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Unity3D Test 2017 (Top 10%)

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83 Test Questions:

1. The Animations section of the Importer allows you to interpret the animations created in your modeling application in a number of ways. From the Generation drop-down menu, you can choose the following methods?

Answers:

• Don’t Import: Set the model to feature no animation
• Store in Original Roots: Set the model to feature animations on individual parent objects, as the parent or root objects may import differently in Unity
• Store in Nodes: Set the model to feature animations on individual child objects throughout the model, allowing more script control of the animation of each part
• Store in Root: Set the model to only feature animation on the parent object of the entire group
• All of the above

2. Unity’s networking has a “high-level” __ API?

Answers:

• Scripting
• Language
• Tool
• SDK

3. Which of the following is statement TRUE about 2D and 3D Objects?

Answers:

• 2D and 3D object is not in scene
• 2D Object is in scene and pickable
• 2D Object is not pickable (in scene)
• 3D Object in scene

4. Using the following code you can Create User Interface?

Answers:

• void OnGUI() {
GUI.TextField(new Rect(Screen.width/2-150, 500, 600, 600),»text»);
if(GUI.Button(new Rect(Screen.width/2-50, 200, 200, 30), «button text»)){
//do somthing
}
• void OnGUI() {
GUI.BackField(new Rect(Screen.width/2-150, 500, 600, 600),»text»);
if(GUI.Button(new Rect(Screen.width/2-50, 200, 200, 30), «button text»)){
//do somthing
}
• void OnGUI() {
GUI.ValueField(new Rect(Screen.width/2-150, 500, 600, 600),»text»);
if(GUI.Button(new Rect(Screen.width/2-50, 200, 200, 30), «button text»)){
//do somthing
}
• All of the above

5. How we can Unity game window size?

Answers:

• Go to Add > Project Settings > Player 2 — Change the default Width & Height 3 — Go to the game view drop-down menu (like you did before) and change it to the custom size.
• Go to View > Project Settings > Player 2 — Change the default Width & Height 3 — Go to the game view drop-down menu (like you did before) and change it to the custom size.
• Go to Edit > Project Settings > Player 2 — Change the default Width & Height 3 — Go to the game view drop-down menu (like you did before) and change it to the custom size.
• All of the above

6. A C# class can only inherit from _____ class?

Answers:

• One
• Base
• Parent
• Multiple

7. Accessing users data from Google play game services in Unity?

Answers:

• PlayGamesPlatform.Instance.RealTime.GetSelf().Displayname
• PlayGames.Instance.RealTime.GetSelf().Displayname
• PlayGames.Instance.RealTime.GetSelf().Displayname.GetBlank()
• All of the above

8. Unity has a complex and powerful __ for creating and combining particles to give you all sorts of special effects?

Answers:

• Framework
• System
• Script
• All of the above

9. The real-time shadows blend into the lightmap shadows ___ meters out from the Main Camera ?

Answers:

• 20
• 35
• 40
• 45

10. Using the following you are able to apply setting position of child transform, relative to parent in Unity?

Answers:

• hudCamera.transform.parent = hudSelectedObject.transform;
hudCamera.transform.position = new Vector3(0, 0, -50);
• hudCamera.transform.SetParent(hudSelectedObject.transform);
hudCamera.transform.localScale = Vector3.one;
hudCamera.transform.localPosition= Vector3.zero;
• Both
• None of the above

11. Normal maps are a means of creating virtual geometry for _____ calculations?

Answers:

• Shader
• Rendering
• Lighting
• Polygons

12. Which of the following are Light’s properties?
Note: There may be more than one right answer.

Answers:

• Shadow
• Intensity
• Range
• Deferred

13. ____ area common concept to all 3D applications, as they provide the means to set the visual appearance of a 3D model. From basic colors to reflective image-based surfaces?

