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51-100 3D моделирование

Total questions: 51

Worksheet time: 26mins

Name
Class
Date
1.

The rendered image is saved

a)

in jpeg image format

b)

in blender object format

c)

object program code

d)

in text file format

e)

in electronic format

2.

Node editor window (object properties)

a)

is used to customize the effects applied during rendering

b)

appears automatically when saving a file or image

c)

is used to display the final image

d)

is used for viewing and working with models

e)

object program code

3.

Mesh objects include

a)

cube, sphere, circle, plane

b)

cylinder, ring, segment, vector

c)

cylinder, parallelogram

d)

cube, sphere, rectangle, plane

e)

cone, dodecahedron,

4.

Basic 3D mesh object

a)

cube

b)

icosahedron

c)

torus

d)

sphere

e)

vector

5.

The 'Z' key is used to

a)

to limit object changes to one axis only

b)

rotate selected objects or vertices

c)

scaling of selected objects or vertices

d)

moving selected objects or vertices

e)

extrude (pull) selected vertices in the editing mode

6.

The 'E' key is used to perform

a)

extrude (pull) selected vertices in the editing mode

b)

to limit object modification along one axis only

c)

rotate selected objects or vertices

d)

scaling of selected objects or vertices

e)

move selected objects or vertices

7.

The 'S' key is used to perform

a)

zoom the selected objects or vertices

b)

rotate selected objects or vertices

c)

move selected objects or vertices

d)

extrude (pull) selected vertices

e)

limiting the object change along one axis only

8.

The 'R' key is used to perform

a)

rotate selected objects or vertices

b)

Scale selected objects or vertices

c)

move selected objects or vertices

d)

extrude (pull) selected vertices

e)

limiting the object change along one axis only

9.

The 'R' key is used to perform

a)

rotate selected objects or vertices

b)

Scale selected objects or vertices

c)

move selected objects or vertices

d)

extrude (pull) selected vertices

e)

limiting the object change along one axis only

10.

The lamp is

a)

light source

b)

graphic editor

c)

a graphical representation of a 3D scene or object

d)

coordinate axis display

e)

3D scene or object

11.

Where is the field created where you can specify the animation component?

a)

Public Animation some;

b)

Public Animation some;

c)

public Play some;

d)

public Anim some;

e)

public Anim mezh;

12.

Which line correctly assigns the component to the variable?

a)

rb = GetComponent <Rigidbody> ();

b)

rb = GetComponent (Rigidbody);

c)

rb = GetComponent <Rigidbody>;

d)

rb = GetComponent (Rigidbody) {};

e)

rb = GetComponent (Rigidbody) <>;

13.

What methods will be triggered during a full mouse click on an object?

a)

OnMouseUp

b)

OnMouseOver

c)

OnMouseDown and OnMouseUp only

d)

OnMouseDown

e)

All methods will work

14.

Which class is considered the main class for inheritance in Unity?

a)

MonoBehaviour class

b)

UnityEngine class

c)

Engine class

d)

System class

e)

Unity class

15.

What are the differences between Update and FixedUpdate?

a)

FixedUpdate has a fixed call time, Update is called without fixed time

b)

FixedUpdate works only with physical objects, Update works with all objects.

c)

FixedUpdate is called only a few times during the entire game, Update is called all the time

d)

No difference

e)

Update is called for a fixed time

16.

Can I create my own functions in a class?

a)

Yes, you can create any custom functions

b)

Yes, you can, but only with access modifier public

c)

Yes, you can, but only with the access modifier private

d)

Yes, you can create any custom object

e)

No, you can't

17.

Which of the functions below will be called first?

a)

Awake function

b)

OnLoad function

c)

Start function

d)

Update function

e)

Function FixedUpdate

18.

Which method is called when a class (object) is deleted?

a)

OnDestroy();

b)

OnUnload();

c)

OnFinish();

d)

Destroy();

e)

Finish();

19.

How can I destroy an object in Unity?

a)

Destroy(gameObject);

b)

Clear(gameObject);

c)

Delete(gameObject);

d)

Empty(gameObject);

e)

Finish(gameObject);

20.

What directive should I add to a variable to make it appear in Unity? Variable: private float num = 23;

a)

[SerializeField]

b)

[VisibleInInspector]

c)

[ShowInInspector]

d)

[Show]

e)

[num].

21.

Which line correctly selects a random number from a range?

a)

Random.Range (0, 20);

b)

Random (0, 20);

c)

Range (0, 20);

d)

Random.Range (0..20);

e)

Random.Range (0 - 20);

22.

Which of the fields below will be available in the Inspector?

a)

private int speed = 100;

b)

protected int speed = 100;

c)

public int speed = 100;

d)

static int speed = 100;

e)

int speed = 100;

23.

