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Unity Test Practice
Unity Test Practice for Certificate
| Question | Answer |
|---|---|
| This game type often features mechanics such as card games, board games, simple arcade style games, and puzzles: | Casual games |
| Possible release of information about work at a studio is often governed by this kind of legal contract: | Non-Disclosure Agreement |
| Score accumulation, attacking, and player health are examples of: | Game mechanics |
| Concept art: | Provides a unifying point for art direction |
| At a game studio, this person is responsible for ensuring the overall look and feel is consistent: | Art director |
| The Project Window allows you to: | Modify the file structure of assets |
| Which window in the Unity Editor allows you to view, sort, and organize all of the assets for the game? | Project Window |
| Which window allows parenting of GameObjects? | Hierarchy |
| To reconfigure the Unity Editor user interface: | Drag windows by their tabs into new locations |
| Which of the following statements best differentiates a Quad from a Plane? | The Plane has internal divisions and more polygons |
| Which tool allows you to manually slice an image into multiple sprites? | The Sprite Editor |
| A Prefab in the Unity Editor is: | An asset type that stores a GameObject with components and properties |
| Saving a scene saves: | The current placement of objects in the scene and Hierarchy |
| Unity can import this transfer file format for models having meshes, bones, skin weights, and animation: | FBX |
| The two script types supported in Unity are: | C# and UnityScript |
| Modifying the organization of assets is done in the: | Project Window |
| Acceptable formats for audio are: | AIFF, MP3, WAV, and Ogg |
| The Project Window toolbar allows searching of assets by: | Label and Type |
| This material property controls spreading of light on microsurface detail: | Smoothness |
| The material rendering mode uses black in an alpha channel to define where a material is exactly NOT appearing: | Cutout |
| The material property causes polygons to appear and light as if they had more surface detail: | Normal |
| The Albedo of a material is defined as: | The color of the material without any lighting data |
| The Specular property of a material: | Controls the color and strength of reflection |
| In a Rigidbody, this enables objects to fall: | Use Gravity |
| Which window allows parenting of GameObjects: | Hierarchy Window |
| In a Rigidbody component, this determines the air resistance from forces affecting the GameObject: | Drag |
| To add a Box Collider to a GameObject using the top menu, choose: | Components > Physics > Box Collider |
| The role of a Raycast is to: | Locate Colliers along the path of a ray |
| On a Light Component, a Culling Mask: | Determines which layers are affected by the light |
| This light type emits in a cone, with the light spreading out as it gets further from the source: | Spot |
| This shadow type casts shadows that approximate the natural fuzziness of real shadows due to emission area size and the bouncing of light: | Soft |
| Changing the intensity of a light adjusts: | Brightness |
| What represents large, distant sources that come from a position outside the range of the game world? | Directional Lights |
| Which kind of file do Lightmaps use to store data? | EXR |
| Light Probes are used to: | Sample baking lighting at specific points in a scene |
| Selecting Generate Lightmap UVs in the Import Settings of a model: | Creates an additional set of UV coordinates for Lightmap data |
| Lightmaps: | Store lighting data that has been pre-calculated |
| To darken the ambient occlusion in baked lighting: | Increase the Ambient Occlusion amount |
| Animations are stored in the Unity project as: | Animation clips |
| When the play controls are shown in red, this indicates the Unity Editor is in this mode: | Animation Record |
| This view in the Animation Window shows animations as a graph: | Curve Editor |
| Which of the following sequences best describes how you would create an Animator component on an object? | Click on the Add Components button and choose Miscellaneous > Animator |
| This view in the Animation Window allows multiple objects’ keys to be shown on horizontal tracks: | Dope Sheet |
| Define the role of the Any state: | A state that allows transitions from any other state |
| One way to apply an Animator Controller to a GameObject is: | Drag from the Project window onto the GameObject in the Inspector |
| Which of the following sequences best describes how you would create a new transition: | Right-click on a state and choose Make Transition |
