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Unity Associate Game Dev Review
Unity Associate Game Dev Review
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1
The breadcrumb trail in the project window shows (Ch 4)
The structure of the open project
The file path of the Unity project
The file path of the selected asset
The local repository clone
2
Which Emit From option allows particles to originate from anywhere within the emitter geometry (Ch 15)
Base
Volume Shell
Volume
Base Shell
3
What does Max Slope do in navigation? (Ch 12)
Forces a change in animatino to climbing dependent on angle
Implements stairs instead of ramps based on an angle
Sets the downward slope for Nav Mesh Agents to balance on
Defines the steepest angle that Nav Mesh Agents can walk up
4
Concept Art (Ch 1)
Provides a unifying point for art direction
Is only useful in a first person game
Helps define game play and mechanics
Lays out every light and material used
5
A method is used to: (Ch 11)
Delineate Variables
Define Classes
Set Parameters
Group Instructions
6
The Awake method is called when (Ch 13)
An animation starts
A script is loaded
The physics are calculated
Meshes are loaded
7
To create an Animator Controller (Ch 10)
Right-click in the Hierarchy window and choose Create > Animator Controller
Choose Create > Controllers > Animator from the top menu
Hold shift and right-click on any open space in the Inspector
Right-click in the Project window and choose Create > Animator Controller
8
Which kind of file do Lightmaps use to store data (Ch 8)
TIF
JPG
EXR
TGA
9
Finish the following code to reference the gameObject's position: Vector3 pos = _____; (Ch 11)
gameObject.position
transform.position
transform.parent.position
Vector3(position)
10
DeltaTime counts seconds between (Ch 11)
Frames
Movements
Draw Calls
Scenes
11
What type of light is casting the shape on the wall and floor? (Ch 7)
Spot
Directional
Skybox
Point
12
Possible release of information about work at a studio is often governed by this kind of legal contract (Ch 1)
Non-Disclosure Agreement
Civil Discourse Agreement
Constitution of Intellectual Property
Contract of Binding
13
The Shape section of a particle system defines the geometry of the (Ch 15)
Particles
Player Field
Emitter
Forces
14
Score accumulation, attacking, and player health are example of
Physics Implementation
Audio Implementation
Game Narrative
Game Mechanics
15
Acceptable formats for audio are (Ch 4)
MP3, QuickTime, and Egg
AIFF, MP3, WAV, and Ogg
MIDI, RCA, IFF, and MP3
WAV, MP4, Ogg, and AVI
16
On a Light Component, a Culling Mask (Ch 7)
Shapes the light based on the alpha channel of a texture
Prioritizes the importance of the light in Deferred Rendering
Determines which layer a light is on for rendering
Determines which layers are affected by the light
17
Which option begins playing the sound as soon as the GameObject loads (Ch 16)
Wake on Opening
Play on Awake
Sound.PlayOnEnter
Begin on Start
18
To make a sound play over and over, which of the following needs to be checked (Ch 16)
Looping
Repeating
Continuous
Replay
19
To create an effect showing multiple particles spawning from the originals, you wouldd use a: (Ch 15)
Cloned System
Sub-emitter
Child-branch
Particle splitter
20
In a Rigidbody component, this determines the air resistance from forces affecting the GameObject (Ch 6)
Collisions Detection
Mass
Drag
Interpolation
21
Which of the following best describes the function of a Nav Mesh (Ch 12)
Necessary for implementation of a mini-map
Establishes player-restricted areas
Defines walkable surfaces for Nav Mesh Agents
Culls Nav Mesh Agent visiblity by line of sight
22
Selecting Generate Lightmap UVs in the import settings of a model: (Ch 8)
Maps the shadow maps to the UV coordinates for shading
Forces Lightmaps to use existing UV coordinates for lighting
Creates a additional set of UV coordinates for Lightmap data
Generates lighting data based on scene lighting inputs
23
