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第1題Thenarrowgameengineonlyincludestherenderer,thebroadgameenginehasbecomeasetofvisualdevelopmenttools.()AYesBNo正確答案:A第2題Whichofthefollowingaregameengines?()AUnityBUnrealCC#DDirectX正確答案:AB第3題Whichofthefollowingarespecializedphysicsengines?()ADirectXBPhysXCHavokDJava正確答案:BC第4題IsitcurrentlypossibletodownloadmultipleversionsofUnityusingUnityHub?()AYesBNo正確答案:A第5題InwhatareascanUnitybeused?()APlaydevelopmentBFictitiousrealityCreal-timeanimationDLiterarycreation正確答案:ABC第6題WhatisthefunctionoftheInspectorwindow?()ARenderingtheplaysceneBDisplayandeditingGameObjectPropertiesandcomponentsoftheCUsedtoadjustGameObjectThefather-sonrelationshipDManagingprojectresources正確答案:B第7題UndertheUnitywindow,whichwindowmanagesprojectresourceassets?()AScenewindowBProjectwindowCInspectorwindowDTheGamewindow正確答案:B第8題Whichcomponentisaddedtogivetheobjectsinthesceneaphysicaleffect?()AMeshRendererBMeshFilterCRigidbodyDTransform正確答案:C第9題CanUnityTerrainsupportmulti-textureblending?()AYesBNo正確答案:A第10題Wheneditingtheterrain,RiseorLowerWhatistheterraintoolusedfor?()AbrushtexturefortheterrainBplanttreesfortheterrainCraiseorlowertheterrainheightDsetthesizerangeoftheterrain正確答案:C第11題InTopographicaleditingtime,NeedtobeontheterrainPlantingtrees,hereThepassedtreeresourceneedstobe?()ASingletextureBMaterialCA3dsMaxfileDconfiguredGameObject正確答案:D第12題WhatdoyouneedtodotomaketheGameObjectinthescenehavedifferentfunctions?()AConnectingdifferentfunctionalcomponentsBSetadifferentnameCReplacedifferentmodelsDPlacedindifferentlocationsinthescene正確答案:A第13題WhatisthefunctionofthecomponentMeshFilter?()ARenderingModelBSavethegriddataofthemodelCMakeithaveaphysicaleffectDMakeitaddaforce正確答案:B第14題WhatisthefunctionofthecomponentConstantForce?()ARenderingModelBSavethegriddataofthemodelCMakeithaveaphysicaleffectDMakeitaddaforce正確答案:D第15題Thekeyrolesofscriptingforagameengineinclude?()AreceivinguserinputBgeneratingspecificgamelogicCgeneratinggraphiceffects,conductingphysicalsimulationDachievingAisystem正確答案:ABCD第16題WhattypesofscriptfilesarecurrentlysupportedinUnity?()AC#BC++CJavaDJpg正確答案:A第17題CanscriptsbeattachedtoGameObjectsascomponents?()AYesBNo正確答案:A第18題CanVisualStudio2017openandeditUnityscripts?()AYesBNo正確答案:A第1題IsAnimationakeyframeinterpolationanimation?()AYesBNo第2題CanyousaythatAnimatorisastatetoolformanagingdifferentanimationsonGameObject?()AYesBNo第3題Ifyouwanttoanimateascaledscene,whatattributesoftheobjectneedtobekey-framed?()APositionBRotationCScaleDColor第4題WhentheanimationstateAistransitionedtoB,whatdoesthelengthoftransitiontimeaffect?()AMixtureofAnimationAFadeandAnimationBFadeBanimationAfadeinandanimationBfadeoutofthemixCOnlythetransitiontimeDNoimpact第5題WhatistheroleofEventsinAnimationClipediting?()ASetthetriggerscriptinaframeBSettheanimationsetCSetthespeedoftheanimationDSetthenameoftheanimation第6題WhatistheorangestatusblockintheAnimatoreditingwindow?()AOrdinaryanimationstateblockBTheanimationstatusblockplayedbythecharacter'sinitialdefaultCItwillmakethecharacterorangeDJustthecolorchange第7題Underwhichlabeloftheanimationclippropertyistheanimationcurveedited?()AEventsBCurvesCMaskDMotion第8題Theskeletonanimationfileholdstheposeofeachframeoftheskeleton,notthegridinformation.()AYesBNo第9題InanimationClipcurveediting,doestheCurvehavetobeacurve?()ANoBYes第10題InaUnityscript,howdoIgetthefloatingpointvalueofacurve?