Unity3D Test Upwork
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 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
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
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
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
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
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
Unity3D Test Upwork 2019