Q1. What can you use to visually distinguish between Play mode and Design mode in the editor?
The object inspector
Handles
Gizmos
Play mode tint
Q2. A developer executes the C# code below, which finds any game objects tagged as "enemy" in a start event. But the developer notices that, when executed, FindGameObjectsWithTag returns NULL even though the scene contains objects tagged as "Enemy". What is a possible cause?
To override standard scene cameras with cinematic behaviors
To determine what cameras will see when arriving at specific locations
To create predefined camera presets to apply to standard cameras
To act as dummy cameras for fooling meshes into thinking they are being seen
Use the Aim, Body, and Noise properties to specify how the Virtual Camera animates position, rotation, and other properties. The Virtual Camera applies these settings to the Unity Camera when Cinemachine Brain or Timeline transfers control of the Unity camera to the Virtual Camera.
Reference
Q7. What does the Microphone class save captured audio data as?
An audio clip asset
An MP3 file
A WAV file
An OGG file
The Microphone class saves captured audio as an audio clip asset, which may then be stored as an OGG file.
Reference
Q8. Cinemachine offers tools for building gameplay behaviors. Which component makes spline-based paths for moving objects?
Cinemachine Target Group
Cinemachine Smooth Path
Cinemachine Free Look
Cinemachine Brain
Q9. When building assets like meshes for Unity. Which measurement unit is the most suitable to use?
Cubits
Feet
Inches
Meters
ReferenceUnity's default units are in meters (Unreal Engine too). If you keep this in mind and model with your units aligned to meters, the lighting system will work with minimal artifacts.
Q10. The Collaborate feature of Unity Teams empowers whom to do what.
Developers to contribute to the unity source code
Companies to raise money for projects through crowdfunding
Team members to save, share, and sync unity projects
Developers to integrate version control systems, like git, into projects
Q11. The Clear Flags property of the Camera components affects which behavior?
How the camera renders UI objects on top of the scene
How the camera renders transparent objects by default
How the camera renders its background on each frame
How the camera occludes background objects
Q12. What is the OnAnimatorMove event on MonoBehaviour objects commonly used for?
Detecting when an object moves
Updating a navigation agent in response to keyframe data
Replaying an animation when it has been completed
Modifying the root motion of an animated object
Q13. Which MonoBehaviour method runs by default in Editor mode?
OnBecameInvisible
OnAnimatorMove
Reset
OnTriggerEnter
Explain- The Reset method is a MonoBehaviour method that runs by default in Editor mode. This method is called when the script is attached to a GameObject or reset in the Inspector. It allows you to initialize or reset the values of variables in the script, ensuring a consistent initial state when working in the Unity Editor.
Q14. For the OnTriggerEnter function to invoke successfully on a collision between two objects, at least one must have which two components?
A Collider and a MeshRenderer
A Collider and a MeshFilter
A Rigidbody and a Collider
A MeshRenderer and a MeshFilter
Q15. UI elements, such as images and buttons, may be fixed at specific screen positions to build responsive interfaces. Which Unity features help achieve this?
Events and raycasts
Quaternions and Euler angles
Opacity and transparency
Anchors and pivots
Q16. The occlusion map of a material is often a grayscale image with pixels ranging between black and white. What does this map contribute to an object’s material?
White pixels reveal the detailed map and black pixels reveal none
White pixels allow emission, and black pixels allow none
White pixels receive shadows, and black pixels receive none
White pixels receive full indirect illumination, and black pixels receive none
Q17. What can you use to organize different game objects into groups inside the Hierarchy panel?
Canvas objects
Event systems
Empty objects
Mesh renderers
Q18. The Project Windows search box can filter the display of assets with text commands. Which command displays only texture assets?
T:mesh
T:texture
T:mesh
Show textures
Q19. A bullet game object is fired from a weapon and travels quickly through the scene using a RigidBody component. It sometimes passes through solid objects even though they have colliders. What is a reasonable strategy for correcting this?
Expand the collider size of all scene objects and the bullets to detect collisions with better time
Increase the Fixed Time Step value from the Project Settings dialog to change the frequency of the FixedUpdate event
Change the Collision Detection property of the Rigidbody to Continuous Dynamic or Continous Speculative
Enable the IsKinematic property of the Rigidbody
Q20. Some material types may include normal map textures. What does a normal map achieve?
It programmatically reduces the polycount of your meshes.
It displaces mesh geometry with extrusion and bevels to generate higher-poly versions.
