For each code snippet, select True if it is using ECS or False if it is not.
Note: You will receive partial credit for each correct answer.
Fals
Code Snippet True
e
using Unity.Jobs;
using Unity.Burst;
using Unity.Mathematics;
using UnityEngine;
public class EntityData : MonoBehaviour {
// ...
}
using System;
using UnityEngine;
using Unity.Entities;
[Serializable]
public struct EntityData :
IComponentData {
// ...
}
using UnityEngine;
using Unity.Entities;
using Unity.Mathematics;
public struct EntityData :
IComponentData {
// ...
}
For each code snippet, select True if it is using ECS or False if it is not.
Note: You will receive partial credit for each correct answer.
Fals
Snippet True
e
using UnityEngine;
using System.Collections;
public class Boulder : MonoBehaviour
{
public Rigidbody boulderPrefab;
public Transform boulderPosition;
public float boulderSpeed;
}
using Unity.Entities;
using UnityEngine;
public class PowerupComponent : MonoBehaviour
{
public float hitPoints;
public Entity entity;
}
using Unity.Entities;
using UnityEngine;
public class EnemyProjectileSystem :
ComponentSystem
{
public Rigidbody rigidbody;
public InputComponent inputComponent;
}
For each code snippet, select True if it is using ECS
or False if it is not.
Note: You will receive partial credit for each correct
answer.
Tru Fals
Code Snippet
e e
using UnityEngine;
using System.Collections;
public class Fireball : MonoBehaviour
{
public Rigidbody fireballPrefab;
public Transform firePosition;
public float fireballSpeed;
}
using Unity.Entities;
using UnityEngine;
public class ShieldComponent : MonoBehaviour
{
public float Protection;
public float Size;
}
For each code snippet, select True if it is using ECS or False if it is not.
Note: You will receive partial credit for each correct answer.
Fals
Code Snippet True
e
using Unity.Entities;
using UnityEngine;
public class KeyboardComponent :
MonoBehaviour
{
public float Horizontal;
public float Vertical;
}
using UnityEngine;
using System.Collections;
public class KeyboardScript :
MonoBehaviour
{
public class Wizard
{
public Wizard() {}
}
}
using UnityEngine;
using System.Collections;
public class Movement : MonoBehaviour
{
public float speed;
public float turnSpeed;
void Update()
{
Movement();
}
}
For each code snippet, select True if it is using Unity
naming conventions or False if it is not.
Note: You will receive partial credit for each correct
answer.
Tru Fals
Code Snippet
e e
public class Enemy :
MonoBehaviour {
private float Hitpoints;
void Start () {
Hitpoints = 50;
}
}
public class Enemy :
MonoBehaviour {
private float hitpoints;
void Start () {
hitpoints = 50;
}
}
public class enemy :
MonoBehaviour {
private float hitPoints;
void Start () {
hitPoints = 50;
}
}
For each code snippet, select True if it is using Unity
naming conventions or False if it is not.
Note: You will receive partial credit for each correct
answer.
Tru Fals
Code Snippet
e e
public class playerScript : Monobehaviour
{
public light playerLight;
void playerfunction ()
{
playerlight.Enabled = !
playerlight.Enabled;
}
}
Public Class playerScript :
MonoBehaviour
{
Public Light PlayerLight;
void PlayerFunction ()
{
PlayerLight.Enabled = !
PlayerLight.Enabled;
}
}
public class PlayerScript : MonoBehaviour
{
public Light playerLight;
void PlayerFunction ()
{
playerLight.Enabled = !
playerLight.Enabled;
Tru Fals
Code Snippet
e e
}
}
For each code snippet, select True if it is using Unity
naming conventions or False if it is not.
Note: You will receive partial credit for each correct
answer.
Answer Area
Tru Fals
Code Snippet
e e
public class PlaySoundEffect : MonoBehaviour {
public AudioSource enteringSound;
public AudioSource leavingSound;
private void ontriggerenter(Collider Other)
{
if (Other.CompareTag("Player"))
{
PlaySound(enteringSound);
}
}
private void OnTriggerExit(Collider other)
{
if (other.CompareTag("Player"))
{
PlaySound(leavingSound);
}
}
Create a method named OrbitSun that meets the following
requirements:
is only available within the Orbiter class
invokes the ChangeRotationSpeed defined in
the Orbiter class
Complete the code by selecting the correct options from the drop-
down lists.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Orbiter : MonoBehaviour
{
public GameObject sun;
private int speed;
// Update is called once per frame
void Update()
{
OrbitSun(speed);
}
// OrbitSun is a method that will rotate
an object around a sun object
private void OrbitSun(int
rotationSpeed)
{
transform.RotateAround(sun.transform.position,
Vector3.up, rotationSpeed * Time.deltaTime);
ChangeRotationSpeed(4);
}
// ChangeRotationSpeed is a method that
will change the speed of the orbit
public void ChangeRotationSpeed(int
changeSpeed)
{
speed = speed + changeSpeed;
}
}
Given the following code example, determine what the
appropriate data type is to declare the variable rb in order
to avoid a "Cannot implicitly convert type" error.
