Unity Essentialsials练习题

Mission 1 - Editor Essentials

任务1-编辑要点


Question 1 问题 1

Which of the following statements are true about the Unity Editor windows?
关于 Unity 编辑器窗口,以下哪些说法是正确的?

Select all correct answers.
请选择所有正确答案。

Multiple answers may be correct
多个答案都可能是正确的

  • The Scene view is where you can visually navigate and edit your game scene in a 3D space.
    场景 视图是您在 3D 空间中可视化浏览和编辑游戏场景的地方。
  • The Inspector window provides detailed information about the selected GameObject and allows you to edit its properties.
    检查器 窗口提供有关所选 GameObject 的详细信息,并允许您编辑其属性。
  • The Hierarchy window shows the structure of the scene, including all GameObjects and their parent-child relationships.
    层次结构窗口显示场景结构,包括所有游戏对象及其父子关系。
  • The Project window displays a list of the files and assets available to use in your Unity project.
    项目窗口显示可在您的 Unity 项目中使用的文件和资产列表。

Correct 正确

All of the statements are correct.
所有说法都是正确的。

Question 2 问题 2

What is the Game view window?
什么是 游戏 视图窗口?

Select the one correct answer.
请选择一个正确答案。

  • A window that shows a list of all the assets and files in your Unity project.
    显示 Unity 项目中所有资产和文件列表的窗口。
  • A window that displays the game as it will appear to the player, allowing for real-time testing and gameplay preview.
    一个窗口,可显示玩家将看到的游戏画面,以便进行实时测试和游戏预览。
  • A window that shows the organizational structure of all GameObjects in the current scene.
    显示当前场景中所有游戏对象组织结构的窗口。
  • A window used for writing and debugging scripts in Unity.
    用于编写和调试 Unity 脚本的窗口。

Correct 正确

  • “A window that shows a list of all the assets and files in your Unity project.” — This statement is incorrect because it describes the Project window, not the Game view.
    “显示 Unity 项目中所有资产和文件列表的窗口”。- 此语句不正确,因为它描述的是 Project 窗口,而不是 Game 视图。
  • “A window used for writing and debugging scripts in Unity.” — This statement is incorrect because it describes the function of an external code editor or the Unity script editor, not the Game view.
    “用于在 Unity 中编写和调试脚本的窗口”。- 此语句不正确,因为它描述的是外部代码编辑器或 Unity 脚本编辑器的功能,而不是 Game 视图的功能。
  • “A window that shows the organizational structure of all GameObjects in the current scene.” — This statement is incorrect because it describes the Hierarchy window, not the Game view.
    “显示当前场景中所有游戏对象的组织结构的窗口”。- 这句话是错误的,因为它描述的是 Hierarchy 窗口,而不是 Game 视图。

Question 3 问题 3

Which of the following are true about how to navigate in Unity’s Scene view?
关于如何在 Unity 的 场景 视图中导航,以下哪些说法是正确的?

Select the three correct answers.
请选择三个正确答案。

Multiple answers may be correct
多个答案都可能是正确的

  • You can press the Shift key to orbit around to the opposite side of an object.
    您可以按Shift键绕到物体的另一侧。
  • You can use the right mouse button and WASD keys to enable the Flythrough mode for easy navigation.
    您可以使用鼠标右键和WASD键启用飞越模式,以方便导航。
  • You can press the F key to center (or frame) the selected object in the Scene view.
    您可以按F键将所选对象置于 场景视图的中心(或框架)。
  • You can orbit around an object by pressing Alt (macOS: Option) and clicking and dragging using the left mouse button.
    按下Alt(macOS: Option),然后使用鼠标左键单击并拖动,即可围绕对象运行。

Correct 正确

“You can press the Shift key to orbit around to the opposite side of an object.” — This statement is incorrect because the Shift key is not used for orbiting. Holding Shift will allow you to move more quickly in Flythrough mode, though.
“您可以按Shift键绕到物体的另一侧”。- 这种说法是错误的,因为Shift键不是用来绕行的。不过,按住Shift键可以让你在飞越模式下更快地移动。

Question 4 问题 4

What happens when you use the Scene view gizmo to disable Perspective and enter Isometric mode?
从透视模式进入等距模式发生了什么?