Какой метод Unity позволяет создавать объекты во время игры?

a)

Функция - Inst();

b)

Функция - Update();

c)

Функция - Instantiate();

d)

Функция - Coroutine();

e)

Функция - Create();

24.

Which symbol is used to refer to an object's method?

a)

Example of an object: Collider col;

b)

col.some();

c)

col-some();

d)

class ui

e)

col->some();

25.

Which class is responsible for handling keystrokes?

a)

input class

b)

ui class

c)

screen class

d)

get class

e)

gui class

26.

What is the Hierarchy tab responsible for?

a)

This is where the objects in the scene are located

b)

It displays the game scene

c)

it contains properties for objects

d)

it displays various errors and inscriptions in the course of the game

e)

it contains all the materials for the project

27.

Which tab is responsible for displaying messages?

a)

Console tab

b)

Inspector tab

c)

Project tab

d)

Hierarchy

e)

Window tab

28.

What is the Navigator tab for?

a)

The tab allows you to create an agent and a surface on which the agent can move.

b)

it creates artificial intelligence for the game.

c)

The tab allows you to create agents

d)

it allows you to specify objects that can be walked on

e)

it is used to create game objects on the stage

29.

What component does each object have?

a)

Collider

b)

Transform

c)

Mesh Renderer

d)

Light

e)

Rigidbody

30.

What objects are added by default?

a)

I mean which objects are added immediately to the scene when creating an empty 3D project.

b)

Main Camera and Directional light objects

c)

no objects are added by default

d)

Main Camera, Directional light objects and one empty object

e)

only Main Camera object

31.

What is displayed on the Project tab?

a)

It contains all the materials for the project

b)

It contains all the objects on the stage

c)

It displays the game scene

d)

It displays various errors and inscriptions during the game.

e)

It contains properties for objects

32.

What is the name of the official store from Unity?

a)

Asset Store

b)

Packages Store

c)

Unity Store

d)

Projects Store

e)

Plugins Store

33.

What is the name of the official store from Unity?

a)

Asset Store

b)

Packages Store

c)

Unity Store

d)

Projects Store

e)

Plugins Store

34.

Can I rotate and move the camera?

a)

you can always

b)

Only if the camera is not the main camera

c)

No, you can't.

d)

It can be.

e)

why

35.

Why do I need the Project tab?

a)

You can use the Project tab to manage project files.

b)

You can use the Project tab to move objects on the scene.

c)

You can use the Project tab to change component parameters.

d)

Use the Project tab to launch a game.

e)

Use the Project tab to edit an object

36.

Why do I need the Hierarchy tab?

a)

The Hierarchy tab contains a list of all files of the selected project.

b)

The Hierarchy tab contains a list of all components of the selected GameObject.

c)

The Hierarchy tab contains a list of all GameObjects in the scene.

d)

The Hierarchy tab contains a list of all parameters of the selected one.

e)

The Hierarchy tab contains a list of all functions.

37.

What is the difference between Scene View and Game View? Choose the most correct one.

a)

Scene View is an interactive view of the scene you are creating and allows you to select, move objects, etc.

b)

Game View is an interactive view of the scene you are creating and allows you to select, move objects, etc. Scene View displays a view of one of the cameras installed on your scene.

c)

In Game View you can add new files to your project. In Scene View you can change the name of a GameObject.

d)

The Inspector displays information about the selected GameObject, including all attached components and their parameters.

e)

The Inspector displays a list of GameObjects in the scene.

38.

What is displayed in the Inspector panel?

a)

The Inspector displays information about the selected GameObject, including all attached components and their parameters.

b)

The Inspector displays a list of prefabs.

c)

The Inspector displays a list of GameObjects in the scene.

d)

Game View is an interactive view of the scene you are creating and allows you to select, move objects, etc. Scene View displays a view of one of the cameras installed on your scene.

e)

Game View displays a view of one of the cameras installed on your scene.

39.

What is a GameObject? Choose the most correct option.

a)

GameObject is the base object on all Unity scenes, it is a container for components.

b)

GameObject is a basic object on all Unity scenes, allowing you to change the color of the material.

c)

GameObject is a secondary object on all Unity scenes, contains the name of the selected object.

d)

GameObject is a secondary object on all Unity scenes, contains the coordinates and rotation of the object.

e)

GameObject is the base class for everything attached to a GameObject.

40.

What is a component?

a)

The Transform component defines Mass (mass), Velocity (speed), Drag (resistance) of objects in the scene. Every GameObject has a Transform.

b)

A component is a basic Unity geometric object. A cube, sphere, etc.

c)

Component is the base class for all special effects in Unity. Lighting, material, etc.

d)

Component is the base class for everything attached to a GameObject. It contains elements of Unity functionality or script.

e)

Transform component defines Color, Texture, Shader of objects in the scene. Not all GameObjects have Transform.