Which tool allows you to manually slice an image into multiple sprites (Ch 3)
The Sprite Editor
The UI Canvas
The 2D prefab editor
The Bitmap Tools
24
To reconfigure the Unity Editor user interface: (Ch 2)
Control + click on the tabs and choose reposition
Open the windowsprefs.cs script and enter positions
Drag windows by their tabs into new locations
Choose Window > Window Locations from the menu
25
Which of the following sequences best describes how you would create a new transition (Ch 10)
Shift + drag the animation state onto another state
Right-click in an open area and choose Make Transition
Right-click on a state and chooose Make Transition
Choose Create > Animation > Transition from the menu
26
Which method is called when this button is clicked? (Ch 18)
AudioSource.Play
Button.Play
Runtime Only
Player.OnClick
27
The process of creating a Nav Mesh from the level geometry marked as Navigation Static is called (Ch 12)
Building
Implementing
Baking
Ordering
28
To simulate echoing and distortion of an environment which audio component would be the best option (Ch 16)
Reverb Zones
Soundscapes
Audio Listeners
Flange Filters
29
Saving a scene saves: (Ch 3)
The current placement of objects in the scene and Hierarchy
The inspector settings, scripts, assets, and nested prefab structure
Object transforms, project settings, and undo history
All associated scenes and asset bundles in a project
30
In order to utilize Unity Cloud Build, your project must be synced to (Ch 19)
Network attached storage
An external hard drive
A source control repository
Unity Asset Server
31
This view in the Animation Window Shows animations as a graph (Ch 9)
Dope Sheet
Animator
Curve Editor
Animation Component
32
What is the effect applied to the Sound effects group called (Ch 16)
Flange
Lowpass
Snapshot
Attenuation
33
Which of the following sequences best describes how you would create an Animator component on an object (Ch 13)
Click on the Components button and choose Layouts > Animator
Click on the Add Components button and choose Miscellaneous > Animator
Click on the Components button and choose Animations > Animator Controller
Shift-click on an object in the scene and choose Animations > Animator
34
This shadow type casts shadows that approximate the natural fuzziness of real shadows (Ch 7)
Area
Blur
Hard
Soft
35
At a game studio, this person is responsible for ensuring the overall look and feel is consistent: (Ch 1)
Concept Artists
Level Designer
Art Director
Game Designer
36
Define the role of the Any state: (Ch 10)
a limitless state accessible only by Boolean parameters being true
A state that allows transitions from any other state
An animation that counterbalances anyh other animatinos
A state the applies its behaviors to all states
37
Changing the intensity of a light adjusts (Ch 7)
Photometric web
Color
Lumens
Brightness
38
A prefab in the Unity Editor is (Ch 3)
A file format allowing the transfer of assets between projects and scenes
A modular component attached to a GameObject for scripting and animation
A special kind of GameObject that access Animators without scripting
An asset type that stores a GameObject with components and properties
39
To modify the volume of an audio clip, the clip must be applied to: (Ch 16)
The amplitude of an audio mixer
An audio source component
An audio clip modifier
A sound properties component
40
Unity can import this transfer file format for models having meshes, bones, skin weights, and animations (Ch 3)
DXF
FBX
HCQ
OBJ
41
This material property controls the spreading of light on micro surface detail (Ch 5)
Metallic
Normal
Smoothness
Ambient Occlusion
42
Differentiate between Rewarded and Simple Ads (Ch 19)
Simple Ads are unlimited
Simple Ads are static images
Rewarded Ads provide more money per click
Rewarded Ads cannot be skipped by default
43
Which of the following statements best differentiates a Quad from a Plane (Ch 3)
Quads can be sculpted using terrain tools
The Plane has internal divisions and more polygons
The Plane has less geometry
