Our experts have gathered these Unity3D MCQs through research, and we hope that you will be able to see how much knowledge base you have for the subject of Unity3D by answering these multiple-choice questions.
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Unity has a complex and powerful __ for creating and combining particles to give you all sorts of special effects?
A. Framework
B. System
C. Script
D. All of the above
The UI system allows you to create ____ fast and intuitively. This is an introduction to the major features of Unity's UI system?
A. user interfaces
B. audio interfaces
C. Users interfaces
D. All of the above
A. pan
B. orbit
C. zoom
D. play
You will see this system in other 2D elements that you work with in Unity, like _____ (GUI) elements?
A. Google User Interface
B. Graphical User Interface
C. Good User Interface
D. All of the above
Using the following code, How to disable keyboard input when user is typing?
A. 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
B. public interface IBlah { UnityEvent thisEventHasToBeImplemented { get; } } public class Blah : IBlah { UnityEvent _event = new UnityEvent(); UnityEvent thisEventHasToBeImplemented { get { return _event; } } }
C. Both
D. None of the above
Accessing users data from Google play game services in Unity?
A. PlayGamesPlatform.Instance.RealTime.GetSelf().Displayname
B. PlayGames.Instance.RealTime.GetSelf().Displayname
C. PlayGames.Instance.RealTime.GetSelf().Displayname.GetBlank()
D. All of the above
How to play audio while animation in unity 3D?
A. Can use AnimationEvents to call a function at a specific frame in an animation it can be playing an audio or anything else.
B. 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.
C. Can use AudioEvents to call a function at a specific frame in an animation it can be playing an audio or anything else.
D. 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.
An audio clip named __ to be played upon collection of a cell by the player, in the Book Assets | Sounds folder?
A. cell_collected
B. hud_charge
C. power_cell
D. All of the above
Colliders interact with each other differently depending on how their Rigidbody components are configured. Following important configurations are?
A. The Kinematic Rigidbody Collider
B. The Rigidbody Collider
C. The Static Collider
D. All of the above
A. Off-Mesh Link
B. NavMesh Obstacle
C. NavMesh Agent
D. NavMesh On
Which of the following types of properties are supported in the animation system?
A. Float
B. Color
C. Vector2
D. Quaternion
E. All of the above
The Min Distance and Max Distance values allow you to set a ____ range?
A. Object
B. Distance
C. Color
D. Light
Choose a True statement for types of lighting of Pixel / Phong?
A. Lighting is computed per fragment by having the normals interpolated
B. Lighting is calculated in vertex shader for each normal and then interpolated
C. Lighting normal is uniform for each triangle
D. All of the above
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?
A. How the mesh responds to lighting
B. Materials used on the surface to show color or textures
C. Both
D. None of the above
A. 10
B. 16
C. 25
D. 29
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?
A. Mass
B. Drag
C. Angular Drag
D. Use Gravity
The Audio Listener acts as a master switch to _____ sound in a scene?
A. Play
B. Enable
C. Load
D. Change
A. Walkable
B. Not Walkable
C. Jump
D. Not Jump
How can set the animation speed using the following code?
A. public float animSpeed; public Animator anim; void Start() { animSpeed = 1.0f; anim.speed(animSpeed); } void SetAnimatorSpeed(float newSpeed) { anim.speed(newSpeed); }
B. public Events animSpeed; public Animator anim; void Start() { animSpeed = 1.0f; anim.speed(animSpeed); } void SetAnimatorSpeed(float newSpeed) { anim.speed(newSpeed); }
C. public Events animSpeed; public Myevent anim; void Start() { animSpeed = 1.0f; anim.speed(animSpeed); } void SetAnimatorSpeed(float newSpeed) { anim.speed(newSpeed); }
D. All of the above
Play an audio clip using the following code statement?
A. public AudioClip gameClip; void Update() { if(StartingQuest) { playMusic(); } } void playMusic() { audio.clip = gameClip; audio.Play(); audio.volume = 1.0f; audio.loop = false; }
B. 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(); }
C. Both
D. None of the above
Selecting the root node allows us to establish correspondence between _____ clips for a generic model?
A. Animation
B. Audio
C. Component
D. Video
How we can Unity game window size?
A. 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.
B. 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.
C. 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.
D. All of the above
Unity’s networking has a “high-level” __ API?
A. Scripting
B. Language
C. Tool
D. SDK
Which of the following can not be used to find GameObject(s)?
A. myObjects = GameObject.FindGameObjectsWithTag(“Sample”);
B. myObject = GameObject.FindWithTag(“Sample”);
C. myObject = GameObject.FindWithName(“Sample”);
D. myObject = GameObject.Find(“Sample");
Two public member variables of data type AudioClip, for allowing sound clip drag-and-drop assignment in the Inspector panel?
