Unity3D Тест Upwork

A material contains the following:

Mesh and texture
Shader and mesh
Texture and Shader
Mesh, texture, and shader

The value of Time.deltaTime contains:

The current time of the game
The duration of the last frame
The duration of the current frame
The duration of each frame

In a scene, you can only have one:

AudioSource
Camera
AudioListener
Light Source

How can you playback input from a microphone in Unity?

AudioSource aud = GetComponent<AudioSource>();
aud.clip = Microphone.Record("Built-in Microphone", true, 10, 44100);
aud.Play();

AudioSource aud = GetComponent<AudioSource>();
aud.clip = Microphone.Start("Built-in Microphone", true, 10, 44100);
aud.Play();

AudioSource aud = GetComponent<AudioSource>();
aud.buffer = Microphone.Start("Built-in Microphone", true, 10, 44100);
aud.Play();

None of the above

A Navmesh agent can be which of the following shapes:

Box
Capsule
Cylinder
Sphere

The following code snippets attempt to change an objects color to red during a certain interval of the objects animation. The interval is defined as percentages of the animation duration, enablePercentTime and disablePercentTime (for example, turn the object to red starting 20% of the way through the animation and turn the color back to the original color when the animation is 60% through).
Which of the code snippets do this correctly?

public List<string> stateName;
    public float enablePercentTime, disablePercentTime;
    void Start () {StartCoroutine (StartAnim());}
    IEnumerator StartAnim(){
        GetComponent<Renderer> ().material.color = Color.green;
        GetComponent<Animator> ().Play (stateName[0]);
        float waitTimeFactor = enablePercentTime / 100f;
        yield return new WaitForSeconds(GetComponent<Animator> ().GetCurrentAnimatorStateInfo (0).length * waitTimeFactor);
        GetComponent<Renderer> ().material.color = Color.red;
        float waitTimeForEnable = disablePercentTime / 100f;
        yield return new WaitForSeconds(GetComponent<Animator> ().GetCurrentAnimatorStateInfo (0).length * waitTimeForEnable );
        GetComponent<Renderer> ().material.color = Color.green;
    }

public List<string> stateName;
    public float enablePercentTime, disablePercentTime;
    void Start () {StartCoroutine (StartAnim());}
    IEnumerator StartAnim(){
        GetComponent<Renderer> ().material.color = Color.green;
        GetComponent<Animator> ().Play (stateName[0]);
        float waitTimeFactor = enablePercentTime;
        yield return new WaitForSeconds(GetComponent<Animator> ().GetCurrentAnimatorStateInfo (0).length * waitTimeFactor);
        GetComponent<Renderer> ().material.color = Color.red;
        float waitTimeForEnable = disablePercentTime;
        waitTimeFactor = waitTimeForEnable - waitTimeFactor;
        yield return new WaitForSeconds(GetComponent<Animator> ().GetCurrentAnimatorStateInfo (0).length * waitTimeFactor);
        GetComponent<Renderer> ().material.color = Color.green;
    }

public List<string> stateName;
    public float enablePercentTime, disablePercentTime;
    void Start () {StartCoroutine (StartAnim());}
    IEnumerator StartAnim(){
        GetComponent<Renderer> ().material.color = Color.green;
        GetComponent<Animator> ().Play (stateName[0]);
        float waitTimeFactor = enablePercentTime / 100f;
        yield return new WaitForSeconds(GetComponent<Animator> ().GetCurrentAnimatorStateInfo (0).length * waitTimeFactor);
        GetComponent<Renderer> ().material.color = Color.red;
        float waitTimeForEnable = disablePercentTime / 100f;
        waitTimeFactor = waitTimeForEnable + waitTimeFactor;
        yield return new WaitForSeconds(GetComponent<Animator> ().GetCurrentAnimatorStateInfo (0).length * waitTimeFactor);
        GetComponent<Renderer> ().material.color = Color.green;
    }