Select the one correct answer.
请选择一个正确答案。

  • It activates a grid overlay on all objects in the scene, helping with alignment and proportion measurements.
    它可以在场景中的所有对象上激活网格叠加,帮助进行对齐和比例测量。
  • All of the objects are locked and no longer selectable.
    所有对象都已锁定,无法再进行选择。
  • The Scene view switches to a non-perspective projection, where all objects are rendered at their actual size, regardless of their distance from the camera.
    场景视图切换为非透视投影,在该视图中,所有对象均按其实际大小呈现,与它们与摄像机的距离无关。
  • Objects in the Scene view will turn black and white, making it easier to focus on their shape and position.
    场景视图中的对象将变成黑白两色,从而更容易聚焦于它们的形状和位置。

Correct 正确

  • “All of the objects are locked and no longer selectable.” — This statement is incorrect. You can actually control the pickability of objects from the Hierarchy window, though.
    “所有对象都已锁定,不再可选”。- 这种说法是错误的。实际上,您可以通过 层次结构窗口来控制对象的可选性。
  • “Objects in the Scene view will turn black and white, making it easier to focus on their shape and position.” — This statement is incorrect because entering Isometric mode doesn’t change the color of objects.
    场景视图中的对象将变成黑白两色,从而更容易关注其形状和位置”。- 这一说法是错误的,因为进入等距模式不会改变对象的颜色。
  • “It activates a grid overlay on all objects in the scene, helping with alignment and proportion measurements.” — This statement is incorrect because the activation of a grid overlay is not directly related to switching between Perspective and Isometric mode but can be enabled or disabled in both modes for assistance in positioning and scaling objects.
    “它可以在场景中的所有对象上激活网格叠加,帮助对齐和比例测量”。- 这种说法是错误的,因为网格叠加的激活与透视和等距模式之间的切换没有直接关系,但在这两种模式下都可以启用或禁用网格叠加,以帮助定位和缩放对象。

Question 5 问题 5

Which of the following are true about the Move and Rotate tools in the Scene view?
关于旋转场景视图中的移动旋转工具,下列哪些是正确的?

Select the two correct answers.
请选择两个正确答案。

Multiple answers may be correct
多个答案都可能是正确的

  • Pressing E switches to the Rotate tool, which enables rotation of objects in 3D space.
    按下E切换到旋转工具,该工具可在三维空间中旋转对象。
  • The Move tool can only position objects along the global X-axis, requiring manual adjustment for Y- or Z- axis movement.
    移动工具只能沿全局 X 轴定位对象,需要手动调整才能实现 Y 轴或 Z 轴移动。
  • The Rotate tool exclusively rotates objects in 90-degree increments — you need to manually type in values into the Inspector window for more precise rotation.
    旋转工具专门以 90 度增量旋转对象 - ;您需要在Inspector窗口中手动键入值,以获得更精确的旋转。
  • Pressing W activates the Move tool, allowing you to position objects in the scene along any of the three axes individually or on two axes simultaneously.
    按下W 激活移动工具,允许您沿三个轴中的任意轴单独或同时在两个轴上定位场景中的对象。移动

Correct 正确

  • “The Move tool can only position objects along the global X-axis, requiring manual adjustment for Y- or Z- axis movement.” — This statement is incorrect because the Move tool allows positioning along any of the X-, Y-, or Z-axes, not just the X-axis. It also supports movement along two axes simultaneously.
    Move 工具只能沿全局 X 轴定位对象,需要手动调整才能实现 Y 轴或 Z 轴移动”。- 这种说法是不正确的,因为移动工具允许沿任意 X、Y 或 Z 轴定位,而不仅仅是 X 轴。它还支持同时沿两个轴移动。
  • “The Rotate tool exclusively rotates objects in 90-degree increments — you need to manually type in values into the Inspector for more precise rotation.” — This statement is incorrect because the Rotate tool allows for free rotation, not limited to 45-degree increments.
    旋转工具只能以 90 度增量旋转对象,您需要在检查器中手动键入值以获得更精确的旋转”。- 这种说法是错误的,因为旋转工具允许自由旋转,而不限于 45 度增量。

Mission 2 - 3D Essentials

任务2-3D要素


Question 1 问题 1

What is a prefab? 什么是预制构件?