A. doorIsOpen
B. doorTimer
C. doorOpenTime
D. doorOpenSound/doorShutSound
Normal maps are a means of creating virtual geometry for _____ calculations?
A. Shader
B. Rendering
C. Lighting
D. Polygons
The asset selector is one way to load images, animation clips, and sound clips into components, shaders, or other parameters in your?
A. Polygons
B. Scene
C. Vertex
D. Module
UnityScript, a language designed specifically for use with Unity and?
A. Modelled
B. 3D
C. SVG
D. Vector
The real-time shadows blend into the lightmap shadows ___ meters out from the Main Camera ?
A. 20
B. 35
C. 40
D. 45
Which function is called for each object in the scene at the time when the scene loads?
A. void Init() { .. }
B. void Awake() { .. }
C. void Wake() { ..}
D. void Start() { .. }
Unity uses a multiplier on the alpha channel maps to brighten the?
A. Materials
B. Shader
C. Scene
D. Polygons
A. Wrap Mode
B. Store Mode
C. Original Mode
D. All of the above
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?
A. Clear—This option deletes any currently stored lightmaps, allowing you to see only dynamic lighting
B. Clear—This option deletes any currently stored lightmaps, allowing you to see only dynamic lighting
C. Bake—This option bakes the entire scene.
D. All of the above
How do determine the priority in which animation transitions happen?
A. 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.
B. 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.
C. 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.
D. All of the above
The Unity GUI consists of a GUI and GUI ?
A. Skin, Styles
B. Animation, Materials
C. Styles, Raycaster
D. Text, stylesheet
Using the following code you can Assign material to second material slot?
A. CurMaterial = LightObject.GetComponent
B. LightObject.GetComponent
C. CurMaterial[1] = LightOnMat; LightObject.GetComponent
D. All of the above
GUI texture and GUI text objects can be draw-ordered, using their ____ position in the Inspector?
A. Top
B. XY
C. Z
D. Left
Unity supports the file types of __ and Blender by converting them internally into FBX format?
A. 3ds Max
B. Maya
C. C4D
D. All of the above
Most of the Renderer components in Unity contain Light Probes. There are following options for Light Probes?
A. On
B. Off
C. Blend Probes
D. Use Proxy Volume
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)?
A. X
B. Y
C. 0.0 and 1.0
D. 0.1 and 1.0
Using the following code you will Play Animation A after Animation B ends?
A. gameObject.animation.Play("Once"); AnimationPlayed = true; if (AnimationPlayed && !gameObject.animation.isPlaying("Once"){
B. gameObject.animation.Play("Loop"); AnimationPlayed = false; }
C. addObject.animation.Play("Once"); AnimationPlayed = true;
D. All of the above
Which of the following pair can be used to create and remove a game object?
A. Application.Instantiate(gameObject), Application.Destroy
B. Instantiate(gameObject), Destroy (gameObject);
C. GUI.Instantiate(gameObject), GUI.Destroy (gameObject);
D. gameObject.Instantiate(), gameObject.Destroy ();
Lighting: In 3D, basic, non-GI is performed on a per _____ basis?
A. Vertex
B. Invert
C. GUI
D. Angle
Choose a correct syntax code to define a Internal reference to all listeners for notifications, adding a Dictionary of Listeners to the NotificationsManager?
A. public class NotificationsManager: MonoBehaviour { private Dictionary
B. public class NotificationsManager: MonoBehaviour { private Dictionary
C. public class NotificationsManager: MonoBehaviour { private Dictionary
D. public class NotificationsManager: MonoBehaviour { private Dictionary
A Rigidbody is the main component that enables physical behaviour for a ___. With a Rigidbody attached, the object will immediately respond to gravity?
A. ClassObject
B. GameObject
C. Collider Component
D. Physics
____ 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?
A. Physics
B. Navigation
C. Materials
D. Audio
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?
A. Clear
B. Bake Selected
C. Bake
D. All of the above
The collider can be resized via the Radius property but cannot be scaled along the __ independently?
A. x
B. y
C. z
D. xyz
E. three axes
A. 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;
B. 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;
C. 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;
D. fPController.GetComponent(CharacterMotor).unblock = true; fPController.GetComponent(FPAdventurerInputController).unblock = true; fPController.GetComponent(MouseLookRestricted).unblock = true; fPCamera.GetComponent(MouseLookRestricted).unblock = true;
A. 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; }
B. 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; }
C. 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; }
D. None of the above
What are the Physics Events?
A. OnCollisionEnter
B. OnTriggerEnter
C. OnCollisionStay
D. OnTriggerStay
E. None of the above
The Motion fold-out heading, along with the __ and Events headings?
A. Mask, Curves
B. Animation, Curves
C. Curves, Polygons
D. Invert, Shader
There are three main steps in creating an animated humanoid character from scratch?
