UNITY CERTIFIED ASSOCIATE EXAM ACTUAL EXAM
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.
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.
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
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.
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.
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