()AGetComponent().GetFloat(“CurveValue”);BGetComponentAnimationn>().GetFloat(“CurveValue”);CGetComponent().GetBool(“CurveValue”);DGetComponentAnimationn>().GetBool(“CurveValue”);第11題InAnimator,arethelayersadjustedbyweight?()AYesBNo第12題InAnimator,howdoIanimateonlysomebonesinacertainlayer?()ASetthecurrentlayerweightBSetupAvatarsMaskCCreateanotherlayerDThereisnoway第13題IntheUnityscript,GetComponent().GetLayerWeight(1);Theresultoftheoperationis?()AGettheLayerindex=1TheanimationlayeroftheBGettheLayerindex=Animationlayerweightsof1CSettheLayerindex=1TheanimationlayeroftheDSettheLayerindex=1Animationlayerweights第14題IK(InverseKinematics)Whatdoesitmean?()AForwardKinesiologyBReverseKinesiologyCTheSkeletonSystemDAnimationsystem第15題Whentheboneisboundtotheobject,itisconvenienttousereversemotion.()ANoBYes第16題Usinginversekinesiology,thepositionoftheendboneoftheskeletalchainisnotknown.()ANoBYes第17題Thereisusuallyonlyonesolutionforsolvinginversekinematicsproblems.()ANoBYes第18題TousetheIKeffectinAnimator,doyouneedtoclickIKPass?()AYesBNo第19題InaUnityscript,whichfunctionshouldanimator-relatedIKoperationsbewrittenin?()AStart()BAwake()COnAnimatorIK()DOnEnable()第20題Isthechildstateeasytodivideandconquertheanimationstate?()AYesBNo第21題Howdoesachildstatereturntothemainstate?()AUnabletoreturntothemainstateBLinkastateblockinachildmachineto(Up)SpecialStateBlocksforBaseLayerCLinkastateblockinthechildstatemachinetothespecialstateblockoftheAnyStateDLinkastateblockinthechildmachinetothespecialstateblockoftheEntry第22題WhatisBlendTree?()AStatenodesforavarietyofanimationmixingBAphysicaltreeCAspeciallayerDIt'sjustaspecialname.第23題BlendTreecanonlymix4animations.()ANoBYes第24題IntheBlendTypeofBlendTree,2DFreeformCartesianisoftenusedtomakeahybridswitchofdifferentanimationsmovinginspace.()AYesBNo第25題IntheUnityscript,theAnimator.MatchTarget()Whatisthefunctionofthefunction?()AFindanimationBAimatthetargetCTargetmatchingDSettheanimation第26題WilltheanimationswitchdirectlyaftercheckingHasExitTimeintheanimationstateswitch?()ANoBYesChapter3Test第1題Thebasicflowofthe3Dgraphicsrenderingpipelineis?()AGeometricProcessing->Rasterization->PixelProcessing->ApplicationBPixelProcessing->Application->Geometricprocessing->RasterizationCProcedurestobeused->Geometricprocessing->Rasterization->PixelprocessingDRasterization->PixelProcessing->Geometricprocessing->Application第2題AshaderisashaderthatrunsonCodeontheGPUtoperformspecificcalculationsintherenderingprocess,suchasprojectionconversion,geometricsubdivision,lighting,post-processingshading,etc.AYesBNo第3題Istherealimittothenumberoflightsinforwardrendering?()AYesBNo第4題MobiledevelopmentgenerallychoosesDeferredrendering.()ANoBYes第5題Linearcolorspacedirectlyusestheoriginalcolorofthepixelwithoutpowerfunctionoperation.()AYesBNo第6題Linearcolorspaceisoftenchosenformobiledevelopment.()ANoBYesChapter4Test第1題Theprofilingwindowdoesnotcontainwhichofthefollowing?()AmemoryoccupationBRenderingconsumptionCCPUconsumptionDNumberoflinesofcode第2題Theimportanceofperformanceoptimizationincludeswhichofthefollowing?()AThegamemustbalancequalityandspeedBTheplayabilityofthegameisgoodCSolvebottlenecksthataffectperformanceDSolvethecomplexityofgamedevelopment正確答案:AC第3題Whatarethebenefitsofusingobjectpools?()ATherecanbemanygameObjectobjectBEasytodeleteGameObjectobjectCThecurrentGameObjectHiding,waitingforreactivation,reducestheoverheadofrepeatedlyinstantiatinganobjectDimprovegameefficiencybyallowingmoreinformationtobesharedbetweenGameObject第4題Whichofthefollowingisareasonableoptimization?