A. modelling
B. rigging
C. skinning
D. All of the above
A. Don't Import: Set the model to feature no animation
B. 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
C. 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
D. Store in Root: Set the model to only feature animation on the parent object of the entire group
E. All of the above
How can you define a variable in C# to see it in inspector?
A. private string myVariable;
B. string myVariable;
C. public myVariable;
D. public string myVariable;
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?
A. effects
B. physics
C. service
D. All of the above
What are the regular update events?
A. Update, FixedUpdate, TimeFramedUpdate, LateUpdate
B. Update, FixedUpdate, LateUpdate
C. FixedUpdate, TimeFramedUpdate, LateUpdate
D. Update, FixedUpdate, TimeFramedUpdate
How can a component attached into the GameObject in UnityScript?
A. var myComponent = GetComponent
B. Type myComponent = Component
C. var myComponent = GetComponent
D. Type myComponent = GetComponent
Which attributes are used in C# and UnityScript to prevent the property being shown in the Inspector?
A. @HideInInspector in UnityScript and [HideInInspector] in C#
B. @HideInInspector in C# and [HideInInspector] in UnityScript
C. @Hide in UnityScript and [Hide] in C#
D. @Hide in C# and [Hide] in UnityScript
In Unity, How you can change setting up the outpost model?
A. In Unity, How you can change setting up the outpost model?
B. Under Materials—Generation is set to Per Texture
C. Under Animations—Split Animations is selected
D. All of the above
How can a screenshot captured?
A. GUI.Screenshot(file);
B. GUI.CaptureScreenshot(file);
C. Application.Screenshot(file);
D. Application.CaptureScreenshot(file);
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?
A. None
B. Realtime
C. Baked
D. None of the above
Which of the following Extensible Plug-in Architecture used to increase Unity3D tools capcaity?
A. UnityVS
B. UnityKit
C. NGUI
D. 2DToolKit
E. Prime3 plugins
A C# class can only inherit from _____ class?
A. One
B. Base
C. Parent
D. Multiple
How can enumeration of colours be defined?
A. enum Colours : {Red, Blue, Green};
B. enum Colours {Red, Blue, Green};
C. enumerationColours {Red,Blue,Green};
D. enumeration Colours : {Red, Blue, Green};
Using the following code you will get the distances to the walls in each of the four directions?
A. 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);
B. 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);
C. 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);
D. 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);
A. T FuncName
B. function FuncName
C. function FuncName.
D. void FuncName
A. public class Main : StateMachineBehaviour { void Start () { } void Update () { } void Destroy () { } }
B. public class Main : MonoBehaviour { void Start () { } void Update () { } }
C. public class Main : MonoBehaviour { void Start () { } void Destroy () { } }
D. public class MainPlayer : MonoBehaviour { void Start () { } void Update () { } void Destroy () { } }
A. hudCamera.transform.parent = hudSelectedObject.transform; hudCamera.transform.position = new Vector3(0, 0, -50);
B. hudCamera.transform.SetParent(hudSelectedObject.transform); hudCamera.transform.localScale = Vector3.one; hudCamera.transform.localPosition= Vector3.zero;
C. Both
D. None of the above
A. This indicates the number of batching operations Unity managed to perform on your objects to reduce the number of draw calls
B. 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
C. This is the total number of triangles being rendered in the current frame, after culling and clipping have been applied
D. The higher this value, the more complex and expensive your scene is to render
A. ShaderLab
B. CG
C. HLSL
D. ShaderKit
A. API
B. 2D
C. 3D
D. Library
A. Vertex Lit
B. Forward Tube
C. Deferred Lighting
D. All of the above
How do I list a UnityEvent requirement in a C# interface?
A. public interface IPushNotificationService { UnityEvent
B. public interface IPushNotificationService { UnityEvent
C. Dictionary
D. All of the above
Which event function will be invoked when an application is closed? (choose all that apply)
A. OnApplicationQuit()
B. OnGUI()
C. OnDisable()
D. OnEnable()
E. OnStateUpdate()
In a scene, you can only have one
A. AudioSource
B. Camera
C. AudioListener
D. Light Source
How can you update using the following code function to play a sound once?
A. if (!Input.GetAxisRaw("Vertical") > 0 || Input.GetKey (KeyCode.Joystick1Button2)){ if (accelerate == false){ audio.Play(); } accelerate = true; } else{ accelerate = false; }
B. 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; }
C. if (Input.GetAxisRaw("Vertical") > 0 || Input.GetKey (KeyCode.Joystick1Button2)){ if (accelerate == false){ audio.Play(); } accelerate = true; } else{ accelerate = false; }
D. 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; }
Which of these lets you create a user interface?