Answers:

• Physics
• Navigation
• Materials
• Audio

14. Which of the following Axe’s properties of Inputs?
Note: There may be more than one right answer.

Answers:

• Gravity shadow
• Sensitivitty
• Snap
• Invert

15. Using the following code you can Assign material to second material slot?

Answers:

• CurMaterial = LightObject.GetComponent().materials;
CurMaterial[1] = LightOnMat;
LightObject.GetComponent().materials = CurMaterial;
• LightObject.GetComponent().materials[1] = LightOnMat;
• CurMaterial[1] = LightOnMat;
LightObject.GetComponent().materials[1] = LightOnMat;
• All of the above

16. How do I list a UnityEvent requirement in a C# interface?

Answers:

• public interface IPushNotificationService
{
UnityEvent pushNotificationEvent;
void Initialize();
void PushNotificationHandler(string message, Dictionary<string, object> additionalData, bool isActive);
}
• public interface IPushNotificationService
{
UnityEvent pushNotificationEvent;
void Initialize();
void PushNotificationHandler(string message, Dictionary<string, object> additionalData, bool isActive);
}
• public interface IBlah {
UnityEvent thisEventHasToBeImplemented { get; }
}
public class Blah : IBlah {
UnityEvent _event = new UnityEvent();
UnityEvent thisEventHasToBeImplemented {
get { return _event; }
}
}
• All of the above

17. Using the following code you will Play Animation A after Animation B ends?

Answers:

• gameObject.animation.Play(«Once»);
AnimationPlayed = true;
• if (AnimationPlayed && !gameObject.animation.isPlaying(«Once»){
gameObject.animation.Play(«Loop»);
AnimationPlayed = false;
}
• addObject.animation.Play(«Once»);
AnimationPlayed = true;
• All of the above

18. This option deletes any currently stored lightmaps, allowing you to see only dynamic lighting and the original lightness of an object’s materials and textures?

Answers:

• Clear
• Bake Selected
• Bake
• All of the above

19. Which of the following tangent types ensure smoothness?
Note: There may be more than one right answer.

Answers:

• Free Smooth
• Flater
• Linear
• Constance

20. In Unity, How you can change setting up the outpost model?

Answers:

• Under Meshes—Scale Factor is set to 1.5, and Generate Colliders and Generate Lightmap UVs are selected
• Under Materials—Generation is set to Per Texture
• Under Animations—Split Animations is selected
• All of the above

21. Lighting: In 3D, basic, non-GI is performed on a per _____ basis?

Answers:

• Vertex
• Invert
• GUI
• Angle

22. What are the Physics Events?
Note: There may be more than one right answer.

Answers:

• OnCollisionEnter
• OnTriggerEnter
• OnCollisionStay
• OnTriggerStay
• None of the above

23. Which of the following are Pipeline of Unity Rendering?
Note: There may be more than one right answer.

Answers:

• Vertex Lit
• Forward Tube
• Deferred Lighting
• All of the above

24. The Core Optimization of CPU Limitations?

Answers:

• Scripting
• Physics
• Memory
• None of the above

25. This tool also utilizes the Shift key to reverse its ___. In this instance, using Shift erases painted trees and can be used in conjunction with the Ctrl key to only erase trees of the type selected in the palette?

Answers:

• effects
• physics
• service
• All of the above

26. Using the following code, How to disable keyboard input when user is typing?

Answers:

• void Update () {
if ((Input.GetButtonUp(«M»))){
GameObject go = EventSystem.current.currentSelectedGameObject;
InputField inputField = null; //creating dummy, null, InputField component
if (go!= null) {
inputField = go.GetComponent();
}
if (inputField==null) {Globals.lockmouse = !Globals.lockmouse;}
}
}
• public interface IBlah {
UnityEvent thisEventHasToBeImplemented { get; }
}
public class Blah : IBlah {
UnityEvent _event = new UnityEvent();
UnityEvent thisEventHasToBeImplemented {
get { return _event; }
}
}
• Both
• None of the above

27. How to disable physics in Unity?

Answers:

• In the user settings, set the fixed timestep to 10 (the maximum). That’s as disabled as it gets.
• In the Date settings, set the fixed timestep to 10 (the maximum). That’s as disabled as it gets.
• In the time settings, set the fixed timestep to 10 (the maximum). That’s as disabled as it gets.
• All of the above

28. A Mesh Renderer must be present in order to draw surfaces onto the mesh of a 3D object. It is also in charge of the following?