The Quad is double-sided
44
Which type of variable is accessible to other scripts (Ch 11)
Public
Private
Integer
String
45
Dragging an Animator Controller onto a GameObject in the Inspector creates an: (Ch 14)
Animator Component
Animation clip instance
Instanced Prefab nest
Animation component
46
In a Rigidbody, this enables objects to fall (Ch 6)
Use Gravity
Mass.Apply
Scene.gravity
Enable Mass
47
The Project window toolbar allows searching of assets by (Ch 4)
Label and Type
Type and Tag
Label and Color
Tag and Parent
48
Animations are stored in the Unity project as (Ch 9)
Animation Clips
Animation components
Animator elements
Motion files
49
This light type emits in a cone, with the light spreading out as it gets farther from the source (Ch 7)
Area
Point
Directional
Spot
50
Which window allows parenting of GameObjects (Ch 6)
Project Window
Scene View Window
Inspector Window
Hierarchy Window
51
Some of the available options for the transition propertyh of a button are: (Ch 18)
Sprite Tint and Animator
Animator and Animation
Color Over Life and None
Sprite Swap and Color Tint
52
The default transition is based on (Ch 10)
Exit Time
End Time
Last Key
Speed Factor
53
A floating point variable is distinguished by what letter immediately following the number? (Ch 14)
h
V
X
f
54
Android, web, and iOS are some of the supported platforms for (Ch 19)
Unity Ads
Rapid Sync
Unity Cloud Build
Performance Monitoring
55
To add a Box Collider to a GameObject using the top menu, choose: (Ch 6)
Components > Physics > Box Collider
Objects > Physics > Box Collider
Physics > Collisions > Box
Assets > Create > Colliders > Box
56
Circle, Edge, Box, and Cone are examples of (Ch 15)
Mesh Primitives
Emitter Shapes
Camera Framing
Light Cookies
57
An image for an Image component must be imported as this type (Ch 19)
Sprite
Alpha
Texture
PNG
58
The play controls shown in red incdicate the Unity Editor is in this mode: (Ch 9)
Motion tracking
Real-time Effects
Animation Record
Animator Setting
59
This material rendering mode uses black in an alpha channel to define where a material is exactly NOT appearing (Ch 5)
Fade
Opaque
Transparency
Cutout
60
To create a placeholder state in the animator you would Right-Click and then choose: (Ch 17)
Create > State
Make > New
Create > Empty
New from Blend Tree
61
Which method does not return a value (Ch 13)
void Start()
public class Player()
IEnumerator Start()
bool IsAlive()
62
In this line of code, which of these does not set playerPosition to 0,0,0 Vector3 playerPosition= ______; (Ch 17)
Vector3(0)
Vector3.zero
new Vector3(0,0,0)
New Vector3.default
63
A ____ executes a set of instructions and can either return a value or not return a value (Ch 17)
Subroutine
Variable
Method
Pragma
64
The albedo of a material is defined as (Ch 5)
The color of the material without any lighting data
A raw diffuse color before any weathering is applied
The diffuse color of the material in general light
The blocking of bounced light by adjacent surfaces
65
This material property causes polygons to appear and light as if they had more surface detail: (Ch 5)
Normal
Smoothness
Emission
Metallic
66
Which window allows parenting of GameObjects (Ch 2)
Hiarchy
Project
Inspector
Outliner
67
In order to define new virtual input axes, you need to configure the key mapping in the: (Ch 13)
Input Manager
User Input script
Inspector
Keyboard Values
68
The Specular property of a material (Ch 5)
Defines where surfaces will receive high or low amounts of indirect light
Controls the spreading of light on micro surface detail
Controls the color and strength of reflection
Modifies the surface to show more detail than the polygons actually have
69
This game type often features mechanics such as card games, board games, simple arcade style games, and puzzles (Ch 1)
Console Games
Casual Games
Installation Games
Exploration Games
70
Animator Controllers allow you to: (Ch 10)
Trigger events on an animation timeline by proximity
Create and animate controllers for a GameObject
