Unity: Unity Quiz 2


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Q1. Unity has a complex and powerful __ for creating and combining particles to give you all sorts of special effects?
Framework
Script
System
All of the above

Q2. The UI system allows you to create ____ fast and intuitively. This is an introduction to the major features of Unity's UI system?
audio interfaces
user interfaces
users interfaces
All of the above

Q3. What are the Scene navigation tools?
pan
orbit
play
zoom

Q4. You will see this system in other 2D elements that you work with in Unity, like _____ (GUI) elements?
Google User Interface
Good User Interface
Graphical User Interface
All of the above

Q5. Using the following code, How to disable keyboard input when user is typing?

public interface IBlah
{
  UnityEvent thisEventHasToBeImplemented{get;}
}
public class Blah : IBlah
{
  UnityEvent _event = new UnityEvent();
  UnityEvent thisEventHasToBeImplemented{get{return _event;}}
}

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;
    }
  }
}
Both
None of the above

Q6. Accessing users data from Google play game services in Unity?
PlayGames.Instance.RealTime.GetSelf().Displayname
PlayGamesPlatform.Instance.RealTime.GetSelf().Displayname
PlayGames.Instance.RealTime.GetSelf().Displayname.GetBlank()
All of the above

Q7. How to play audio while animation in unity 3D?
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.
Can use AnimationEvents 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.

Q8. An audio clip named __ to be played upon collection of a cell by the player, in the Book Assets | Sounds folder?
hud_charge
cell_collected
power_cell
All of the above

Q9. Colliders interact with each other differently depending on how their Rigidbody components are configured. Following important configurations are?
The Kinematic Rigidbody Collider
The Rigidbody Collider
All of the above
The Static Collider

Q10. The Unity NavMesh system consists NOT of the following pieces?
Off-Mesh Link
NavMesh Obstacle
NavMesh On
NavMesh Agent

Q11. Which of the following types of properties are supported in the animation system?
Float
Color
Vector2
All of the above
Quaternion

Q12. The Min Distance and Max Distance values allow you to set a ____ range?
Object
Color
Distance
Light

Q13. Choose a True statement for types of lighting of Pixel / Phong?
Lighting is calculated in vertex shader for each normal and then interpolated
Lighting is computed per fragment by having the normals interpolated
Lighting normal is uniform for each triangle
All of the above

Q14. 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?
How the mesh responds to lighting
Materials used on the surface to show color or textures
None of the others
Both

Q15. The area types are specified in the Navigation Window's Areas tab. There are __ custom types?
16
10
29
25

Q16. 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?
Drag
Mass
Angular Drag
Use Gravity

Q17. The Audio Listener acts as a master switch to _____ sound in a scene?
Enable
Play
Load
Change

Q18. The area types are specified in the Navigation Window's Areas tab, Select following is NOT built-in types?
Walkable
Not Walkable
Not Jump
Jump

Q19. How can set the animation speed using the following code?

public Events animSpeed;
public Animator anim;
void Start()
{
  animSpeed = 1.0f;
  anim.speed(animSpeed);
}
void SetAnimatorSpeed(float newSpeed)
{
  anim.speed(newSpeed);
}

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

Q20. Play an audio clip using the following code statement?

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();
}

public AudioClip gameClip;
void Update()
{
  if(StartingQuest)
  {
    playMusic();
  }
}
void playMusic()
{
  audio.clip = gameClip;
  audio.Play();
  audio.volume = 1.0f;
  audio.loop = false;
}
Both
None of the above

Q21. How we can Unity game window size?
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 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.
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.
All of the above.