Answers:

• How the mesh responds to lighting
• Materials used on the surface to show color or textures
• Both
• None of the above

29. The UI system allows you to create ____ fast and intuitively. This is an introduction to the major features of Unity’s UI system?

Answers:

• user interfaces
• audio interfaces
• Users interfaces
• All of the above

30. An audio clip named __ to be played upon collection of a cell by the player, in the Book Assets | Sounds folder?

Answers:

• cell_collected
• hud_charge
• power_cell
• All of the above

31. The Audio Listener acts as a master switch to _____ sound in a scene?

Answers:

• Play
• Enable
• Load
• Change

32. Get the string name of the current snapshot of my AudioMixer?

Answers:

• using UnityEngine;
using UnityEngine.Audio;
public class FindSnapshot : MonoBehaviour {
AudioMixer audiosnap;
void Start () {
audiosnap.FindSnapshot («MySnapShotName»);
}
}
• public Events animSpeed;
public Animator anim;
void Start()
{
animSpeed = 1.0f;
anim.speed(animSpeed);
}
void SetAnimatorSpeed(float newSpeed)
{
anim.speed(newSpeed);
}
• Both
• None of the above

33. Which of the following types of Raycasters?
Note: There may be more than one right answer.

Answers:

• Graphic Raycaster
• Physics 2D Raycaster
• Physics Raycaster
• Motion Raycaster

34. Unity uses a multiplier on the alpha channel maps to brighten the?

Answers:

• Materials
• Shader
• Scene
• Polygons

35. GUI texture and GUI text objects can be draw-ordered, using their ____ position in the Inspector?

Answers:

• Top
• XY
• Z
• Le

36. Play an audio clip using the following code statement?

Answers:

• public AudioClip gameClip;
void Update()
{
if(StartingQuest)
{
playMusic();
}
}
void playMusic()
{
audio.clip = gameClip;
audio.Play();
audio.volume = 1.0f;
audio.loop = false;
}
• if(StartingQuest == true)
audio.clip = intro;
audio.Play();

if(QuestOne == true)
audio.clip = firstQuest;
audio.Play();

if(QuestOne_done == true){
audio.clip = Getting_sword;
audio.Play();
}
• Both
• None of the above

37. How to create animation event at specific keyframe at runtime?

Answers:

• private var myEvent : AnimationEvent;
private var e : int=0; // place of the event in events[]
function AddEventToMyAnimation() {
myEvent = new AnimationEvent();
myEvent.functionName=»myEventFunction»;
for (var t : int=0; t<animationDataArray.Length; t++) {
if (iWantAnEvent==true) {
myAnimationClip.AddEvent(myEvent);
myAnimationClip.events[e].time=t;
e+=1;
}
else {
}
}
}
function myEventFunction () {
print(«Nice job event added»);
}
• private AnimationEvent[] _aEvents;
private Animator _myAnim;
void Start () {
_myAnim = GetComponent ();
_aniclip = _myAnim.runtimeAnimatorController.animationClips[0];
_aEvents = new AnimationEvent[3];
for (int i = 0; i < 3; i++){
_aEvents[i] = new AnimationEvent();
_aEvents[i].functionName = «myEventFunction «;
_aEvents[i].time = i;
}
_aniclip.events = _aEvents;
}
• private AnimationsEvent[] _aEvents;
private Animator _myAni;
void Start () {
_myAnim = GetComponent ();
_aniclip = _myAnim.runtimeAnimatorController.animationClips[0];
_aEvents = new AnimationEvent[3];
for (int i = 0; i < 3; i++){
_aEvents[i] = new AnimationEvent();
_aEvents[i].functionName = «myEventFunction «;
_aEvents[i].time = i;
}
_aniclip.events = _aEvents;
}
• All of the above

38. UnityScript, a language designed specifically for use with Unity and?

Answers:

• Modelled
• 3D
• SVG
• Vector

39. What are the Scene navigation tools?
Note: There may be more than one right answer.

Answers:

• pan
• orbit
• zoom
• play

40. The Core Optimization of GPU Limitations?

Answers:

• Memory Bandwidth
• Resolution
• Lighting
• All of the above

41. Which of the following code you will use for unblock navigation?

Answers:

• fPController.GetComponent(CharacterMotor).display = true;
fPController.GetComponent(FPAdventurerInputController).display = true;
fPController.GetComponent(MouseLookRestricted).display = true;
fPCamera.GetComponent(MouseLookRestricted). display = true;
• fPController.GetComponent(CharacterMotor).enabled = 1;
fPController.GetComponent(FPAdventurerInputController).enabled = true;
fPController.GetComponent(MouseLookRestricted).enabled = true;
fPCamera.GetComponent(MouseLookRestricted).enabled = 1;
• fPController.GetComponent(CharacterMotor).enabled = true;
fPController.GetComponent(FPAdventurerInputController).enabled = true;
fPController.GetComponent(MouseLookRestricted).enabled = true;
fPCamera.GetComponent(MouseLookRestricted).enabled = true;
• fPController.GetComponent(CharacterMotor).unblock = true;
fPController.GetComponent(FPAdventurerInputController).unblock = true;
fPController.GetComponent(MouseLookRestricted).unblock = true;
fPCamera.GetComponent(MouseLookRestricted).unblock = true;

42. How to play audio while animation in unity 3D?

Answers:

• Can use AnimationEvents to call a function at a specific frame in an animation it can be playing an audio or anything else.
• Played around with the animator and this functionality does exist. You just have to click on a state in the animator, and arrange the transitions in the inspector in the order you want to prioritize them.
• Can use AudioEvents to call a function at a specific frame in an animation it can be playing an audio or anything else.
• Stop around with the animator and this functionality does exist. You just have to click on a state in the animator, and arrange the transitions in the inspector in the order you want to prioritize them.

43. Using the following code you will get the distances to the walls in each of the four directions?

Answers:

• var xForward : float = DistToWall(obj.transform .x, Vector3.forward , Color.blue);
var xRight : float = DistToWall(obj.transform .x, Vector3.right , Color.yellow);
var xBackward : float = DistToWall(obj.transform .x-Vector3.forward , Color.red);
var xLeft : float = DistToWall(obj.transform .x,-Vector3.right , Color.green);
• var xForward : float = DistToWall(obj.transform .y, Vector3.forward , Color.blue);
var xRight : float = DistToWall(obj.transform .y, Vector3.right , Color.yellow);
var xBackward : float = DistToWall(obj.transform .y,-Vector3.forward , Color.red);
var xLeft : float = DistToWall(obj.transform .y,-Vector3.right , Color.green);
• var xForward : float = DistToWall(obj.transform .position, Vector3.forward , Color.blue);
var xRight : float = DistToWall(obj.transform .position, Vector3.right , Color.yellow);
var xBackward : float = DistToWall(obj.transform .position,-Vector3.forward , Color.red);
var xLeft : float = DistToWall(obj.transform .position,-Vector3.right , Color.green);
• var xForward : float = DistToWall(obj.transform .length, Vector3.forward , Color.blue);
var xRight : float = DistToWall(obj.transform . length, Vector3.right , Color.yellow);
var xBackward : float = DistToWall(obj.transform . length,-Vector3.forward , Color.red);
var xLeft : float = DistToWall(obj.transform . length,-Vector3.right , Color.green);

44. Two public member variables of data type AudioClip, for allowing sound clip drag-and-drop assignment in the Inspector panel?

Answers:

• doorIsOpen
• doorTimer
• doorOpenTime
• doorOpenSound/doorShutSound

45. The weight of the object in kilograms. Bear in mind that setting mass on a variety of different Rigidbodies will make them behave realistically. For example, a heavy object hitting a lighter object will cause the light object to be repelled further?

