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