()AReplaceall3Dobjectswith2DBTime-consumingcalculationCalculateonceeveryfewframesandcacheCContinuousconstructionanddestructionofobjectsDReducethequalityandsizeoftexturemaps第5題heGCoperationinC#mainlyreferstothememoryallocationrecoveryofthesystemonwhat?()AHeapsBStackCHardDiskDGraphicscard第6題Whattwocomputerdevicesaretherenderingbottlenecklimitedto?()A,displaydeviceandGPUAMotherboardandCPUBCPUandGPUCNetworkcardsandharddrives第7題Touseocclusionclipping,youneedtosettheobjectinvolvedinocclusioncullingtoanOccluderintheOcclusionCullingsystemStaticandObscudeeStatic,anddoafollow-upbaking.()AYesBNoChapter5Test第1題Whatisthedifferencebetweenanimationandtimeline?()AAnimationWhileonlyasingleobjectcanbecontrolled,Timelineenablesmultipleobjectstomoveinconcert.BAnimationandTimelinearenotfundamentallydifferent第2題Ifyouwanttouseascripttocontrolcontentonatimeline,thescriptshoulddirectlyderivefrom?()AMonoBehaviourBNetworkBehaviourCPlayableAsset第3題PlayableBehaviourWhatdoesthisclassdo?()AThereareplayablebehaviorclassesBIstheclassofcallbackcontrolbehaviorinTimelineandMonoBehaviourequally第4題Whatdoyoumean?Whatdoyoumean?()ACameracontrolsolutionsystemBAcameraintheTimelineCThecamerabehaviorofthemachine第5題VR,AR,MRarewhatwehearineverydaylife.()AFalsereality,augmentedreality,mixedrealityBAugmentedreality,mixedreality,falserealityCFalsereality,mixedreality,augmentedrealityDAugmentedreality,mixedreality,falsereality第6題TheARandMRexperiencedoesnotneedtobedevice-specific.()ANoBYes第7題ARcanaddpositioningvirtualobjectsinthree-dimensionalrealspace.()AYesBNo第8題WhendevelopingSteamVRinUnity,youneednotonlytodownloadthecorrespondingdevelopmentplug-inpackagefromtheAssetStore,butalsotodownloadtheSteamVRsupportedruntimeonSteam.()AYesBNo第9題DevelopingARwithVuforiainUnityrequiresuploadingimagestoitsofficialwebsite,analyzingthemtogetunitypackage.()AYesBNo第10題ARdevelopmentisdividedintotwoparts.tag-basedtrackingandunmarkedtracking.()AYesBNoChapter6Test第1題FSMmeans?()AInfinitemachineBFiniteStateMachineCSelf-motivationDSupercomputer第2題Whichofthefollowingcomponentscontrolsthemovementofcharactersandavoidanceofobstaclesinthenavigationgrid?()ANavMeshBNavMeshAgentCNavMeshObstacleDOff-MeshLink第3題WhatdoesthefunctionNavMeshAgent.leavingDistancedo?()AGetthetotaldistanceofAIbodymovementBGetthetotaldisplacementoftheaibodymovingCGettheremainingdistancefromtheAIbodytothedestinationDGettheminimumdistancefromtheAIbodytostopmoving第4題WhatdoesthefunctionPhysic.Raycastdo?()A3DradiographicdetectionB2DraydetectionCRaytracingDDeterminethemouseposition第5題FunctionGameObject.FindGameObjectWithTag(“Player”)Whatistheroleof?()AFindthenamePlayerTheobjectoftheBFindtheLayerforPlayerAllobjects.CFindtheTagforPlayerTheobjectoftheDFindallobjectscalledPlayerinpreformChapter7Test第1題IntheUnityscript,theclassnamethatcontrolsthevideoplaybackcomponentis?()AMoviePlayerBVideoPlayerCFilmPlayerDAudioPlayer第2題Whatistheroleofplayingvideointhegame?()AYoucanusevideoresourcesoutsidethegameBMaketheoccupationcapacityofthegamesmallerCimprovetherealismofthegamesceneandreducetherenderingcomplexityDIncreasetherenderingcomplexityofthegame正確答案:AC第3題Inagameengine,playingavideoisactuallyrenderingthevideoontothetextureoftheobject'ssurface.()AYesBNo第4題Whichofthefollowingcanbeachievedbyaparticlesystem?