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.
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
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,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" 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.
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
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, (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 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 - ✔✔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 - ✔✔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 - ✔✔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* - ✔✔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).
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