It creates the appearance of surface detail on mesh-like bumps, dents, and scratches
It is a level-of-detail system that progressively reduces a mesh’s polygons as a scene camera moves farther away from it
Q21. A SkinnedMeshRenderer component is attached automatically by Unity to some mesh objects when they are added to a scene. Which reason best explains why?
The mesh file contains bones and rig data
The game object also features an animator component
The game object is a Player-Controlled character
The mesh file contains a humanoid character
Q22. Which C# attribute can show a private variable in the object inspector?
Q23. What is a technique for optimizing Unity UI elements?
Group static UI elements on one canvas, and dynamic elements on a separate canvas
Position all canvas objects to the world origin
Group as many UI elements as possible onto only one canvas
Divide the screen into multiple canvas objects, each sized to a quarter of the screen size
Reference Every time an element on a canvas is updated, the whole canvas is redrawn. If elements are never being updated, keeping them on a single canvas is ideal.
Q24. What does the C# Space attribute used below achieve?
[Space(20)]Public string PlayerName;
It inserts 20 space characters as a default value into the string variable below
It inserts 20 pixels of margin on all edges around the variable inside the Object Inspector
It inserts 20 pixels of empty space above the variable inside the Object Inspector
It inserts 20 pixels of empty space below the variable inside the Object Inspector
Reference This is a great way to customize your inspector without writing a new inspector script for it.
Q25. Every time you double-click a C# script file from the Project window, Unity prints the message below (or something very similar) to the console. What is a reasonable step in trying to solve this? Cannot start the process because a file name has not been provided
Search the Project windows for all script files and then rename all of them
Set Visual Studio as the code default editor via the External Tools tab of the Preferences menu
Ensure you have specified a Play mode tint color from the Colors tab of the Preferences menu
Select the Script file, and then select Assets > Find references in Scene from the Application menu
Q26. What are the Console windows useful for?
Viewing and editing text files
Downloading data packets and asset packages
Typing and executing command line instructions through a shell interface
Identifying errors in your script files and project
Q27. Sprite atlas assets, large textures containing many smaller sprites, can be optimized by batching together what?
Sprites that are non-animated
Sprites that appear together in-game
Sprites using the same color palette
Sprites of the same dimensions
Q28. You are making a game where you need to execute your own functions in response to critical animation events for a rigged character. Specifically, there are two events you must handle: when an animation state is entered and when it is exited in the Animator graph. Which class may be used to invoke your code when those two events happen?
AnimatorClipInfo
StateMachineBehaviour
AnimationInfo
AnimatorUtility
ReferenceOnStateMachineEnter() and OnStateMachineExit() are the methods of the StateMachineBehavior class that handle this. AnimatorClipInfo displays information about the current clip being played, AnimatiorUtility deals with transform hierarchy, and AnimationInfo was removed in version 5.0.
Q29. How can you change the unique bundle identifier for a mobile build?
Select Assets > import Package, and then import the Cross-Platform Input Asset Package
Select Windows > Asset Management > Version Control, and then enter an identifier in the Source field
Select File > Build Settings. Then, from the Build dialog box, select Android or iOS, and select the Bundle Identifier from the Compression Method drop-down menu.
Select Edit > Project Settings > Player from the menu, and then expand the Other Settings tab
Q30. Rigidbody components may be added to objects with colliders to make them affected by physical forces. What does the IsKinematic property achieve?
It removes gravity from an object but retains all other forces
It removes all physical forces from the object, except gravity
It converts the object into physical forces that affect other objects
It suspends physical forces on the object, allowing manual transofrmations
Q31. The primary directional light in a scene is linked by default to a procedural scene Skybox. What does the rotation of this light control?
The orientation of the Skybox
The night and day status of the skybox
The acoustics of all audio sources
The resolution of the skybox
Q32. You can combine quaternions together through which arithmetic operation?
Multiplication
Division
Addition
Subtraction
Q33. Which feature generates binary tree data to optimize camera rendering in a scene?
Render textures
Navigation mesh
Profiler
Occlusion Culling
Q34. How does the Range C# attribute control the interaction behavior of numerical variables in the Object Inspector?
It restricts the variable value using a slider widget
It validates the variable values through a text box widget
It restricts the variable values using a color picker widget
It presents valid options in a drop-down list
Q35. What does this code fragment do when attached to a rigged character?
public Animator avatar;
public Transform lookAtObj;
voidOnAnimatorIK(int layerIndex){
avatar.SetLookAtPosition(lookAtObj).position;
avatar.SetLookAtWeight(If);
}
It blends the character's head animation with a second predefined animation
It makes the character's head face toward the specified target
It returns the character's head back to a neutral position
It makes a game object face toward the character's head
Q36. The variable Transform.forward is a Vector3 measured in what?
