36 Questions
Unity Terrain generator is used for creating 2D environments.
False
All objects in 2D environments appear the same size and shape regardless of distance.
True
Sprites are used in 3D environments.
False
The term terrain refers to any section of land that simulates a world's internal landscape.
False
A sprite can have multiple images laid out in a grid called a sprite sheet.
True
2D assets can be set in 3D scenes by setting the camera to Perspective and image texture type as sprite.
False
Tiles are individual sprite elements used to draw the game world, and are placed directly onto the tilemap.
False
Animated tiles can be used in Unity without the 2D Extras package.
False
To prepare sprites for use as tiles, the Pixels per Unit property of the sprites should be set to a value larger than the Cell Size property of the grid.
False
A Rigidbody component is required for objects to detect collision.
False
Collision occurs when the center of one object has come into contact with another object.
False
Unity's 2D physics engine can only be used with 3D objects.
False
A collider is a physical object that can detect when other objects enter it.
False
If a GameObject has a Collider component, its transform properties will change when a collision occurs.
False
A larger collider makes an object appear as if it is sinking into a surface.
False
A sphere collider can be used on a cube to make it roll around like a ball.
True
Dynamic colliders can only be basic primitive shapes.
False
A physics material specifies the friction coefficient and bounciness of a collider.
True
If Is Trigger is enabled, a collider will behave as a solid object and block other colliders.
False
Freezing axis using rigidbody constraints can restrict the movement of a dynamic collider.
True
In Unity, the Screen Space – Camera Render Mode is the default mode.
False
You can update the text in scripts using the GetComponent() method.
True
Empty objects are used to group UI elements together.
True
Layouts are only used for horizontal organization of UI elements.
False
External packages are required to display Arabic characters in Unity.
True
Animations are only used in scenes and not in Menu UI elements.
False
In a 2D game, animations involve using 3D models and skeletons.
False
In a 3D game, animations are only used for character movements and not for other game entities.
False
Mecanim supports only imported animation clips and not animation created within Unity.
False
The Animator system allows for the management of complex interactions between animations with parameters.
True
The Timeline system is similar to the Animator system but only allows for a single object.
False
In the Timeline system, every duration is contained in a scene.
False
The Animation track in the Timeline system overrides any old movement in the same duration.
True
Animations in the Timeline system need to be manually started and stopped.
False
Each animation in the Animator system needs at least one parameter to be defined first.
True
The UnityEngine.Playables namespace is used for the Animator system.
False
Study Notes
Environments
- In 3D environments, Unity's Terrain generator helps in creating adjacent terrain tiles, sculpting and painting terrain, and adding trees and details.
- The term "terrain" refers to any section of land that simulates a world's external landscape, such as mountains, plains, and swamps.
- Some items may need to be modeled separately.
2D Environments
- In 2D environments, sprites are used, which are simple flat images not affected by directional light or skybox.
- Camera type is usually orthographic, making objects appear the same size and shape regardless of distance.
- A sorting layer is used to determine which sprites draw in front of each other.
- Sprites can be used in 3D scenes by setting the camera to Orthographic and image texture type as sprite.
- A sprite can have multiple images laid out in a grid called a sprite sheet.
Tilemaps
- A tilemap is a "map" of tiles that sit on a grid object, defining tile sizes and spacing.
- Tiles are individual sprite elements used to draw the game world.
- Selected tiles are placed on a palette, which is then used to draw the tiles onto the tilemap.
- To prepare sprites for use as tiles, ensure the Pixels per Unit property is configured to match the Cell Size property of the grid, and slice up sprites to minimize extra space.
Physics & Collision
- Collision occurs when the border of one object comes into contact with another object.
- Objects need a Rigidbody component to respond to gravity and a Collider component to detect collisions.
- A Rigidbody is the main component that allows an object to respond to gravity.
- A Collider is a perimeter that detects when other objects enter it.
- Colliders can be dynamic with a Rigidbody or static without a Rigidbody.
- Dynamic colliders can be basic primitive shapes or advanced mesh colliders for complex objects.
- Tilemap Collider 2D component handles collision for 2D tiles.
Physics & Collision (continued)
- You can attach a physics material to specify friction coefficient and bounciness.
- If Is Trigger is enabled, the object does not behave as a solid object and will simply allow other colliders to pass through.
- If Is Kinematic is enabled, forces, collisions, or joints will not affect the Rigidbody.
- Dynamic collider movements can be restricted partially by freezing axis using Rigidbody constraints or moving it lower in the Hierarchy.
UI
- The Render Mode property is used to determine how UI elements are rendered.
- Screen Space - Overlay is the default and most common render mode, where elements are static and stay on top of the screen.
- Screen Space - Camera render mode is affected by a selected camera and lighting.
- World Space render mode treats UI elements as game objects.
- You can update text in scripts as any other component.
- Empty objects can be used to group elements together, and layouts (vertical, horizontal, and Grid) can be used for better organization.
Animation
- Animations are premade sets of visual motions.
- Animations can be used in scenes, menu UI elements, navigations, and more.
- The focus is on character animation and cutscenes, which involve more than simple scripts and navigation.
2D & 3D Animation
- In 2D games, animations involve sequential images (sprites) that can be flipped through quickly to give the appearance of movement.
- In 3D games, animations use models to represent game entities and a skeleton (rig) to move the parts of the model.
Animation Features (Mecanim)
- Animation and Animator system (Mecanim) features include easy workflow and setup of animations, support for imported animation clips, and humaniod animation retargeting.
- It also includes preview of animation clips, transitions, and interactions, and management of complex interactions between animations with parameters and a visual programming tool.
Timeline
- Timeline System is similar to Animator System animations but with multiple independent objects synchronized.
- Every duration in the timeline is contained in a track, and Unity has several tracks by default, including activation track and animation track.
- Animation track leads to Animator System and overrides any old movement in the same duration.
- Common usage examples include switching between different objects, smoothing animation between tracks, and making cutscenes.
Animation Scripting
- Animation usually involves scripts.
- For Animator system, each animation needs at least one param to be defined first, then called from script after finding the animation component.
- For Timeline system, you need to add UnityEngine.Playables and use PlayableDirector to play and stop timelines.
This quiz covers the basics of creating 3D environments in Unity, including the use of the Unity Terrain generator and its features.
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