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Unity in C#

Group Member
BCS-F13-A-014 Dawood Bin Sadaqat
BCS-F13-A-043 Ayesha Riaz
BCS-F13-M-017 Mehtab Aslam Khan
BCS-F13-M-055 Muhammad Hamza Altaf
1. Unity is ____ ?
a. Game engine
b. Photo Editor
c. Gimp
d. ProBuilder

2. Scenes are included in ____ folder.


a. Build
b. Assent
c. Library
d. Project Settings

3. The Transform component determines the


a. Position
b. Rotation
c. Scale
d. All of the above

4. What is the most important component of unity?


a. Toolbar
b. Scene View
c. Hierarchy
d. Transform

5. Inspector in unity is a ____ panel.


a. Context-sensitive
b. Content-sensitive
c. Context-complex
d. None

6. Assetbundlers are ____ in unity.


a. Content
b. Files
c. Objects
d. Tags

7. Non-Rigid object in Unity?


a. Deformable
b. Breakable
c. Both
d. None

8. Prefab in unity is referred for ____ template.


a. Pre-fabricated object
b. Fabricated object
c. Post-fabricated Object
d. None

9. To make a copy of an object you can use ____ function.


a. Instantiate()
b. Func()
c. Spawnactor()
d. Object

10. In unity how can you hide game Object?


a. ToolBarObject.transform.SetActive(false)
b. Object.Transform.setActive(false)
c. gameObject.transform.SetActice(false)
d. None

11. When an application is close the correct order of execution of event function is:
a. Awake() , start(), onEnable()
b. onEnable(), awake(), start()
c. Awake() , onEnable() , start()
d. None

12. Use of Asset Bundles in Unity?


a. Uploading
b. Downloading
c. Editing
d. Deleting

13. Main classes that function inclides are:


a. Int
b. String
c. Array
d. All of above

14. Non-Rigid object in unity?


a. Deformable
b. Breakable
c. Both a and b
d. None

15. Cache means _____.


a. Speed up the game
b. Speedup processing
c. Speed up loading
d. speed down the game

16. Game is Collection of ____ screen?


a. 1 to many
b. 1 to 1
c. Many to many
d. All of above

17. Game object come to life via components includes?


a. Camera
b. Audio
c. Scripts
d. All of above

18. Object will turn ___ on hierarchy


a. Red
b. Blue
c. Black
d. All

19. Major component in unity architecture.


a. Editor
b. Mono Develop
c. Game Engine
d. All of above

20. Local cache for imported assets and meta data


a. Library
b. Temp/obj
c. Project Settings
d. None

21. _____ is always use to compile scripts?


a. Mongo
b. Mono
c. None
d. Both a & b

22. Unity supports _____ animation imported within model file?


a. Words
b. Character
c. Strings
d. None

23. Script name must be the ___ as class name.


a. Inherited
b. Delivered
c. Called
d. Same

24. Script must be inherited from ____.


a. MongoBehaviour
b. MangoBehaviour
c. MonoBehaviour
d. None

25. The panel contains references to the objects that exist, or will exist, when the application is ____.
a. Created
b. Executed
c. Runs in debug
d. None

26. Which packages we have to import in a simple unity project?


a. Particles
b. Water
c. Skyboxes
d. All of above

27. Intangible Object ____ .


a. Predefined Shape
b. No predefined Shape
c. Fire
d. Both b & c

28. Collision Call back functions are.


a. OnCollisionEnter
b. OnCollision
c. OnCollisionExit
d. All

29. Meta Data in Unity means?


a. Data about data
b. Data that describes data
c. Complete information about the data
d. All

30. Capabilities of unity.


a. AAA game quality
b. Physics
c. 2D 3D support
d. All

31. Fetching the ____ reference isn’t thread safe in Unity.


a. Texture
b. Mushes
c. Transform
d. None

32. Textures and Mushes are example of element stored in ____.


a. Processor
b. GPU memory
c. CPU memory
d. All

33. Pixel shader is a script that runs for each ___ after three vertexes are processed in a mesh’s
triangle.
a. Fragments
b. Coordinates
c. Panel
d. Script

34. ____ makes the scene render all pixels without illumination
a. Highly lighting
b. Deferred Lighting
c. Flame attribute
d. None

35. The “overdrawn” mode helps the user to profile the number of pixels being rendered in the
____.
a. Different area
b. Current section
c. Whole project
d. Same area

36. _____ should be used to make things that depend on time operate correctly.
a. Time.deltaTime
b. Time.metaTime
c. configure.Time
d. Any of the above

37. ____ should be normalized when used to move an object.


a. Pixel
b. Vector
c. Texture
d. Transform

38. The ____ allows users to modify numeric values (such as position, rotation and scale), drag
and drop references of scene objects.
a. Render panel
b. Inspection Pannel
c. Scripts
d. None

39. The _____ shows the current scene structure.


a. Scripts
b. Hierarchy panel
c. Inspection Pannel
d. None

40. Postion of the objects can’t be change directly from ____.


a. Transform
b. Assets
c. Vectors
d. Axes

Refrences:
https://www.toptal.com/unity-unity3d/interview-questions
http://www.makeuseof.com/tag/programming- game- unity-beginners- guide/
http://catlikecoding.com/unity/tutorials/
http://answers.unity3d.com/questions/477678/where-can- i-find-c-tutorials- for-a-absolute-
beginn.html
http://answers.unity3d.com/questions/1179416/unity-c-question-1.html
http://stackoverflow.com/questions/35378891/move-a-gameobject-to-another-object-after-
entering-collision-unity-c-sharp

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