public List<string> stateName;
    public float enablePercentTime, disablePercentTime;
    void Start () {StartCoroutine (StartAnim());}
    IEnumerator StartAnim(){
        GetComponent<Renderer> ().material.color = Color.green;
        GetComponent<Animator> ().Play (stateName[0]);
        float waitTimeFactor = enablePercentTime / 100f;
        yield return new WaitForSeconds(GetComponent<Animator> ().GetCurrentAnimatorStateInfo (0).length * waitTimeFactor);
        GetComponent<Renderer> ().material.color = Color.red;
        float waitTimeForEnable = disablePercentTime / 100f;
        waitTimeFactor = waitTimeForEnable - waitTimeFactor;
        yield return new WaitForSeconds(GetComponent<Animator> ().GetCurrentAnimatorStateInfo (0).length * waitTimeFactor);
        GetComponent<Renderer> ().material.color = Color.green;
    }

The distance at which the real time shadows blend into the lightmapped shadows in Unity is determined by:

Occlusion Distance property
Shadow Distance property
Blend Distance property
Bake Distance property

In Unity 3D, the following code will allow you to hide an object.

object.SetActive(true);
object.SetActive = 1
object.SetActive(false);
object.SetActive = 0

Which of the following main steps in creating an animated humanoid character from scratch?

modelling
rigging
skinning
All of the above

An animation controller parameter that has two possible values:

Boolean
Trigger
Both a and b
None of the above

To play an animation with the Animation component, the imported animation must be of the type:

Generic
Humanoid
Legacy
Any of the above

The Level of Details (LOD) optimization technique allows:

to reduce the number of triangles rendered for an object as its distance from camera increases
to increase the number of triangles rendered for an object as its distance from camera increases
Both
None

A 2048x2048 pixel resolution image with format uncompressed RGBA 32 bits (without mipmaps) will take up how much memory when loaded?

1 MB
4 MB
16 MB
32 MB

Shadow cascading is used to reduce:

Occlusion Culling
Perspective aliasing
Illumination
None

Which of these is NOT affected by position?

Point lights
Directional Lights
Spot Lights
Area Lights

To hide gameobject in Unity 3D, you have to use the code:   

gameObject.transform.SetActive(false);
gameObject.translate.SetActive(false);
gameObject.SetActive(false);
gameObject.transform.SetDeactive(true);

What does the following code do?
float speed=10;
void Update(){
    transform.Translate(Vector3.forward*speed);        
}

       Moves the object this script is attached to by 10 units per second in the local positive Z axis direction
       Moves the object this script is attached to by 10 units per frame in the local positive Z axis direction
       Moves the object this script is attached to by 10 units per second in the world positive Z axis direction
       Moves the object this script is attached to by 10 units per frame in the world positive Z axis direction

A prefab in the assets folder of the project can hold references to:

Other game objects in the scene in which it is loaded
Other prefabs in the project folder
Components in itself or in its own children
None of the above

Which of these is a greedy heuristic searching algorithm?

Breadth first search
Best first search
A* Search
None of the above

What is the initial content of a C# script file?

public class Main : StateMachineBehaviour {
     void Start () {
      }
     void Update () {
     }
     void Destroy () {
     }
}

public class Main : MonoBehaviour {
     void Start () {
      }
     void Update () {
     }
}

public class Main : MonoBehaviour {
     void Start () {
      }
     void Destroy () {
     }
}

public class MainPlayer : MonoBehaviour {
     void Start () {
      }
     void Update () {
     }
     void Destroy () {
     }
}

9 sliced images are supported by which colliders? (choose all that apply)
Note: There may be more than one right answer.

BoxCollider2D
PolygonCollider2D
CircleCollider2D
EdgeCollider2D

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

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

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

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

How you can collection of classes be organized?

 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 {
}
} }

How can you call methods in C# scripts from unityscript code?