Answers:

• Mass
• Drag
• Angular Drag
• Use Gravity

46. The Min Distance and Max Distance values allow you to set a ____ range?

Answers:

• Object
• Distance
• Color
• Light

47. Unity supports the file types of __ and Blender by converting them internally into FBX format?

Answers:

• 3ds Max
• Maya
• C4D
• All of the above

48. How can set the animation speed using the following code?

Answers:

• public float animSpeed;
public Animator anim;
void Start()
{
animSpeed = 1.0f;
anim.speed(animSpeed);
}
void SetAnimatorSpeed(float newSpeed)
{
anim.speed(newSpeed);
}
• public Events animSpeed;
public Animator anim;
void Start()
{
animSpeed = 1.0f;
anim.speed(animSpeed);
}
void SetAnimatorSpeed(float newSpeed)
{
anim.speed(newSpeed);
}
• public Events animSpeed;
public Myevent anim;
void Start()
{
animSpeed = 1.0f;
anim.speed(animSpeed);
}
void SetAnimatorSpeed(float newSpeed)
{
anim.speed(newSpeed);
}
• All of the above

49. The Motion fold-out heading, along with the __ and Events headings?

Answers:

• Mask, Curves
• Animation, Curves
• Curves, Polygons
• Invert, Shader

50. Which of the following types of properties are supported in the animation system?

Answers:

• Float
• Color
• Vector2
• Quaternion
• All of the above

51. How do determine the priority in which animation transitions happen?

Answers:

• Stop around with the animator and this functionality does exist. You just have to click on a state in the animator, and arrange the transitions in the inspector in the order you want to prioritize them. The top most transition will have the highest priority.
• Stop around with the animator and this functionality does exist. You just have to click on a state in the animator, and arrange the transitions in the inspector in the order you want to prioritize them. The top most transition will have the highest priority.
• Played around with the animator and this functionality does exist. You just have to click on a state in the animator, and arrange the transitions in the inspector in the order you want to prioritize them. The top most transition will have the highest priority.
• All of the above

52. Selecting the root node allows us to establish correspondence between _____ clips for a generic model?

Answers:

• Animation
• Audio
• Component
• Video

53. The asset selector is one way to load images, animation clips, and sound clips into components, shaders, or other parameters in your?

Answers:

• Polygons
• Scene
• Vertex
• Module

54. The Animation _____ drop-down menu allows you to choose several different settings for how animations will play back (once, in a loop, and so on)—these can be set individually on the animations themselves, so if you do not wish to adjust a setting for all, then this can be left on Default?

Answers:

• Wrap Mode
• Store Mode
• Original Mode
• All of the above

55. Using you the following code you can Change navigation keys for UI at runtime?

Answers:

• void Update()
{
timer -= Time.deltaTime;
if(timer > .0f)
return;
AxisEventData ad = new AxisEventData(EventSystem.current);
if(!Controls.Up())
ad.moveDir = MoveDirection.Up;
else if(Controls.Down())
ad.moveDir = MoveDirection.Down;
else if(Controls.Left())
ad.moveDir = MoveDirection.Left;
else if(Controls.Right())
ad.moveDir = MoveDirection.Right;
else
return;
ExecuteEvents.Execute(EventSystem.current.currentSelectedGameObject, ad, ExecuteEvents.moveHandler);
timer = cooldown;
}
• void Update()
{
timer -= Time.deltaTime;
if(timer > .0f)
return;
AxisEventData ad = new AxisEventData(EventSystem.current);
if(Controls.Up())
ad.moveDir = MoveDirection.Up;
else if(Controls.Down())
ad.moveDir = MoveDirection.Down;
else if(Controls.Left())
ad.moveDir = MoveDirection.Left;
else if(Controls.Right())
ad.moveDir = MoveDirection.Right;
else
return;
ExecuteEvents.Execute(EventSystem.current.currentSelectedGameObject, ad, ExecuteEvents.moveHandler);
timer = cooldown;
}
• void Update()
{
time -= Time.deltaTime;
if(timer > .0f)
return;
AxisEventData ad = new AxisEventData(EventSystem.current);
if(!Controls.Up())
ad.moveDir = MoveDirection.Up;
else if(Controls.Down())
ad.moveDir = MoveDirection.Down;
else if(Controls.Left())
ad.moveDir = MoveDirection.Left;
else if(Controls.Right())
ad.moveDir = MoveDirection.Right;
else
return;
ExecuteEvents.Execute(EventSystem.current.currentSelectedGameObject, ad, ExecuteEvents.moveHandler);
timer = cooldown;
}
• None