Q22. Unity's networking has a "high-level" __ API?
Language
Scripting
Tool
SDK

Q23. Which of the following can not be used to find GameObject(s)?
myObjects = GameObject.FindGameObjectsWithTag("Sample");
myObject = GameObject.FindWithTag("Sample");
myObject = GameObject.Find("Sample");
myObject = GameObject.FindWithName("Sample");

Q24. Two public member variables of data type AudioClip, for allowing sound clip drag-and-drop assignment in the Inspector panel?
doorIsOpen
doorTimer
doorOpenSound/doorShutSound
doorOpenTime

Q25. Normal maps are a means of creating virtual geometry for _____ calculations?
Shader
Rendering
Polygons
Lighting

Q26. The asset selector is one way to load images, animation clips, and sound clips into components, shaders, or other parameters in your?
Polygons
Vertex
Scene
Module

Q27. UnityScript, a language designed specifically for use with Unity and?
3D
Modelled
SVG
Vector

Q28. The real-time shadows blend into the lightmap shadows ___ meters out from the Main Camera ?
20
35
45
40

Q29. Which function is called for each object in the scene at the time when the scene loads?
void Init() { .. }
void Wake() { ..}
void Awake() { .. }
void Start() { .. }

Q30. Unity uses a multiplier on the alpha channel maps to brighten the?
Shader
Materials
Scene
Polygons

Q31. 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?
Store Mode
Wrap Mode
Original Mode
All of the above

Q32. 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?
Clear—This option deletes any currently stored lightmaps, allowing you to see only dynamic lighting
Clear—This option deletes any currently stored lightmaps, allowing you to see only dynamic lighting
All of the above
Bake—This option bakes the entire scene.

Q33. How do determine the priority in which animation transitions happen?
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.
All of the above
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.

Q34. The Unity GUI consists of a GUI and GUI ?
Animation, Meterials
Skin, Styles
Styles, Raycaster
Text, stylesheet

Q35. Using the following code you can Assign material to second material slot?
LightObject.GetComponent().materials[1] = LightOnMat;
CurMaterial[1] = LightOnMat;
CurMaterial = LightObject.GetComponent().materials; CurMaterial[1] = LightOnMat;
LightObject.GetComponent().materials[1] = LightOnMat;
All of the above

Q36. GUI texture and GUI text objects can be draw-ordered, using their ____ position in the Inspector?
Top
XY
Left
Z

Q37. Unity supports the file types of __ and Blender by converting them internally into FBX format?
3ds Max
Maya
All of the above
C4D

Q38. Most of the Renderer components in Unity contain Light Probes. NOT following options for Light Probes?
On
Off
Blend Probes
Use Proxy Volume

Q39. 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)?
Y
X
0.0 and 1.0
0.1 and 1.0

Q40. Which of the following pair can be used to create and remove a game object?
Instantiate(gameObject), Destroy(gameObject);
Application.Instantiate(gameObject), Application.Destroy
GUI.Instantiate(gameObject), GUI.Destroy(gameObject);
gameObject.Instantiate(), gameObject.Destroy();

Q41. Lighting: In 3D, basic, non-GI is performed on a per _____ basis?
Invert
Vertex
GUI
Angle

Q42. A Rigidbody is the main component that enables physical behaviour for a ___. With a Rigidbody attached, the object will immediately respond to gravity?
ClassObject
Collider Component
GameObject
Physics

Q43. ____ are a 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?
Physics
Navigation
Audio
Materials

Q44. 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
Clear
Bake
All of the above

Q45. Which of the following code will NOT use for unblock navigation?

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(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(CharacterMotor).unblock = true;
fPController.GetComponent(FPAdventurerInputController).unblock = true;
fPController.GetComponent(MouseLookRestricted).unblock = true; fPCamera.GetComponent(MouseLookRestricted).unblock = true;

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;

Q46. Using the following code you can Change navigation keys for UI at runtime?

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;
}

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;
}
None of the above

Q47. What are the Physics Events?
ALL of the bellow
OnCollisionEnter
OnTriggerEnter
OnCollisionStay
OnTriggerStay

Q48. The Motion fold-out heading, along with the __ and Events headings?
Animation, Curves
Mask, Curves
Curves, Polygons
Invert, Shader

Q49. There are three main steps in creating an animated humanoid character from scratch?
modelling
rigging
All of the others
skinning

Q50. 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?
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
Don't Import: Set the model to feature no animation
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

(Ghi chú: Phần câu hỏi Qi có nền màu Green thể hiện đáp án đúng)
» Tiếp: Unity Quiz 3
« Trước: Unity Quiz 1
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