a Prefab - (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 - (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 - (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* - (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* - (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.



Adding audio sources to the Audio Mixer - (answer)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* - (answer)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.

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