Select the one correct answer.
请选择一个正确答案。

  • A tool in Unity that allows developers to write and compile scripts directly within the Editor.
    Unity 中的一种工具,允许开发人员直接在编辑器中编写和编译脚本。
  • A reusable asset that allows you to store a GameObject complete with components and properties.
    一种可重复使用的资产,用于存储一个包含组件和属性的 GameObject。
  • A window layout preset that focuses on editing individual GameObjects.
    一种窗口布局预设,主要用于编辑单个游戏对象。
  • A special type of camera in Unity used for rendering 3D environments in a 2D perspective.
    Unity 中的一种特殊相机,用于以 2D 视角渲染 3D 环境。

Correct 正确

  • “A tool in Unity that allows developers to write and compile scripts directly within the Editor.” — This statement is incorrect because it describes the script editor functionality in Unity, not a prefab.
    “Unity 中的一种工具,允许开发人员直接在编辑器中编写和编译脚本”。- 这句话不正确,因为它描述的是 Unity 中的脚本编辑器功能,而不是预制板。
  • “A special type of camera in Unity used for rendering 3D environments in a 2D perspective.” — This statement is incorrect as it likely refers to the concept of an orthographic camera, not a prefab.
    “Unity 中一种特殊类型的摄像机,用于以 2D 透视方式渲染 3D 环境”。- 这种说法并不正确,因为它指的可能是正交摄影机的概念,而不是预制件。
  • “A window layout preset that focuses on editing individual GameObjects.” — This statement is incorrect, although there are several provided window layout presets that you can access from the Layout dropdown.
    “侧重于编辑单个游戏对象的窗口布局预设”。- 这种说法是不正确的,尽管您可以通过 布局下拉菜单访问多个提供的窗口布局预设。

Question 2 问题 2

When you add a primitive 3D shape to your Unity scene, what happens?
当您在 Unity 场景中添加原始 3D 形状时,会发生什么?

Select the two correct answers.
请选择两个正确答案。

Multiple answers may be correct
多个答案都可能是正确的

  • The shape appears with a default gray material, giving it a basic appearance until further customization.
    在进一步定制之前,形状会以默认的灰色材质出现,为其提供基本的外观。
  • Each primitive 3D shape automatically includes a Rigidbody component for physics-based movement and interactions.
    每个原始 3D 形状都自动包含一个Rigidbody组件,用于基于物理的移动和交互。
  • A primitive 3D shape is added to the scene with a collider component attached, allowing it to interact with other physics objects.
    一个原始的三维形状被添加到场景中,并附加一个碰撞器组件,使其可以与其他物理对象进行交互。
  • The object is placed at the origin of the scene (X=0, Y=0, Z=0).
    对象放置在场景的原点(X=0,Y=0,Z=0)。

Incorrect 不正确

  • “Each primitive 3D shape automatically includes a Rigidbody component for physics-based movement and interactions.” — This statement is incorrect as primitive 3D shapes do not come with a Rigidbody component by default. Rigidbody components must be added manually if dynamic physics interactions are required.
    “每个原始 3D 形状都自动包含一个 Rigidbody 组件,用于基于物理的移动和交互”。- 这种说法是不正确的,因为原始 3D 图形默认情况下并不附带Rigidbody组件。如果需要动态物理交互,则必须手动添加 Rigidbody 组件。
  • “The object is placed at the origin of the scene (X=0, Y=0, Z=0).” — This statement is incorrect because the shape will actually be placed at the last location you framed in the Scene view.
    “对象放置在场景的原点(X=0, Y=0, Z=0)”。- 这种说法是错误的,因为形状实际上将放置在您在 Scene 视图中最后框定的位置。

Question 3 问题 3

Which of the following best describes the process for creating a new blue material in Unity?
以下哪项最能描述在 Unity 中创建新的蓝色材质的过程?