Place  both scripts into the Plugins or Standard Assets folders of the project
Place C# script in Plugins or Standard Assets folders and unityscript script in another folder
Place Unityscript script in Plugins or Standard Assets and C# script in another folder
None of the above

Choose a correct syntax code to define a Internal reference to all listeners for notifications, adding a Dictionary of Listeners to the NotificationsManager?

public class NotificationsManager: MonoBehaviour  {
     private Dictionary<string, List<Component>> Listeners = new Dictionary<string,List<Component>();
}
public class NotificationsManager: MonoBehaviour  {
     private Dictionary<string, List<Component> Listeners = new Dictionary<string,List<Component>>();
}
public class NotificationsManager: MonoBehaviour  {
     private Dictionary<string, List<Component>> Listeners = new Dictionary<string,List<Component>>();
}
public class NotificationsManager: MonoBehaviour  {
     private Dictionary(string, List(Component)) Listeners = new Dictionary<string,List<Component>>();
}

How can enumeration of colours be defined?

enum Colours : {Red, Blue, Green};
enum Colours {Red, Blue, Green};
enumerationColours {Red,Blue,Green};
enumeration Colours : {Red, Blue, Green};

Which of these is the correct order in which the methods will execute?

Update, Start, LateUpdate, Awake
Start,Awake,Update,LateUpdate
Update,LateUpdate,Start,Awake
Awake,Start,Update,LateUpdate

Which of the following can not be used to find GameObject(s)?

myObjects = GameObject.FindGameObjectsWithTag(“Sample”);
myObject = GameObject.FindWithTag(“Sample”);
myObject = GameObject.FindWithName(“Sample”);
myObject = GameObject.Find(“Sample");

Which of the following Extensible Plugin Architecture is/are used to increase Unity3D tools capacity?
Note: There may be more than one right answer.

UnityVS
UnityKit
NGUI
2DToolKit
Prime3 plugins

Which event function will be invoked when an application is closed? (choose all that apply)
Note: There may be more than one right answer.

OnApplicationQuit()
OnGUI()
OnDisable()
OnEnable()
OnStateUpdate()

Which of the following will call MyUpdateMethod() every 1 second?

void Start(){
        StartCoroutine(CallMyMethod());
        gameObject.SetActive(false);
    }
    IEnumerator CallMyMethod(){
        while(true){
            yield return new WaitForSeconds(1);
            MyUpdateMethod();
        }
    }

void Start(){
        Invoke("MyUpdateMethod",1);
        gameObject.SetActive(false);
    }

void Start(){
        InvokeRepeating("MyUpdateMethod",1,1);
        gameObject.SetActive(false);
    }

float lastUpdateTime=0.0f;
    void Start(){
        gameObject.SetActive(false);    
    }
    void Update(){
        if(Time.time-lastUpdateTime>1){
            lastUpdateTime=Time.time;
            MyUpdateMethod();
        }    
    }

 Which option describes the Destroy (Game Object) method?

Destroys a game object at the end of the current code block
Destroys a game object at the end of the current method execution
Destroys a game object at the end of the current frame
Does not destroy the game object, only returns it to an object pool

Virtual Functions are functions:

That do not have any implementations in the base class and must be implemented by the derived classes
Functions that do not have any implementations in base classes or derived classes
Functions that can be implemented by base classes and overridden by derived classes
None of the above

The area types are specified in the Navigation Window’s Areas tab. There are __ custom types?

      10
      16
      25
      29

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
      The Static Collider
      All of the above

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

      ClassObject
      GameObjec
      Collider Component
      Physics

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

      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

What are the regular update events?

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

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?
Note: There may be more than one right answer.

      API
      2D
      3D
      Library

How can a component attached into the GameObject in UnityScript?

      var myComponent = GetComponent<Type>();
      Type myComponent = Component<Type>();
      var myComponent = GetComponent<Type>();
      Type myComponent = GetComponent<Type>();

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

      T FuncName<T>();
      function FuncName<T>(): T;
      function FuncName.<T>(): T;
      void FuncName<T>();

Which attributes are used in C# and UnityScript to prevent the property being shown in the Inspector?

      @HideInInspector in UnityScript and [HideInInspector] in C#
      @HideInInspector in C# and [HideInInspector] in UnityScript
      @Hide in UnityScript and [Hide] in C#
      @Hide in C# and [Hide] in UnityScript

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

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

How can a method invoked in 5 seconds?

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

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.

      X
      Y
      0.0 and 1.0
      0.1 and 1.0

Accessing users data from Google play game services in Unity?

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

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

       Framework
       System
       Script
       All of the above

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

       20
       35
       40
       45

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

       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

How to disable physics in Unity?

