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Unity Certified Associate Exam | Questions/Solutions CA$22.81   Add to cart

Exam (elaborations)

Unity Certified Associate Exam | Questions/Solutions

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Unity Certified Associate Exam | Questions/Solutions

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  • April 15, 2023
  • 19
  • 2022/2023
  • Exam (elaborations)
  • Questions & answers
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Unity Certified Associate Exam |
Questions/Solutions
Examine the Animator Controller Correct Ans - 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 Correct Ans - 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 Correct Ans - 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* Correct Ans - 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 Correct Ans - 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 Correct Ans - Create a new state by right
clicking inside the animator controller window and selecting Create State ->
Empty State

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

Explain transition conditions* Correct Ans - 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* Correct Ans - 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 Correct Ans - Create a transition by right clicking on
the first state, selecting Make Transition, and clicking on the second state.

List compression formats* Correct Ans - 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 Correct Ans -
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 Correct Ans - 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* Correct Ans - 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* Correct Ans - 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 Correct Ans - 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 Correct Ans - 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 Correct Ans - 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 Correct Ans - 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* Correct Ans - 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* Correct Ans - 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.

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