41.

What is Transform?

a)

The Transform component defines the Position, Rotation, and Scale of each object in the scene. Each GameObject has a Transform component

b)

The Transform component defines the Color, Texture, and Shader of the objects in the scene. Not all GameObjects have Transform.

c)

The Transform component determines the Color, Mode, Intencity of the lighting of objects in the scene. Each GameObject has a Transform component

d)

Component is a base class for everything attached to a GameObject. It contains elements of Unity functionality or script.

e)

Component is the base class for all special effects in Unity. etc.

42.

What are 3D models made of?

a)

3D models consist of points in space and triangles connecting these points.

b)

3D models consist of a texture file and a surface.

c)

3D models consist of a set of parameters that define the physical interaction with the physics engine.

d)

3D models are the base class for anything attached to a GameObject.

e)

3D models consist of points in space and lines connecting them.

43.

What is Mesh in Unity3D?

a)

Mesh is a mesh of polygons that make up any 3D object in computer graphics. A polygon, in turn, consists of vertices (vertices), edges (lines connecting two vertices to each other) and faces (the plane formed between edges).

b)

Mesh is a coordinate grid in Scene View that allows you to precisely position objects on the scene.

c)

Mesh is an image or movie file that is "stretched" over a 3D model or displayed flat on the screen.

d)

Mesh is any GameObject displayed in Game View.

e)

Mesh is an internal Unity class that allows you to create and modify 3D models using scripts.

44.

What is Collider?

a)

Collider is a component that defines the physical shape of an object to interact with the game physics.

b)

Collider is a component that defines the mass of a GameObject.

c)

Collider is an image or movie file that is "stretched" over a 3D model or displayed flat on the screen.

d)

Collider is a component that defines the visual shape of an object to interact with the game's Renderer.

e)

Collider is any 3D model that has a color.

45.

What is Texture?

a)

A texture is an image or movie file that is "stretched" over a 3D model or displayed flat on the screen.

b)

A texture is any 3D model that has color.

c)

Texture is the invisible boundaries of a scene that prevent the player from leaving the scene.

d)

Texture is a GameObject's coordinate, rotation, scale parameters.

e)

Texture is an element of Unity, defines how the GameObject works. A set of components.

46.

What is Material?

a)

Material is a Unity element that defines how a surface is rendered. It is a combination of parameters, textures and Shader.

b)

Material is a Unity element that defines how a GameObject interacts with physics. A collection of mass, velocity, and resistance parameters.

c)

Material is an element of Unity, defines how the GameObject is located. A set of coordinate, rotation, scale parameters.

d)

Material is any GameObject saved in the project files.

e)

Material is any component that has pre-defined parameters.

47.

What is Prefab?

a)

Prefab is any GameObject saved in the project files.

b)

Prefab is any file saved in the project files.

c)

Prefab is any component with pre-defined parameters.

d)

Prefab is any object displayed on the scene.

e)

Prefab is any 3D model that has a color.

48.

What is a Parent object?

a)

A parent object is a GameObject to which another GameObject is connected.

b)

A parent object is a GameObject that is connected to another GameObject.

c)

The parent object is a component connected to a GameObject.

d)

A parent object is a GameObject to which at least one component is connected.

e)

A parent object is a component with pre-defined parameters.

49.

What is the difference between local (Local) and global (World) coordinates?

a)

Local coordinates are relative to the parent GameObject, while global coordinates are relative to the center of the scene.

b)

Local coordinates are relative to the center of the scene.

c)

global coordinates are relative to the parent GameObject, and global coordinates are the same for all scenes.

d)

global coordinates are the same for all scenes, while local coordinates are unique for a particular scene.

e)

global coordinates determine how the surface is displayed.

50.

What is Material?

a)

Material is a Unity element that defines how a surface is rendered. It is a combination of parameters, textures and Shader.

b)

Material is a Unity element that defines how a GameObject works. A collection of components.

c)

Material is a Unity element, defines how the GameObject interacts with physics. The aggregate of mass, velocity, and drag parameters.

d)

Material is a Unity element that defines how the GameObject is positioned. A set of coordinate, rotation, scale parameters.

e)

Material is a Unity element that has pre-defined parameters.

51.

What is a Shader?

a)

Shader is a small script that contains mathematical formulas and algorithms to calculate the color of a surface or a single pixel.

b)

Shader is a Unity component that contains the geometry of a 3D model. It works according to the parameters of the Transform component.

c)

Shader

d)

Shader is an additional system for processing any 3D image, it allows to improve the quality of graphics.

e)

Unity can display low quality graphics without Shader.