Select the one correct answer.
请选择一个正确答案。

  • Directly in the Scene view, right-click a GameObject, select Material > New Material, and set its color to blue using the Inspector window.
    直接在场景视图中,右键单击一个游戏对象、选择材质> 新材质、并使用检查器窗口将其颜色设置为蓝色。
  • Right-click in the Hierarchy window, select Create > Blue Material, and the material is automatically added to your project with the default blue color.
    层次结构窗口中单击右键、选择创建> 蓝色材质,该材质就会以默认的蓝色自动添加到项目中。
  • From the Project window, select Create > Material, then in the Inspector window, use the Color picker () to change the material’s color to blue.
    项目窗口、选择 创建 > 材料、然后在检查器窗口中、使用颜色选取器()将材质的颜色更改为蓝色。
  • Enter Play mode, then generate a new material by pressing Ctrl+M (macOS: Cmd+M).
    进入播放模式,然后按Ctrl+M生成新素材(macOS:Cmd+M).

Correct 正确

  • “Right-click in the Hierarchy window, select Create > Blue Material, and the material is automatically added to your project with the default blue color.” — This statement is incorrect because Unity does not offer a direct way to create a pre-colored material from the Hierarchy window. Creation and coloring of materials are handled in the Project window and Inspector window, respectively.
    Hierarchy 窗口中单击右键、选择创建 > 蓝色材质,该材质将以默认的蓝色自动添加到项目中。”- 这种说法不正确,因为 Unity 并不提供从 “层次结构” 窗口创建预着色材质的直接方法。材质的创建和着色分别在 Project 窗口和 Inspector 窗口中处理。
  • “Enter Play mode, then generate a new material by pressing Ctrl+M (macOS: Cmd+M).” — This statement is incorrect because this shortcut will not do anything during Play mode. You also do not need to be in Play mode to create new assets.
    “进入播放模式,然后按Ctrl+M生成新素材(macOS:Cmd+M)”。- 这种说法是不正确的,因为在播放模式下,该快捷键不起任何作用。您也不需要在播放模式下创建新资产。
  • “Directly in the Scene view, right-click a GameObject, select Material > New Material, and set its color to blue using the Inspector window.” — This statement is incorrect as Unity does not allow the creation of new materials directly from the Scene view via a right-click context menu. Materials are created within the Assets or Project window and then applied to objects in the Scene view or Hierarchy window.
    “直接在场景视图中右键单击一个游戏对象,选择材质> 新材质、并使用检查器窗口将其颜色设置为蓝色。”- 这种说法不正确,因为 Unity 不允许通过右键单击右键菜单直接从 Scene 视图创建新材质。材质是在 AssetsProject 窗口中创建的,然后应用到 Project 窗口中的对象。然后应用到 Scene 视图或 Hierarchy 窗口中的对象。

Question 4 问题 4

Which of the following are true about Unity’s built-in components?
关于 Unity 的内置组件,以下哪些说法是正确的?

