UNITY CERTIFIED ASSOCIATE EXAM 2024-2025
ACTUAL EXAM 200 QUESTIONS AND CORRECT
DETAILED ANSWERS WITH
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Practice questions for this set
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The Any State shows that any state can transition to the linked state.
Automatically already in the Animator Controller.
Give this one a try later!
Apply an Animator Controller to a
1 2 Identify anchor points
GameObject
3 Create transitions Implement the Any State
Don't know?
Terms in this set (130)
, The animator controller creates states that the
Examine the Animator
GameObject can be in and assigns animations to these
Controller
states. It also defines transitions for each of these states.
Have the object open in Inspector. Drag the animator
Apply an Animator controller from the Project window to an empty space in
Controller to a GameObject the Inspector. Double click on the controller in the
Project window to open it.
In the Project folder you store your controllers in, right
click and select Create -> Animations -> Animator
Create an Animator
Controller. Once open, you can create states, assign
Controller
animations to them, make parameters, and make
transitions.
Parameters can be booleans, integers, floats, or triggers.
Booleans are true/false, integers are whole number
Define parameter types* variables, floats are decimal number variables, and
triggers are used when an event controls animation
transitions.
Animation states include Move, Idle, and Death. An
Differentiate animation additional state is the "Any State", which means that any
states state can transition to the following state. One of these
states will be the default state.
Create a new state by right clicking inside the animator
Create a new animation
controller window and selecting Create State -> Empty
state
State
The Any State shows that any state can transition to the
Implement the Any State linked state. Automatically already in the Animator
Controller.
Transition conditions are parameters that state that a
variable must be a certain amount before the transition
Explain transition can take place. To implement a transition condition,
conditions* deselect "Has Exit Time" on the transition, make a
parameter, and attach it to the transition in the
Conditions section.
, Transitions can move to the next state after a certain time
Differentiate transition ("Has Exit Time") or move only when a parameter is true.
properties* Transition properties only exist on transitions linking
states that have animations already on them.
Create a transition by right clicking on the first state,
Create transitions selecting Make Transition, and clicking on the second
state.
Images can be compressed either losslessy or lossy.
When you import an image asset, it shows import setting
in the inspector. You can change the compression to
List compression formats*
none, low quality, normal quality, or high quality. You can
also lower the import size of the image. Lossless formats
are BMP, TGA, PNG, and TIFF. Lossly formats are JPEG.
GameObjects can be 3D or 2D. 3D objects include
Differentiate GameObjects
cubes, spheres, capsules, planes, and cylinders. 2D
by their appearance
objects include sprites and tilemaps.
GameObjects are physical models inside the scene. They
Identify GameObjects highlight orange and have a move arrow on them when
within a scene selected. Lights, cameras, UI, and particle system effects
are also GameObjects.
Scripts can be made in MonoDevelop or Visual Studio
and imported into Unity. They can also be created inside
Unity and then edited in one of the previous softwares.
Usually, Unity uses C# scripts, but Unity can also use
Identify script types* UnityScript (JavaScript). Scripts can create components
for certain GameObjects, can go over a whole scene to
change how it works, or can hold important public
variables. When you make a method in a script, that
method can be public or private.
Models can be imported as native 3DS Max or Maya
Differentiate import file files. They are usually imported as .fbx files if the model
formats* is fully rigged, mapped, and animated. You can also
import .obj files for static meshes.
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