A. void OnGUI(){ GUI.Label("Header"); GUI.Button("Button"); }
B. void OnGUI(){ GUILayout.Label("Header"); GUILayout.Button("Button"); }
C. void OnGUI(){ Text text=new GameObject.AddComponent
D. None of the above
Assets placed in which of these project folders will be copied as is to a folder on the target device?
A. Resources
B. Plugins
C. Streaming Assets
D. None of the above
How do you create a material asset (MyMaterial.mat) in Unity using Specular Shader through scripting?
A. static void CreateAsset() { Material material = new Material(Material.Find("Specular")); AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat"); }
B. static void CreatAsset() { Material material = Resources.Load("Specular") as Material; AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat"); }
C. static void CreateAsset() { Material material = new Material(Shader.Find("Specular")); AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat"); }
D. None of the Above
Which of the following are Axe's properties of Inputs?
A. Gravity shadow
B. Sensitivitty
C. Snap
D. Invert
What are the light mapping modes are available?
A. Single Lightmaps
B. Dual Lightmaps
C. Dynamic Lightmaps
D. Directional Lightmaps
The Level of Details (LOD) optimization technique allows:
A. to reduce the number of triangles rendered for an object as its distance from camera increases
B. to increase the number of triangles rendered for an object as its distance from camera increases
C. Both
D. None
Which of these is NOT affected by position?
A. Point lights
B. Directional Lights
C. Spot Lights
D. Area Lights
3D, basic and non-GI lighting is performed on a per _____basis.
A. Vertex
B. Invert
C. GUI
D. Angle
A new Sprite can be created using:
A. Sprite s=new Sprite(textureRef,new Rect(0,0,1,1),new Vector2(0,0));
B. Sprite s= Instantiate(sprite) as Sprite;
C. Sprite s=Sprite.Create(textureRef,new Rect(0,0,1,1),new Vector2(0,0));
D. All of the above
To display the properties of an object of a class in an inspector, the class must be marked with the property;
A. [ShowInInspector]
B. [SerializeField]
C. [Serializable]
D. [RequireComponent]
Which is true about Input Manager ?
A. It allows you to reference your inputs by axis name in scripting
B. It allows you to define input axis
C. It allows the players of your game to customize the controls to their liking
D. All of the above
How can we disable physics in Unity?
A. To disable, go to user settings and set the fixed timestep to 10.
B. That's as disabled as it gets. Go to date setting and set the fixed timestep to 10 which is the maximum.
C. The best way to disable if to go to time settings and set the fixed timestep to 10 which is the maximum
D. All of the above
How can you create an animation event at a specific keyframe at runtime?
A. 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
B. private AnimationEvent[] _aEvents; private Animator _myAnim; void Start () { _myAnim = GetComponent
C. private AnimationsEvent[] _aEvents; private Animator _myAni; void Start () { _myAnim = GetComponent
D. All of the above
Which of these is a greedy heuristic searching algorithm?
A. Breadth first search
B. Best first search
C. A* Search
D. None of the above
Count all possible paths in 3x3 matrix; from topleft corner to bottom right corner:
A. 5
B. 6
C. 4
D. 9
A. GetComponent
B. GetComponent
C. GetComponent
D. None
A. Box
B. Capsule
C. Cylinder
D. Sphere
Which of these audio file formats is not supported by Unity?
A. .s3m
B. .m4a
C. .it
D. .xm
How do you play an audio clip at a specific frame of an animation in unity 3D?
A. Use AnimationEvents to call a function at a specific frame in an animation where the audio can be played
B. Click on a state in the animator, and arrange the transitions in the inspector in the ordering which they need to be prioritize
C. Use AudioEvents to call a function at a specific frame in an animation where the audio can be played
D. All of the above
What does the following code do?
float speed=10; void Update(){ transform.Translate(Vector3.forward*speed); }
A. Moves the object this script is attached to by 10 units per second in the local positive Z axis direction
B. Moves the object this script is attached to by 10 units per frame in the local positive Z axis direction
C. Moves the object this script is attached to by 10 units per second in the world positive Z axis direction
D. Moves the object this script is attached to by 10 units per frame in the world positive Z axis direction
In order to detect a collision between two objects, A and B, which of the following criteria need to be satisfied?
A. A and B both have colliders attached to them
B. A and B both have non kinematic rigidbodies and colliders attached to them
C. A and B both have non kinematic rigidbodies attached. Only A has a collider
D. A and B both have kinematic rigidbodies and colliders attached.
E. A and B both colliders. Only A has a non kinematic rigidbody attached.
A ray contains the following
A. Magnitude and direction
B. Direction and origin
C. Magnitude and origin
D. None of the above
The value of Time.deltaTime contains
A. The current time of the game
B. The duration of the last frame
C. The duration of the current frame
D. The duration of each frame