Select the three correct answers.
请选择三个正确答案。

Multiple answers may be correct
多个答案都可能是正确的

  • The Transform component allows a GameObject to transform into any other GameObject when Spacebar is pressed. It is optional for all GameObjects.
    变换组件允许游戏对象在空格键按下时变换成任何其他游戏对象。它对所有游戏对象都是可选的。
  • The Mesh Renderer component determines the appearance of a GameObject, but it does not affect the object’s physical properties or interactions.
    网格渲染器组件决定游戏对象的外观,但并不影响对象的物理属性或交互。
  • A Mesh collider component matches the shape of the object’s mesh, allowing for detailed collision detection.
    一个网格 碰撞器组件与对象的网格形状相匹配,可以进行详细的碰撞检测。
  • The Rigidbody component adds physics properties to a GameObject, allowing it to react to forces and collisions within the game environment.
    Rigidbody 组件为游戏对象添加物理属性,使其能够对游戏环境中的力和碰撞做出反应。

Correct 正确

  • “The Transform component allows a GameObject to transform into any other GameObject when Spacebar is pressed. It is optional for all GameObjects.” — This statement is incorrect because the Transform component is fundamental to all GameObjects in Unity; it enables the engine to know where and how to place them in the scene.
    变换组件允许游戏对象在按下 空格键时变换为任何其他游戏对象。它对所有游戏对象都是可选的”。- 这种说法是错误的,因为 变换 组件是 Unity 中所有 GameObject 的基础;它使引擎能够知道在场景中将它们放置在何处以及如何放置。

Question 5 问题 5

What happens when you move and rotate the Directional Light in a scene?
在场景中移动和旋转定向光时会发生什么?

Select the one correct answer.
请选择一个正确答案。

  • Moving and rotating the Directional Light will change the color of the light, affecting the mood of the scene.
    移动和旋转定向灯将改变灯光的颜色,从而影响场景的氛围。
  • Moving the Directional Light closer to objects makes them brighter, while rotating it affects the color temperature of the scene.
    移动定向光使其更靠近物体,而旋转它则会影响场景的色温。
  • Rotating the Directional Light changes the direction of shadows and lighting in the scene, but moving it does not have any effect on the lighting.
    旋转定向光可改变场景中阴影和照明的方向,但移动它不会对照明产生任何影响。

Correct 正确

  • “Moving and rotating the Directional Light will change the color of the light, affecting the mood of the scene.” — This statement is incorrect because the color of the Directional Light is determined by its Color property, not its position or rotation.
    “移动和旋转定向光会改变灯光的颜色,从而影响场景的气氛”。- 这种说法是错误的,因为 Directional Light 的颜色是由其 Color 属性决定的,而不是由其位置或旋转决定的。
  • “Moving the Directional Light closer to objects makes them brighter, while rotating it affects the color temperature of the scene.” — This statement is incorrect because, unlike point or spotlights, the position of a Directional Light does not affect its intensity or the brightness of objects in the scene. The color temperature is a property of the light’s color, not its rotation.
    “移动定向光会使物体更亮,而旋转则会影响场景的色温”。- 这一说法是错误的,因为与点光源或聚光灯不同,定向光的位置不会影响其强度或场景中物体的亮度。色温是光线颜色的属性,而不是其旋转的属性。

Mission 3 - Audio Essentials

任务3-音频要点


Question 1 问题 1

Which of the following statements are true about Audio Listener components?
关于音频监听器组件,以下哪些说法是正确的?

Select the two correct answers.
请选择两个正确答案。

Multiple answers may be correct
多个答案都可能是正确的

  • The Audio Listener component acts as a microphone-like device. It receives input from any given Audio Source in the scene and plays the sounds through the computer speakers.
    音频监听器组件充当类似麦克风的设备。它接收来自场景中任何给定音频源的输入,并通过计算机扬声器播放声音。
  • For most applications, it makes sense to attach the Audio Listener component to the Main Camera.
    对于大多数应用程序来说,将音频监听器组件附加到主摄像机是合理的。
  • The more Audio Listener components you have in a scene, the louder the volume will be.
    场景中的音频监听器组件越多,音量就越大。
  • You need two Audio Listener components in the scene to act as the left and right audio channels.
    您需要在场景中安装两个音频监听器组件作为左右音频通道。