56. Using the following code Function Update play sound once?

Answers:

• if (!Input.GetAxisRaw(«Vertical») > 0 || Input.GetKey (KeyCode.Joystick1Button2)){
if (accelerate == false){
audio.Play();
}
accelerate = true;
}
else{
accelerate = false;
}
• public var acelerateSound: AudioSource; // its attached to refenrenced
function Update()
{
if(Input.GetAxisRaw(«Vertical») > 0 || Input.GetKey (KeyCode.Joystick1Button2))
{
accelerate = true;
acelerateSound.Play();
}
else
accelerate = false;
}
• if (Input.GetAxisRaw(«Vertical») > 0 || Input.GetKey (KeyCode.Joystick1Button2)){
if (accelerate == false){
audio.Play();
}
accelerate = true;
}
else{
accelerate = false;
}
• public var acelerateSound: AudioSource; // its attached to refenrenced
function Update()
{
if(!Input.GetAxisRaw(«Vertical») > 0 || Input.GetKey (KeyCode.Joystick1Button2))
{
accelerate = true;
acelerateSound.Play();
}
else
accelerate = false;
}

57. You will see this system in other 2D elements that you work with in Unity, like _____ (GUI) elements?

Answers:

• Google User Interface
• Graphical User Interface
• Good User Interface
• All of the above

58. Now that our scene is prepared—note that the Terrain object itself is marked as static by default—we are ready to bake! At the bottom of the Lightmapping panel, there are buttons?

Answers:

• Clear—This option deletes any currently stored lightmaps, allowing you to see only dynamic lighting and the original lightness of an object’s materials and textures.
• Bake Selected—This option will only bake the object you have selected in the Hierarchy, and will clear a previously baked scene. This is useful as it allows you to focus on a single object’s lighting, without waiting for the entire scene to be rendered.
• Bake—This option bakes the entire scene.
• All of the above

59. Choose a True statement for types of lighting of Pixel / Phong?

Answers:

• Lighting is computed per fragment by having the normals interpolated
• Lighting is calculated in vertex shader for each normal and then interpolated
• Lighting normal is uniform for each triangle
• All of the above

60. Most of the Renderer components in Unity contain Light Probes. There are following options for Light Probes?
Note: There may be more than one right answer.

Answers:

• On
• Off
• Blend Probes
• Use Proxy Volume

61. How can a component attached into the GameObject in UnityScript?

Answers:

• var myComponent = GetComponent();
• Type myComponent = Component();
• var myComponent = GetComponent();
• Type myComponent = GetComponent();

62. Which statement is True of Saved by Batching?

Answers:

• This indicates the number of batching operations Unity managed to perform on your objects to reduce the number of draw calls
• This refers to the total number of times per frame that the Unity engine calls on the lower-level rendering functionality to display your scene to the screen
• This is the total number of triangles being rendered in the current frame, after culling and clipping have been applied
• The higher this value, the more complex and expensive your scene is to render

63. What are the regular update events?

Answers:

• Update, FixedUpdate, TimeFramedUpdate, LateUpdate
• Update, FixedUpdate, LateUpdate
• FixedUpdate, TimeFramedUpdate, LateUpdate
• Update, FixedUpdate, TimeFramedUpdate

64. What are the Precomputed Realtime GI? (choose all that apply)
Note: There may be more than one right answer.

Answers:

• Layout Systems
• Clustering
• Light Transform
• Tetrahedralize Probes

65. Which of the following pair can be used to create and remove a game object?

Answers:

• Application.Instantiate(gameObject), Application.Destroy
• Instantiate(gameObject), Destroy (gameObject);
• GUI.Instantiate(gameObject), GUI.Destroy (gameObject);
• gameObject.Instantiate(), gameObject.Destroy ();

66. The Unity GUI consists of a GUI __ and GUI __ ?

Answers:

• Skin, Styles
• Animation, Materials
• Styles, Raycaster
• Text, stylesheet

67. How can you define a variable in C# to see it in inspector?

Answers:

• private string myVariable;
• string myVariable;
• public myVariable;
• public string myVariable;

68. Animation clips imported from external sources could include following?
Note: There may be more than one right answer.