Local space
Innerspace
Normal space
World space
Q37. De-lighting is associated with which technology?
Virtual reality
Augmented reality
Motion capture
Photogrammetry
When you use photogrammetry to scan in models from the real world, and bring in those models into Unity (or any renderer), you will notice that the lighting information is baked into the texture. You can remove the baked in lighting information with various tools online, but even Unity themeless wrote a custom tool for just this; check it out!
Q40. Which statement best describes the function Quaternion.Euler?
It prints a Quaternion to a string that shows its X, Y, and Z rotation in degrees
It converts a 3D orientation from Radiens to a Quaternion
It converts a 3D orientation that is measured in degrees into a Quaternion
It converts a Quaternion into a Vector3 in which X, Y, and Z are measured in degrees
Simplfying the math: Unity uses Quaternions internally to avoid Gimbal lock.
The Euler XYZ (Pitch, Yaw, and Roll) axises can lock up when two axies are aligned.
Quaternion.Euler converts the Euler number provided to the internally used Quarternion, to prevent this problem.
Reference
Q41. What does the Destroy function do?
It deactivates the specified game object immidiately
It deletes the specified game object after the current update loop
It deletes the specified game object when the application terminates
It deletes the specified game object immidaitely
ReferenceThe object obj is destroyed immediately after the current Update loop, or t seconds from now if a time is specified.
Q42. You can programmatically control audio effects, like Pitch and Reverb, from C# scripts using which feature of an Audio Mixer asset?
audio attenuation
exposed parameters
ParamEQ
Audio Mixer groups
Official Unity Tutorial:Audio attenuation is about energy loss, commonly refered to as "gain". ParamEQ allows you to change the frequency of the audio - "pitch", with no C# support. Audio Mixer groups do allow you to control audio effects, but not through C#.
Q43. Multiple animations may be mixed together on a single character, selectively on different limbs. Which Mecanim feature supports this?
Mip Maps
avatar masks
StateMachineBehaviour scripts
animation events
ReferenceMip Maps are a technique that improves image quality and reduces rendering speed, at the cost of storage space, by including smaller copies of the image in the same file. Animation events allow you to call functions at points in the timeline.
Q44. What does the PlayableDirector component allow you to do?
run multiple functions on different game objects in parallel
switch between different scene cameras on demand
control the playback of a timeline instance in the scene
record a gameplay session to a video file
ReferenceThe PlayableDirector component stores the link between a Timeline instance and a Timeline Asset.
Q45. What does the Grid component do?
generate a grid sprite at world origin
helps you move objects to fixed grid increments
reders and isometric grid in the scene during gameplay
generates a grid mesh at the world origin
Q46. Timeline sequences can initiate code during an animation using which feature?
EventSystem
markers
signals
packets
EventSystem is not a timeline feature, neither are packets. Timeline signals are a subfeature of the markers, markers can directly initiate code, while a signal can only send the signal to a reciver.
Q49. When is the Reset method of MonoBehaviour invoked automatically?
A When a game object moves from one scene to another
B When adding a component to an object or resetting its values in Edit mode
C When a scene begins or is restarted
D When the scene begins or restarts for a deactivated game object
ReferenceReset is called when the user hits the Reset button in the Inspector's context menu or when adding the component the first time. This function is only called in editor mode.
Q50. Which C# attribute allows a class and its methods to run inside the editor during Edit mode?
A [Range(0,10)]
B [Live]
C [RunInEditor]
D [ExecuteAlways]
ExecuteAlways makes instances of a script always execute, both as part of Play Mode and when editing. By default, MonoBehaviours are only executed in Play Mode and only if they are on GameObjects in the main stage containing the user Scenes. By adding this attribute, any instance of the MonoBehaviour will have its callback functions executed at all times.
Reference
Do not fall for [RunInEditor]! It looks similar to MonoBehaviour.runInEditMode and [ExecuteInEditMode] both of which are legit but not mentioned as possible answers.
Q56. During gameplay, you need to serialize selected variables (data) of all enemies to send over a network for parsing to generate statistics about the current play session. Which Unity class helps convert object data to JSON text format?
Observation: I tested it in Unity itself and pressing it activated the rotate, scale and transform function, in the documentation (unity 2018.2) it says that it is a unified one, in the documentation of the most recent unity (2022.2) I did not find anything different