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Unity Certified User: Programmer 24

Total questions: 49

Worksheet time: 2hrs 35mins

Name
Class
Date
1.

The role of a Raycast is to:

a)

Modify properties of objects in a scene

b)

Locate colliders along the path of a ray

c)

Render graphics more efficiently

d)

Simulate physics interactions

2.

One way to apply an Animator Controller to a Game object is to Drag from the Project window onto the GameObject in the Inspector.

a)

True

b)

False

3.

Which of the following sequences best describes how you would create a new transition:

a)

Left-click on a state and select an option

b)

Right-click on a state and choose Make Transition

c)

Double-click on a state and enter settings

d)

Drag from one state to another

4.

Animations are stored in Unity project as Animation clips.

a)

True

b)

False

5.

To create an Animator Controller, what should you right-click in the project window and choose?

a)

Create> Animation Controller

b)

Create> Animator

c)

Create> Animation Clip

d)

Create> Animator Override Controller

6.

What tab of the Inspector window will display whether an asset selected in the Project window has an animation?

a)

Console Tab

b)

Animation Tab

c)

Inspector Tab

d)

Project Tab

7.

Animator Controller allows you to Arrange and maintain a set of animation for a GameObject.

a)

True

b)

False

8.

How many animation clips can you create from an asset?

a)

One

b)

Five

c)

Ten

d)

Unlimited

9.

Finish the following code to reference the gameObject's position: Vector pos = ________.

a)

gameObject.transform.position

b)

gameObject.position

c)

transform.position

d)

position.gameObject

10.

A method is used to?

a)

define a function in a class

b)

store data

c)

create a new class

d)

send an email

11.

What type of variable is accessible to other scripts?

a)

private

b)

protected

c)

public

d)

static

12.

What data type must be used in the following code? ______ num = 8.0f

a)

int

b)

float

c)

double

d)

String

13.

The Start() function is called when ______.

a)

an object is instantiated

b)

a program finishes execution

c)

a function is declared

d)

a loop starts

14.

What does Debug.Log("Hello World") do in a programming environment?

a)

Displays the message 'Hello World' in the console

b)

Deletes the message 'Hello World' from the console

c)

Saves the message 'Hello World' to a file

d)

Sends the message 'Hello World' to a web server

15.

Which of the following methods are default in Unity C# scripts?

a)

Start() and Update()

b)

Awake() and FixedUpdate()

c)

OnEnable() and OnDisable()

d)

LateUpdate() and Reset()

16.

Which method is called every frame?

a)

Start()

b)

Update()

c)

FixedUpdate()

d)

LateUpdate()

17.

Which method is called when the object is enabled?

a)

OnEnabled()

b)

OnActivate()

c)

OnStart()

d)

OnInitialize()

18.

Variable type that stores an x, y, z value is called a?

a)

Array

b)

Vector 3

c)

Tuple

d)

Set

19.

Which variable declaration is used to make a variable not accessible by other classes but still accessible in the Unity editor?

a)

public

b)

private

c)

SerializeField

d)

protected

20.

What method is used to allow the Unity editor to reset the object variables back to default?

a)

Reset()

b)

Refresh()

c)

Reload()

d)

Restore()

21.

Which method does not return a value?

a)

Void Start()

b)

int Update()

c)

float CalculateValue()

d)

bool IsActive()

22.

Score accumulation, attacking and player health are examples of Game Mechanics.

a)

True

b)

False

23.

Besides Exit Time, what can drive transition conditions?

a)

Parameters

b)

Variables

c)

Functions

d)

Events

24.

Dragging an Animator Controller onto a Game Object in the Inspector creates an:

a)

Animator Component

b)

Rigidbody Component

c)

Collider Component

d)

Mesh Renderer Component

25.

In order to define new virtual input axes, you need to configure the key mapping in the:

a)

Input Manager

b)

Control Panel

c)

System Preferences

d)

Device Manager

26.

When enabled, allows GameObjects to pass through the collider.

a)
Is Trigger
b)
Use Gravity
c)
Is Kinematic
d)
Is Static
27.

In game design, non-player characters are:

a)

Characters controlled by the game's AI

b)

Characters played by other players

c)

The main character controlled by the player

d)

None of the above

28.

A executes a set of instructions and can either return a value or not return a value.

a)
Method
b)
Variable
c)
Class
d)
Library
29.

A floating-point variable is distinguished by what letter immediately following the number?

a)
f
b)
d
c)
b
d)
m
30.

This Transition Parameter type is reset by the controller when consumed by a transition: .

a)
Trigger
b)

Signal

c)

Reset

d)

Parameter

31.

By default, all animations are set to:

a)
Loop
b)

Stop

c)

Pause

d)

Reverse

32.

In the following line of code, which of these does NOT set playerPosition to 0,0,0?

a)

playerPosition = new Vector3(0,0,0);

b)

playerPosition.Set(0,0,0);

c)

playerPosition = Vector3.zero;

d)

playerPosition = Vector3.one;

33.

To create this placeholder for animation in the Animator Window, you would first right-click in any open area. Your next action would be to choose ?

a)
Create > empty
b)

Insert > object

c)

Add > new

d)

Set > placeholder

34.

gets a reference to a component on a GameObject.

a)
GetComponent
b)

FindComponent

c)

ObtainComponent

d)

FetchComponent

35.

For an animation clip to take place after no specified state, choose the clip to transition from:

a)
Any State
b)

Initial State

c)

Default State

d)

Base State

36.

In which UI component would you use a ?

a)
Sprite
b)

Button

c)

TextView

d)

ListView

37.

parameter - a value passed into a .

a)

method

b)

function

c)

procedure

d)
parameter
38.

Forces (such as gravity) can only affect a .

a)
rigidbody
b)

liquid

c)

gas

d)

plasma

39.

Method ______ does not have a return value.

a)

void

b)

int

c)

string

d)

boolean

40.

static physics - No forces or physics are applied to the object. It is:

a)
stationary
b)
dynamic
c)
accelerating
d)
moving
41.

Registers both collisions and forces. Is moveable.

a)
dynamic physics
b)
static physics
c)
kinematic physics
d)
quantum physics
42.

Registers collisions but not forces and is moveable.

a)
kinetic physics
b)
dynamic physics
c)
static physics
d)
quantum physics
43.

in Unity, this is the depth axis.

a)
Z-axis
b)
X-axis
c)
Y-axis
d)
W-axis
44.

in Unity, this is the vertical axis.

a)
Y-axis
b)
X-axis
c)
Z-axis
d)
W-axis
45.

The method belongs to the program class and is not an object of the program class.

a)
static
b)
dynamic
c)
public
d)
private
46.

- This is a method in Unity that allows objects to be moved or really slide one direction or another.

a)
Translate
b)
Rotate
c)
Scale
d)
Adjust
47.

This is a data type in the C# language that can contain only true and false as values.

a)
boolean
b)
integer
c)
string
d)
float
48.

This component enables game objects to act under the control of the built-in physics engine in Unity.

a)
rigid body
b)
soft body
c)
dynamic body
d)
static body
49.

This is a data type in the C# language that can contain decimal numbers.

a)
float
b)
int
c)
string
d)
bool