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Download Game Design End of Pathway (EOPA) Final Exam | Questions & Answers (100 %Score) Latest & C and more Exams Nursing in PDF only on Docsity!
PCM - Correct Answer This option offers higher quality at the expense of larger file size and is best for very short sound effects. Force To Mono - Correct Answer When this option is enabled, multi-channel audio will be mixed down to a single track before packing. Streaming - Correct Answer This method uses a minimal amount of memory to buffer compressed data that is incrementally read from the disk and decoded on the fly. Preload Audio Data - Correct Answer The audio clip will be loaded when the scene is loaded. This is on by default. Audio Echo Filter - Correct Answer Repeats a sound after a given Delay, attenuating the repetitions based on the Decay Ratio. Load In Background - Correct Answer The audio clip will be loading without causing stalls on the main thread. This is off by default in order to ensure the standard Unity behavior where all AudioClips have finished loading when the scene starts playing. Views - Correct Answer With this you can disable the visibility of certain groups within a mixer. You can then transition between these values as required. Vorbis/MP3 - Correct Answer The compression results in smaller files but with somewhat lower quality compared to "other" audio. Snapshots - Correct Answer This allow you to capture the state of an AudioMixer, and transition between these different states as the game progresses. This is a great way to define moods or themes of the mix and have those moods change as the player progresses through the game. Ambisonic - Correct Answer Stores audio in a format which represents a soundfield that can be rotated based on the listener's orientation. 3. Which of the following statements are true about Audio Assets?Choose ALL that apply. a. ADPCM is very lightweight on the CPU requirements, since the sound is uncompressed and can just be read from memory. b. Vorbis/MP3 is a compromise between memory and CPU usage in that it uses only slightly more CPU than the uncompressed option, but yields a constant 3.5 compression factor. c. In general, the PCM and Vorbis/MP3 formats are preferrable for Keeping the sound as close to the original as possible. Output - Correct Answer Use this property to redirect sound of the clip to an audio mixer. Stereo Pan - Correct Answer Sets the position in the stereo field of 2D sounds. Unity supports which formats: Choose ALL that apply. a) .wav b) .mdx C) .riff d) .aud e) .ogg f) .mod g) .snd h) .mp3 - Correct Answer a) .wav e) .ogg f) .mod h) .mp3 Which of the following are values of parameters within the AudioMixer are captured in a Snapshot? Choose ALL that are correct. a. Wet Mix Level b. Reverb Amount c. Effect Parameters d. Dry Mix Level e. Volume f. Duck Level g. Decay - Correct Answer a. Wet Mix Level c. Effect Parameters e. Volume Override Sample Rate - Correct Answer This setting allows manual change the sample rate, so effectively this may be used to discard frequency content. Compressed in Memory - Correct Answer This option has a slight performance overhead (especially for Ogg/Varbis compressed files) so only use it for bigger files where decompression on load would use a prohibitive amount of memory. Optimize Sample Rate - Correct Answer This setting automatically sets the sample rate according to the highest frequency content analyzed. Audio Chorus Filter - Correct Answer Processes an Audio Clip creating an effect that modulates the original sound by a sinusoid low frequency oscillator (LFO). Cylinder - Correct Answer This primitive is two units high and one unit in diameter. This is textured so that the image wraps once around the tube shape of the body and repeats separately on the two flat ends. Plane - Correct Answer This primitive is a flat square with edges ten units long, divided into 200 triangles, and is oriented in the xy plane of the local coordinate space. This is textured so that the complete image appears once within the square. These are useful for most flat surfaces, such as floors and walls. Quad - Correct Answer This primitive is a square with edges one unit long, divided into two triangles, and is oriented in the xy plane of the local coordinate space. You can use this as a display screen for an image or movie. You can also use these to implement simple GUI and information displays, particles, sprites, and imposter images as substitutes for solid objects views at a distance. Sphere - Correct Answer This primitive has a diameter of one unit (that is, 0.5 unit radius). This is textured so that the image wraps around the object and the top and bottom edges pinch together at each pole. Layer-Based Collisions - Correct Answer A way to control which objects bumps into another specific objects. Euler Angle - Correct Answer Represents values of rotations sequentially around the z- axis, the x-axis and then the y-axis. Scale - Correct Answer This quality of the Transform determines the difference between the size of a mesh in your modeling application and the size of that mesh in Unity. By default, the physics engine assumes that one unit in world space corresponds to one meter. Gimbal Lock - Correct Answer When an object in 3D space loses a degree of freedom and can only rotate within two dimensions. THIS can occur with Euler angles if two axes become parallel. Tags - Correct Answer This is the most important concept in the Unity Editor. They are the fundamental objects in Unity that represent characters, props and scenery. Every object in your game is one of these. Layer - Correct Answer THIS is a tool that allows you to separate objects in your scenes. You can use this through the UI and with scripts to edit how objects within your scene interact with each other. Quaternions - Correct Answer THIS provide mathematical notation for unique representations of spatial orientation and rotation in 3D space. IT uses numbers to Chunk Mode - Correct Answer The Renderer groups Tiles by location, and batches their Sprites together for rendering. Select this mode for the best rendering performance with Tilemap. Individual Mode - Correct Answer The Renderer renders each Tile one a time, taking into account their location and sorting order. This mode enables the Sprites on the Tiles to interact with other Renderers in the scene or with a Custom Sorting Axis. Sort Order - Correct Answer Set the direction that Tiles on the selected Tilemap are sequenced. Detect Chuck Culling Bounds - Correct Answer Determines how the Render detects the “edges" used for the culling of Tilemap chunks. These expand the edges of Tilemap chunks to ensure that oversized Sprites will not be clipped during culling. Distance Join 2D - Correct Answer Attaches two game objects controlled by rigidbody physics together and keeps them a certain distance apart. Hinge Joint 2D - Correct Answer Keeps two objects in a position relative to each other, so the objects are always offset at a given position and angle. For example, objects that need to react as if they are rigidly connected: They can't move away from each other, they can't move closer together, and they can't rotate with respect to each other. You can also use this joint to create a less rigid connection that flexes. Friction Joint 2D - Correct Answer Reduces both the linear and angular velocities between two game objects controlled by rigidbody physics to zero (ie: it slows them down and stops them). For example; a platform that rotates but resists that movement. Slider Joint 2D - Correct Answer Allows a game object controlled by rigidbody physics to slide along a line in space, like sliding doors, for example. Target Joint 2D - Correct Answer Connects to a specified "location", rather than another rigid body object, as other joints do. It is a spring type joint, which you could use for picking up and moving an object acting under gravity, for example. Fixed Joint 2D - Correct Answer Allows two game objects controlled by rigidbody physics to maintain a position based on each other's location. Use this joint to keep two objects offset from each other. For example; a space-shooter game where the player has extra gun batteries that follow them. Spring Joint 2D - Correct Answer Allows two game objects controlled by rigidbody physics to be attached together as if by a spring. Relative Joint 2D - Correct Answer Allows a game object controlled by rigidbody physics to be attached to a point in space around which it can rotate. For example; the pivot on a pair of scissors.