Select the correct answer from the drop-down list.
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour
{
public Vector3 teleportPoint;
public Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody>();
}
void FixedUpdate()
{
rb.MovePosition(transform.position +
transform.forward * Time.deltaTime);
}
}
Given the incomplete if statements, use the
correct Input Method to make the statements log the
correct message to the console. Select the correct options
in the drop-down lists.
Note: You will receive partial credit for each correct
answer.
void Update()
{
if (Input.GetKey (KeyCode.LeftArrow))
{
Debug.Log("Left Arrow key is being held
down");
}
if (Input.GetKeyDown(KeyCode.UpArrow))
{
Debug.Log("Up Arrow key was pressed once");
}
if (Input.GetKeyUp(KeyCode.DownArrow))
{
Debug.Log("Down Arrow key was released");
}
}
Read the class provided below. Then create the correct
method declaration for a method that would accept the
arguments provided in the code and set the text variable of
a Text object.
Complete the code by selecting the correct options from the
drop-down lists.
using UnityEngine;
using UnityEngine.UI;
public class UnlockGate : MonoBehaviour
{
public Text textToDisplay;
private void OnTriggerEnter(Collider other)
{
if
(other.gameObject.CompareTag("Gate"))
{
other.gameObject.SetActive(false);
SetMessageToDisplay("Congratulations! You have
unlocked the gate!");
}
else
{
gameObject.SetActive(false);
SetMessageToDisplay("Unfortunately
you have broken your key. You tried to unlock
something other than a gate.");
}
}
Private void
SetMessageToDisplay(string stringToDisplay)
{
textToDisplay.text = stringToDisplay;
}
}
The given code clip includes a function that needs to be called in an
animation event. But the function isn't being called at run-time,
when the animation plays.
Fix the error by selecting the correct options from the drop-down
lists.
Answer Area
using UnityEngine;
public class monotest : MonoBehaviour
{
public Transform footLeft;
public Transform footRight;
public ParticleSystem footEffect;
private void Start()
{
footEffect = GetComponent<ParticleSystem>();
}
// An event trigger for each foot. 1 - left foot, 2 - right foot.
public void FootLandEffect(int foot)
{
if (foot == 1 && footEffect.isStopped)
{
footEffect.gameObject.transform.position =
footLeft.position;
}
else if (foot == 2 && footEffect.isStopped)
{
footEffect.gameObject.transform.position =
footRight.position;
}
footEffect.Play();
}
To answer this question, use the AddForce API that accepts
a Vector value and a numerical value.
You need to apply a force value to a Rigidbody that is
attached to a GameObject. The force must move the object
in the direction it is facing. You must use a force value that
can be set in the inspector.
Complete the code by selecting the correct options from the
drop-down lists.
Answer Area
public class MovingThings : MonoBehaviour
{
private float speedOfMotion;
public float speedForce;
private static float forceSpeed = 10f;
private Rigidbody rigidbody;
void Start()
{
speedOfMotion = 10f;
rigidbody =
gameObject.GetComponent<Rigidbody>();
}
void FixedUpdate()
{
rigidbody.AddForce(transform.forward * speedForce
);
}
}
Use the following information from the API documentation
to answer this question.
[Beginning of API documentation]
Material.SetColor();
Declaration
public void SetColor(string name, Color value);
Parameters
name Property name, e.g. "_Color"
value Color value to set.
Description
Sets a named color value.
[End of API documentation]
Complete the code by selecting the correct options from the
drop-down lists.
Answer Area
material.SetColor( “_Color” , Color.red
);
Which function will continue to be called as long as it is
colliding with any other collider?
Complete the script below by selecting the correct options
from the drop-down list.
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour
{
AudioSource audioSource;
void Start()
{
audioSource =
GetComponent<AudioSource>();
}
void OnCollisionStay (Collision collision)
{
foreach (ContactPoint contact in
collision.contacts)
{
Debug.DrawRay(contact.point,
contact.normal, Color.white);
}
if
(collision.relativeVelocity.magnitude > 2)
{
audioSource.Play();
}
}
}