| Animator Controllers allow you to: | Arrange and maintain a set of animations for a GameObject |
| To create an Animator Controller: | Right-click in the Project window and choose Create > Animator Controller |
| The default transition is based on: | Exit Time |
| A method is used to: | Group Instructions |
| Which type of variable is accessible to other scripts? | Public |
| What probably the data type of the variable, number, below? number = 8.0f; | float |
| Finish the following code to reference the GameObject's position: Vector3 pos = //your code goes here | transform.postion |
| DeltaTime counts seconds between: | Frames |
| Which of the following best describes the function of Nav Mesh? | Defines walkable surface for Nav Mesh Agents |
| The process of creating a Nav Mesh form the level geometry marked as Navigation Static is called: | Baking |
| Obstacle avoidance is how Nav Mesh Agents: | Avoid collisions with other Nav Mesh Agents and geometry |
| What does Max Slope do in navigation? | Defines the steepest angle that Nav Mesh Agents can walk up |
| Which method does not return a value? | void Start() |
| In order to define new virtual input axes, you need to configure the key mapping in the: | Input Manager |
| The Awake method is called when: | When a scene starts |
| Which of the following sequences best describes how you would create an Animator component on an object? | Click on the Add Components button and choose Miscellaneous > Animator |
| Dragging an Animator Controller onto a GameObject in the Inspector creates an | Animator component |
| When enabled, which Collider property allows GameObjects to pass through the Collider? | Is Trigger |
| Besides Exit Time, transition conditions can be driven by: | Parameters |
| A floating point variable is distinguished by what letter immediately following the number | f |
| In game design, non-player characters are: | Computer-controlled |
| Circle, Edge, Box, and Cone are examples of: | Emitter Shapes |
| To create an effect showing multiple particles spawning from the originals, you would use a: | Sub-emitter |
| Which Emit From option allows particles to originate from anywhere within the emitter geometry? | Volume |
| The Shape section of a particle system defines the geometry of the: | Emitter |
| In a particle system of smoke, which property is used to change from dense black, to semi-transparent gray, and finally white? | Color Over Lifetime |
| To modify the volume of an audio clip, the clip must be applied to: | An audio source component |
| Which option begins playing the sound as soon as the GameObject loads? | Play on Awake |
| To simulate the echoing and distortion of a type of sound environment such as cave, area, or forest, which of the following audio components would be the best option to use? | Reverb Zones |
| To make a sound play over and over, which of the following needs to be checked? | Looping |
| This creates a distinctive "swooshing" or "jet plane" sound by mixing a source audio signal with a slightly delayed, modulated version of itself. | Flange |
| Which method gets a reference to a component on a GameObject? | GetComponent |
| In this line of code, which of these does not set playerPosition to 0,0,0? Vector3 playerPosition = //missing code goes here | Vector3 (0); |
| A __________ executes a set of instructions and can either return a value or not return a value. | Method |
| To create this placeholder for animation in the Animator Window, you would first right-click in any open area. Your next action would then be to choose: | Create > Empty |
| This Transition Parameter type is reset by the controller when consumed by a transition: | Trigger |
| Some of the available options for the Transition property of a button are: | Sprite Swap and Color Tint |
| Which component allows the canvas to resize with a display? | Canvas Scaler |
| In which UI component would you use a Sprite? | Image |
| independently adjusting the top/bottom and left/right anchor points of a RectTransform: | Splitting the anchor |
| This will play a sound when clicked: | AudioSource.Play |
| Which identifier is used to link project data feed to Unity Analytics? | Project ID |
| In order to utilize Unity Cloud Build, your project must be synced to: | A source control repository |
| An image for an Image component must be imported as this type: | Sprite |
| Android, web, and iOS are some of the supported platforms for: | Unity Cloud Build |
| Differentiate between Rewarded and Simple Ads: | Rewarded Ads cannot be skipped by default |