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A comprehensive review of the unity certified associate exam for game development, covering a wide range of topics related to unity game development. It includes questions and answers on various aspects of the unity editor, such as scene management, asset organization, scripting, ui elements, materials, physics, and game mechanics. The document aims to help candidates prepare for the unity certified associate exam by providing them with 100% verified solutions and a graded a+ review. The content covers a broad range of unity-specific knowledge, including the use of gameobjects, transforms, prefabs, textures, audio formats, c# scripting, ui elements, materials, physics, and more. This document could be a valuable resource for students, developers, and professionals seeking to enhance their unity skills and knowledge in preparation for the unity certified associate exam.
Typology: Exams
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In Unity You assemble what in scene view? Game Objects Changes made in inspector during play mode are permanent changes after exiting (T/F) False A transform contains all of the following except: Mass In the project window you can search by all the following except: Date Which window allows parenting of objects? Hierarchy In unity the Hierarchy corresponds to what is in the: scene The project window allows you to: Modify file structure of assets Scene view is used for building scenes (T/F): true
To reconfigure the Unity UI: Drag window tabs to new locations What does the object inspector let you do? Edit properties for selected objects What is the game tab used for? playtesting Modifying asset organization is done in the: project window A unity project is considered a single file in storage (T/F): False Which window allows you to view, sort, organize all assets for the game? Project window A prefab in Unity Editor is: An asset type that stores a gameobject with components and properties Which of the following is applied to every gameObject? Transform Preferred File Format for importing models to Unity:
Working with textures sized to the power of 2 will compress better (T/F): True Components can be removed from a GameObject if they are no longer needed (T/F): True What is the difference between a Quad and a Plane? A plane has more polygons and internal divisions What type of texture is used to create faux texture on models? Normal Maps To help Unity locate project assets, it will create hidden: Meta files One of the first parts to successful asset management is good: Naming structure Modifying organization of assets is done in the: Project window
Acceptable audio formats are: Aiff, MP3, Wav, OGG Breadcrumb trail in the project window shows: Filepath of selected assets Specific name may be used: ESM0_a01_v01.fbs Which of the following will help to quickly search for an asset? Tagging Assets Project window toolbar allows searching assets by: Label and Type Typically textures are created at: 2x the needed resolution A unity C# script is edited in: an IDE
Which method is called every frame? Update() A method is used to: Group Instructions The variable that stores an XYZ value is called: Vector Awake() is called after Start() (T/F): False Which methods are default in Unity C# scripts? Start and Update A container to store the value of data is called a: Variable num=8.0f is of what data type? float
Quaternions are used to represent rotations (T/F) : true What variable declaration is used in order to make a variable not accessible by other classes by still accessible in Unity editor? SerializedField Finish the following code to reference the gameObject's position: Vector pos = transform.position What method is used to allow the Unity editor to reset the object variables back to default? Reset() Which method is used to transform an object over time? transform.translate Which of the following statements about variables is NOT true? Variables can start with a number Which is not true about classes? Classes should have the same name as the object they are attached to
Some of the available options for the Transition property of a button are? Sprite Swap and Color Tint What material shader allows for a procedural sky? Skybox Textures that seamlessly repeat allow for better resolution repeating over space (T/F): True This material property causes polygons to appear and light as if they had more surface detail: Normal Texture Maps should be which ratio? 1: When creating Unity Materials it is best to work with an unlit scene (T/F): False
The preferred format for exporting models is: FBX You should always paint model textures at the minimum resolution required (T/F): False Which material rendering mode uses black in the alpha channel to define where a material is NOT appearing? Cutout Which of the following is not a guideline for clean polygonal modeling: Keep the polygon count high Before exporting you should delete history on your static meshes (T/F): True Albedo of a material is defined as: The color of the material without any lighting data This material property controls spreading of light on microsurface detail: Smoothness
The role of a raycast is to: Locate colliders along the path of a ray GameObjects can only have a single collider applied to it (T/F): False Which window allows parenting of gameObjects?: Hierarchy Window In a Rigidbody, this enables objects to collide but does not apply Physics: isKinematic In a rigidbody component, this determines the air resistance from forces affecting the Gameobject: Drag Clicking on the cube left of the name of a gameObject in the inspector window allows you to: Apply a custom Icon Score accumulation, attacking and player health are examples of:
Game Mechanics Which of the following is NOT a Unity built-in controllers?: User-Defined Which of the following methods would be used to move an object to a new position over time? : Vector3.lerp Which method does not return a value? : void Start() Which Unity attribute should you use to hide a public variable from the Inspector? : HideInInspector To efficiently scale an FBX model throughout the project where would you set the scale?: Model Import Settings 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