()AExplosionBFlameCBirdsDRolemodel正確答案:ABC第5題Whatarethetwocategoriesofparametersinaparticlesystemdatastructure?()AParticlebehaviorcorrelationandappearancecorrelationBParticlesizedependentandvelocitydependentCParticlelifecycleandemissiontimerelatedDParticlecolorcorrelationandmaterialcorrelation第6題Whataretheemissionpropertiesofparticlesystemsrelatedtotheirfunctions?()AThesizeoftheparticlesgeneratedBThenumberandrateofparticlesgeneratedCSurvivaltimeofparticlesDTheemissionspeedofparticles第7題Whichofthefollowingisthegloweffectinpost-processing?()AAmbientOcclusionBBloomCVignette第8題Whichofthefollowingisthescreendarkeningeffectinpost-processing?()AAmbientOcclusionBBloomCVignetteChapter8Test第1題InUnity,whichbaseclassareallderived?()AMonoBehaviourBUnityBehaviourCBaseModuleDBaseClass第2題Whatistheclassfortheposition,rotation,andscalingoftheinformation?()AVector2BVector3CTransformDQuaternion第3題Whichinitializationfunctioniscalledwhentheobjectexecutesthefirstframe?()AAwakeBStartCUpdateDFixedUpdate第4題WhatistheorderofexecutionofthefunctionsAwake,OnEnable,andStart?()AAwake->OnEnable->StartBOnEnable->Awake->StartCAwake->Start->OnEnableDStart->OnEnable->Awake第5題WhatistheorderofexecutionofthefunctionsOnPreRender,OnPostRender,andOnPreCull?()AOnPreRender->OnPostRender->OnPreCullBOnPreCull->OnPreRender->OnPostRenderCOnPreRender->OnPreCull->OnPostRenderDOnPreRender->OnPreCull->OnPostRender第6題Whatarethemainfunctionsofthephysicsengine?()ASupportforvariousforcesBSupportforbasicphysicalbodiesCCollisiondetectionandcollisionresponsebetweenobjectsDOtherfunctionssuchasparticlesystems正確答案:ABCD第7題WhenGameObjectWhathappenswhenyouattachaRigidBodycomponent?()AObjectshaverigidbodypropertiesBCannolongersetthePositionoftheobjectTransformCObjectscannotbeunaffectedbygravityDObjectshaveonlykinematiccharacteristics第8題Whatisthefunctionoftheinstantiatefunction?()ACloneinstantiatesanincomingGameObjectBModifytheincomingGameObjectCCloneanincomingscriptDGetthemouseclickpositiononthescreen第9題WhatisrequiredintheRigidBodycomponenttolockrotation?()AReverseSelectionUseGravityBCheckUseGravityCCheckFreezePositionXYZDCheckFreezeRotationXYZChapter9Test第1題WhataretheinteractivecomponentsthattheWIMPstandardforgraphicalinterfacecomputersrelieson?()AWindowsBIconsCMenuDPointers正確答案:ABCD第2題WhichofthefollowingisNOTaUnitycontrol?()ATextBButtonCSliderDSpan第3題ControlInputFieldscangenerallybeusedforwhat?()ADisplaypicturesBButtonfunctionCSliderfunctionDTextInput第4題Whatcananimageusuallydo?()ADisplaypicturesBButtonfunctionCSliderfunctionDTextInput第5題FortheimagetobedisplayedintheUI,thetypeofimporttextureshouldbeselectedas?()ADefaultBSpriteCNormalMapDCubeMap第6題WhatistheroleofthecomponentGridLayoutGroup?()AMaketheUIcontrolsattachedtothenodegridlayoutBOnlytheUIcontrolsattachedtothenodecanbeverticallylaidoutCOnlythehorizontallayoutoftheUIcontrolsattachedtothenodecanbemadeDMaketheUIcontrolattachedtothenoderinglayout第7題Inthegameinterfacedesign,thegeneralprinciplestofolloware?()ATheinterfaceshouldbeconciseandcrisp,reasonablelayout,easytouse,beautifulandgenerousBConsidertheartstyleandstorybackgroundofthegameCtheuserinterfaceandthegamecontentshouldbeunifiedDTopersonalize,thecontrolfunctionoftheinterfaceisnotthesameasothersimilargames正確答案:ABCChapter10Test第1題BGM(BackgroundMusic)Inthegame?()ASoundEffectsBMusicinthebackgroundCBackgroundof
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