Arrange and maintain a set of animations for GameObject
Animate GameObjects using tangents for speed control
71
Score Accumulation, attacking, and player health are examples of (Ch 1)
Audio Implementation
Physics Implementation
Game Mechanics
Game Narrative
72
Which method gets a reference to a component on a GameObject (Ch 17)
GetComponent
FindComponent
GameObject.Find
Component.reference
73
To darken the ambient occlusion in baked lighting: (Ch 8)
Deepening the Dark color towards black
Increase the Ambient Occlusion amount
Increase the Max Distance
Decrease the number of GI bounces used
74
The script type supported in Unity (Ch 4)
Python
C#
C++
Lua
75
In the image show, what has caused the change in property names of Rect Transform (Ch 18)
Adding a slider
Splitting the anchor
Moving the pivot
Choosing Screen Space
76
Besides Exit Time, transition conditions can be driven by: (Ch 14)
Parameters
Conditionality
Interactions
Animators
77
Modifying the organization of assets is done in the (Ch 4)
Hierarchy Window
Inspector Window
Scene View Window
Project Window
78
Which component allows the canvas to resize with a display (Ch 18)
Event System
Canvas Transform
Rect Transform
Canvas Scaler
79
Which data type must be used in the following code? ___ number = 8.0f; (Ch 11)
float
factor
integer
string
80
In game design, non-player characters are (Ch 14)
Only in role playing games
Computer Controller
Controller by other players
Always enemies
81
Which identifier is used to link a project data feed to Unity Analytics (Ch 19)
Project Name
ID Certificate
Scene Name
Project ID
82
This Transition parameter type is reset by the controller when consumed by a transition (Ch 17)
Integer
Bool
Trigger
Float
83
Which window in the Unity Editor allows you to view, sort, and organize all of the assets for the game (Ch 2)
Inspector Window
Hierarchy Window
Scene View Window
Project Window
84
In a particle system of smoke, which property is used to change from dense black to grey, to finally white (Ch 15)
Change Color by Duration
Color over Lifetime
Random between Constants
Inherit Light from Parent
85
In which UI component would you use a Sprite? (Ch 18)
Button
Raw Image
Texture
Image
86
When enabled, which Collider property allows GameObjects to pass through the Collider (Ch 14)
Is Trigger
Is Kinematic
Use Gravity
Non-Physic material
87
The role of a Raycast is to (Ch 6)
Return lighting information based on normal angle for shaders
Create obstacles for the player GameObject
Locate Colliders along the path of a ray
Provide a placement zone for autonomous agents
88
Lightmaps: (Ch 8)
Store lighting data that has been pre-c alculated
Assign areas of greater or lesser resolution for baking
Guide the player through the level using lighting
Determine the quality of the shadows cast in game
89
The project window allows you to: (Ch 2)
Modify the file structure of assets
Add components to GameObjects
Change the maximum size of textures
Parent objects in a hierarchy
90
One way to apply an Animator Controller to a GameObject is: (Ch 10)
Click the insert button with the GameObject selected in the scene
Drag from the Project window onto the GameObject in the inspector
Drag from the Inspector onto the GameObject in the Hierarchy
Click on the GameObject in the scene while holding Alt/Option + Shift
91
Light Probes are used to: (Ch 8)
Sample Baked lighting at specific points in a scene
Determine the necessary specular value of a material
Sample reflection data at specific points in a scene
Measurer lighting intensity from a camera placement
92
This view in the Animation Window allows multiple objects' keys to be shown on horizontal tracks (Ch 9)
Curve Editor
Animation Component
Animator
Dope Sheet
93
Obstacle avoidance is how Nav Mesh Agents: (Ch 12)
Use static obstacles to limit Nav Mesh Agents' movement
Avoid collisions with other Nav Mesh Agents and geometry
Use scripted behavior of Nav Mesh Agents to duck and jump
Fold the Nav Mesh to deter agents' movements