Answers:

• Humanoid animations captured at a motion capture studio
• Animations created from scratch by an artist in an external 2D application (such as 3DS Max or Maya)
• Animation sets from 3rd-party libraries (eg, from Unity’s asset store)
• Multiple clips cut and sliced from a single imported Library

69. Emission parameter has a Global Illumination setting, allowing you to specify how the apparent light emitted from this material will affect the contextual lighting of other nearby objects. There are following options?
Note: There may be more than one right answer.

Answers:

• None
• Realtime
• Baked
• None of the above

70. A Rigidbody is the main component that enables physical behaviour for a ___. With a Rigidbody attached, the object will immediately respond to gravity?

Answers:

• ClassObject
• GameObject
• Collider Component
• Physics

71. Colliders interact with each other differently depending on how their Rigidbody components are configured. Following important configurations are?

Answers:

• The Kinematic Rigidbody Collider
• The Rigidbody Collider
• The Static Collider
• All of the above

72. How can collection of classes be organized?

Answers:

• public class SampleClass2 : MonoBehaviour {
… }
• package Sample
public class SampleClass1 : MonoBehaviour {
… }
• package Sample {
public class SampleClass1 : MonoBehaviour {

public class SampleClass2 : MonoBehaviour {
}
} }
• namespace Sample {
public class SampleClass1 : MonoBehaviour {

public class SampleClass2 : MonoBehaviour {
}
} }

73. Which one of the following is valid Generic Function Definition in UnityScript?

Answers:

• T FuncName();
• function FuncName(): T;
• function FuncName.(): T;
• void FuncName();

74. Which of the following Unity3D support languages for writing shaders? (choose all that apply)
Note: There may be more than one right answer.

Answers:

• ShaderLab
• CG
• HLSL
• ShaderKit

75. The collider can be resized via the Radius property but cannot be scaled along the __ independently?
Note: There may be more than one right answer.

Answers:

• x
• y
• z
• xyz
• three axes

76. There are three main steps in creating an animated humanoid character from scratch?

Answers:

• modelling
• rigging
• skinning
• All of the above

77. Which of the following light mapping modes are available? (choose all that apply)
Note: There may be more than one right answer.

Answers:

• Single Lightmaps
• Dual Lightmaps
• Dynamic Lightmaps
• Directional Lightmaps

78. How can a screenshot captured?

Answers:

• GUI.Screenshot(file);
• GUI.CaptureScreenshot(file);
• Application.Screenshot(file);
• Application.CaptureScreenshot(file);

79. How can a method invoked in 5 seconds?

Answers:

• Invoke( myMethod, 5000);
• Call( myMethod, 5000);
• Invoke( myMethod, 5);
• Call( myMethod, 5);

80. The curve’s _-axis represents normalized time and always ranges between ___ (corresponding to the beginning and the end of the animation clip respectively, regardless of its duration)?
Note: There may be more than one right answer.

Answers:

• X
• Y
• 0.0 and 1.0
• 0.1 and 1.0

81. The Unity NavMesh system consists of the following pieces?
Note: There may be more than one right answer.

Answers:

• Off-Mesh Link
• NavMesh Obstacle
• NavMesh Agent
• NavMesh On

82. The component requires at least Shader Model 4 graphics hardware and _ support, including support for __ Textures with 32-bit floating-point format and linear filtering? (choose the 2 that apply)
Note: There may be more than one right answer.

Answers:

• API
• 2D
• 3D
• Library

83. Which function is called for each object in the scene at the time when the scene loads?

Answers:

• void Init() {
.. }
• void Awake() {
.. }
• void Wake() {
..}
• void Start() {
.. }