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.
Get started now by scrolling down!
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