       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

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
       Both
       None 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?

       user interfaces
       audio interfaces
       Users interfaces
       All of the above

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

       cell_collected
       hud_charge
       power_cell
       All of the above

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

       Play
       Enable
       Load
       Change

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

       Shader
       Rendering
       Lighting
       Polygons

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

       Shadow
       Intensity
       Range
       Deferred

____ 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
       Materials
       Audio

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

       Gravity shadow  
       Sensitivitty
       Snap
       Invert

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

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

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

       public interface IPushNotificationService
 {
     UnityEvent<PushNotificationObjectLoad> pushNotificationEvent;
     void Initialize();
     void PushNotificationHandler(string message, Dictionary<string, object> additionalData, bool isActive);
 }
       public interface IPushNotificationService
 {
     UnityEvent<PushNotificationObject> 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

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

       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

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?

       Clear
       Bake Selected
       Bake
       All of the above

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

       Free Smooth
       Flater
       Linear
       Constance

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

       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

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

       Vertex
       Invert
       GUI
       Angle

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

       OnCollisionEnter
       OnTriggerEnter
       OnCollisionStay
       OnTriggerStay
       None of the above

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

       Vertex Lit
       Forward Tube
       Deferred Lighting
       All of the above

The Core Optimization of CPU Limitations?
Note: There may be more than one right answer.

       Scripting
       Physics
       Memory
       None of the above

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?

       effects
       physics
       service
       All of the above

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

       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<InputField>();
      }
    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

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

       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

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

       Graphic Raycaster
       Physics 2D Raycaster    
       Physics Raycaster
       Motion Raycaster

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

       Polygons
       Scene
       Vertex
       Module

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?

       Wrap Mode
       Store Mode
       Original Mode
       All of the above

Using you 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()
 {
     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

Using the following code Function Update play sound once?

       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;
     }

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

       Google User Interface
       Graphical User Interface
       Good User Interface
       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?

       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

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

       Materials
       Shader
       Scene
       Polygons

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

       Top
       XY
       Z
       Le

Play an audio clip using the following code statement?

       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

How to create animation event at specific keyframe at runtime?

       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<Animator> ();
      _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<Animator> ();
      _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

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

       Modelled
       3D
       SVG
       Vector

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

       pan
       orbit
       zoom
       play

The Core Optimization of GPU Limitations?

       Memory Bandwidth
       Resolution
       Lighting
       All of the above

Which of the following code you will 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(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;

How to play audio while animation in unity 3D?

       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.

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

       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);

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

       doorIsOpen
       doorTimer
       doorOpenTime
       doorOpenSound/doorShutSound

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?

       Mass
       Drag
       Angular Drag
       Use Gravity

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

       Object
       Distance
       Color
       Light

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

       3ds Max
       Maya
       C4D
       All of the above

How can set the animation speed using the following code?

       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

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

       Scripting
       Language
       Tool
       SDK

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

       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

Using the following code you can Creating User Interface?

       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

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

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

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

       Float
       Color
       Vector2
       Quaternion
       All of the above

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.
       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

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

       Animation
       Audio
       Component
       Video

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?

       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

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 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

A C# class can only inherit from _____ class?

       One
       Base
       Parent
       Multiple
 
In Unity 3D to hide a object you have to use following code?

      object.transform.SetActive(true);
      object.transform.SetActive = 1
      object.transform.SetActive(false);
      object.transform.SetActive = 0

The Unity GUI consists of a GUI  and GUI ?

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

Which of the following statement is True of Saved by Batching?

      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

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.

      x
      y
      z
      xyz
      three axes

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

      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

Which of the following Unity3D support languages for writing shaders?
Note: There may be more than one right answer.

      ShaderLab
      CG
      HLSL
      ShaderKit

What is the output of the following code?
using UnityEngine;
 using System.Collections;
 public class Example : MonoBehaviour {
     void Start () {
         GameObject go = GameObject.Find("myGameObject");
         Debug.Log(go.name);
     }

}

      NullPointerException
      NullReferenceException
      null
      myGameObject

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.

      On
      Off
      Blend Probes
      Use Proxy Volume

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.

      None
      Realtime
      Baked
None of the above

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

      Off-Mesh Link
      NavMesh Obstacle
      NavMesh Agent
      NavMesh On

Which of the following displays a valid Button?

      void OnGUI () {
     GUI.Button(new Rect(20,40,80,20), “myButton”);
}

      void OnGUI () {
GUI.Button(“myButton”);
}

      void OnGUI () {
                GUI.Button(new Rectangle(20,40,80,20), “myButton”);
           }

      void OnGUI () {
                GUI.Button(new Rect(80,20), “myButton”);
           }

The area types are specified in the Navigation Window’s Areas tab, Select following built-in types?
Note: There may be more than one right answer.

      Walkable
      Not Walkable
      Jump
      Not Jump

What are the Precomputed Realtime GI?
Note: There may be more than one right answer.

      Layout Systems
      Clustering
      Light Transform
      Tetrahedralize Probes

In order to detect a collision between two objects, A and B, which of the following criteria need to be satisfied?

A and B both have colliders attached to them
A and B both have non kinematic rigidbodies and colliders attached to them
A and B both have non kinematic rigidbodies attached. Only A has a collider
A and B both have kinematic rigidbodies and colliders attached.
A and B both colliders. Only A has a non kinematic rigidbody attached.

A ray contains the following:

Magnitude and direction
Direction and origin
Magnitude and origin
None of the above

How do you record a transaction event by a user through Unity Analytics?

Record.Transaction(string productId, decimal price,  string currency, string receipt,  string signature);
Analytics.Transaction(string productId, decimal price,  string receipt, string signature);
Analytics.Transaction(string productId, decimal price, string currency, string receipt,  string signature)
None of the above

Which namespace must be included to use the DLLImport attribute?

System.Collections
System.Runtime.InteropServices
System.Native.Plugins
None of the above

 Which option is used to initialize consumable IAP in Unity?

public class MyIAPManager : IStoreListener {
    private IStoreController controller;
    private IExtensionProvider extensions;
public MyIAPManager () {
        var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
        builder.AddProduct("100_gold_coins", ProductType.Consumable, new IDs
        {
            {"100_gold_coins_google", GooglePlay.Name},
            {"100_gold_coins_mac", MacAppStore.Name}
        });

        UnityPurchasing.Initialize (this, builder);
    }

public class MyIAPManager : IAPListener {
    private IStoreController controller;
    private IExtensionProvider extensions;
public MyIAPManager () {
        var builder = new ConfigurationBuilder(StandardPurchasingModule.Instance());
        builder.AddProduct("100_gold_coins", ProductType.Consumable, new IDs
        {
            {"100_gold_coins_google", GooglePlay.Name},
            {"100_gold_coins_mac", MacAppStore.Name}
        });

        UnityPurchasing.Initialize (this, builder);
    }

public class MyIAPManager : StoreListener {
    private IStoreController controller;
    private IExtensionProvider extensions;
public MyIAPManager () {
        var builder = new ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
        builder.AddProduct("100_gold_coins", ProductType.Consumable, new IDs
        {
            {"100_gold_coins_google", GooglePlay.Name},
            {"100_gold_coins_mac", MacAppStore.Name}
        });

        UnityPurchasing.Initialize (this, builder);
    }

None of the above

How can you make a Navmesh agent move to a location?

GetComponent<NavMeshAgent>().MoveTo (point);
GetComponent<NavMeshAgent>().SetDestination(point);
GetComponent<NavMeshAgent>().GoTo(hit.point);
None

Count all possible paths in 3x3 matrix; from top left corner to bottom right corner if no diagonal moves are allowed:

5
6
4
9

What is the output of the following code:
Vector2 v1=new Vector2(3,8);
Vector2 v2=new Vector2(5,4);
Debug.Log(Vector2.Lerp(v1,v2,0.75f));

(4,6)
(6,9)
(4,5)
(2,-4)

To display the properties of an object of a class in an inspector, the class must be marked with the property;

[ShowInInspector]
[SerializeField]
[Serializable]
[RequireComponent]

Which is true about Input Manager ?

It allows you to reference your inputs by axis name in scripting
It allows you to define input axis
It allows the players of your game to customize the controls to their liking
All of the above

Tree Editor lets you create and edit:

Binary Tree for storing data
3D Tree to be placed in scene
Both
None of the above

Which of the following is attached to every GameObject?

AudioSource component
Transform component
Renderer component
None of the above

Which of these audio file formats is not supported by Unity?

.s3m
.m4a
.it
.xm

What is the correct program for Loop animation of A, B and C (A-B-C-A)?

public List<string> stateName;
    void Start () {StartCoroutine (StartAnim());}
    IEnumerator StartAnim(){
        for(int i=0;i<stateName.Count;i++){
            GetComponent<Animator> ().Play (stateName[i]);
            yield return new WaitForSeconds(GetComponent<Animator> ().GetCurrentAnimatorStateInfo (0).length);
            if(i==stateName.Count-1){i =-1;}
        }
    }

public List<string> stateName;
    void Start () {StartCoroutine (StartAnim());}
    IEnumerator StartAnim(){
        for(int i=0;i<stateName.Count;i++){
            GetComponent<Animator> ().Play (stateName[i]);
            yield return new WaitForSeconds(GetComponent<Animator> ().GetCurrentAnimatorStateInfo (0).length);
            if(i==stateName.Count-1){i =0;}

public List<string> stateName;
    void Start () {StartCoroutine (StartAnim());}
    IEnumerator StartAnim(){
        for(int i=0;i<stateName.Count;i++){
            GetComponent<Animator> ().Play (stateName[i]);
            yield return new WaitForSeconds(GetComponent<Animator> ().GetCurrentAnimatorStateInfo (i).length);
            if(i==stateName.Count-1){i =-1;}

void Start(){
        for(int i=0;i<stateName.Count;i++){
            GetComponent<Animator> ().Play (stateName[i]);

An animation can be played using:

Animator.Play();
Animation.Play();
Animator.SetTrigger();
All of the above

Which of these lets you create a user interface?

void OnGUI(){
    GUI.Label("Header");
    GUI.Button("Button");
}

void OnGUI(){
    GUILayout.Label("Header");
    GUILayout.Button("Button");
}

void OnGUI(){
    Text text=new GameObject.AddComponent<Text>();
    Button button=new GameObject().AddComponent<Button>();
        text.text="Header";
        button.text="Button";
}

None of the above

What are the light mapping modes are available?
Note: There may be more than one right answer.

Single Lightmaps
Dual Lightmaps
Dynamic Lightmaps
Directional Lightmaps

Which shader would you use to apply transformation operations?

Vertex shader
Pixel Shader
Fixed function shader
Surface shader

The process by which objects that are hidden behind other objects are not rendered is known as:

Frustrum culling
Occulusion Culing
Backface Culling
Contribution Culling

An object's mesh can be accessed using:

Mesh component
MeshRenderer component
MeshFilter component
None of the above

A new Sprite can be created using:

Sprite s=new Sprite(textureRef,new Rect(0,0,1,1),new Vector2(0,0));
Sprite s= Instantiate(sprite) as Sprite;
Sprite s=Sprite.Create(textureRef,new Rect(0,0,1,1),new Vector2(0,0));
All of the above

Assets placed in which of these project folders will be copied as is to a folder on the target device?

Resources
Plugins
Streaming Assets
None of the above

How do you create a material asset (MyMaterial.mat) in Unity using Specular Shader through scripting?

static void CreateAsset()
    {
        Material material = new Material(Material.Find("Specular"));
        AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");
    }

static void CreatAsset()
    {
        Material material = Resources.Load("Specular") as Material;
        AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");
    }

static void CreateAsset()
    {
        Material material = new Material(Shader.Find("Specular"));
        AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat");
    }

None of the Above

What is the output of the following code:
GameObject obj=new GameObject("aGameObject");
GameObject.Destroy(obj);
Debug.Log(obj.name);

aGameObject
Error: GameObject "obj" is destroyed before it is used
Null Reference Exception  

How can you screenshot capture using the following method?

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

A shader that runs for every fragment is called:

Vertex Shader
Pixel Shader
Fixed function shader
Surface shader

A coroutine runs on a _____.

separate thread
same thread
separate process
None

Unity3D Тест Upwork 2019