Correct 正确

  • You need two Audio Listener components in the scene to act as the left and right audio channels” is incorrect because you only need one Audio Listener component in a scene. In fact, Unity does not allow you to have two active Audio Listener components in the same scene.
    音频通道 "是不正确的,因为您只需要在场景中使用一个音频监听器组件。事实上,Unity 不允许您在同一场景中使用两个活动的 Audio Listener 组件。
  • “The more Audio Listener components you have in a scene, the louder the volume will be” is incorrect because the volume is actually determined by the Audio Sources.
    "场景中的音频监听器组件越多,音量就越大 "是不正确的,因为音量实际上是由音频源决定的。

Question 2 问题 2

How can you preview an audio clip in Unity before applying it to an Audio Source?
如何在将音频剪辑应用到 音频源 之前在 Unity 中预览该音频剪辑?

Select the one correct answer.
请选择一个正确答案。

  • Through the Console window after writing a custom script to play audio clips.
    编写自定义脚本播放音频片段后,通过控制台窗口。
  • Using the Preview panel at the bottom of the Inspector window when an audio clip is selected in the Project window.
    使用 预览 面板,该面板位于 Inspector 窗口的底部。当在 项目 窗口中选择了音频剪辑时,检查器窗口中的面板就会出现。
  • Previewing is not available in Unity; audio clips must be applied to an Audio Source to be heard.
    预览功能在 Unity 中不可用;音频剪辑必须应用到音频源才能听到。
  • By exporting the audio clip to an external audio editing software.
    将音频片段导出到外部音频编辑软件。

Correct 正确

  • “By exporting the audio clips to an external audio editing software” is incorrect because Unity allows direct previewing within the Editor.
    "将音频片段导出到外部音频编辑软件 "是不正确的,因为 Unity 允许在编辑器中直接预览。
  • “Previewing is not available in Unity; audio clips must be applied to an Audio Source to be heard” is incorrect because Unity does indeed offer a preview feature.
    "Unity 中不提供预览功能;音频剪辑必须应用到音频源 才能听到 "是不正确的,因为 Unity 确实提供预览功能。
  • “Through the Console window after writing a custom script to play audio clips” is incorrect as Unity provides a simpler and more direct method for previewing audio.
    "编写自定义脚本后通过控制台窗口播放音频片段 "是不正确的,因为 Unity 提供了更简单、更直接的音频预览方法。

Question 3 问题 3

What effect does setting the Spatial Blend of an Audio Source to 2D have on the sound?
将的音频源设置为 2D 对声音有什么影响?

Select the one correct answer.
请选择一个正确答案。

  • It enables the sound to change direction based on the player’s movements and actions within the game.
    它能使声音根据玩家在游戏中的动作和行为改变方向。
  • It ensures the sound’s volume and presence are consistent throughout the scene, without positional changes.
    它能确保声音的音量和临场感在整个场景中保持一致,不会发生位置变化。
  • It causes the sound to be affected by the game world’s physics, such as echoes and reverberation.
    它会使声音受到游戏世界物理特性的影响,如回声和混响。
  • It restricts the sound to play only when the player is in specific, predetermined locations in the scene.
    它限制声音只能在播放器处于场景中预先确定的特定位置时播放。

Incorrect 不正确

  • “Causing the sound to be affected by the game world’s physics, such as echoes and reverberation” is incorrect because Spatial Blend affects how the sound is perceived in relation to the game environment, not how it interacts with physics.
    "使声音受到游戏世界物理特性的影响,例如回声和混响 "是不正确的,因为空间混合影响的是声音与游戏环境的关系,而不是声音与物理特性的交互方式。
  • “Enabling the sound to change direction based on the player’s movements and actions within the game” is incorrect as this describes the behavior of 3D spatial sound, not 2D sound.
    "使声音能根据玩家在游戏中的动作和行为改变方向 "是不正确的,因为这描述的是 3D 空间声音的行为,而不是 2D 声音。
  • “Restricting the sound to play only when the player is in specific, predetermined locations in the scene” is incorrect because a 2D Spatial Blend setting does not limit playback to certain areas; it plays uniformly regardless of the player’s position.
    "限制声音仅在播放器位于场景中特定、预定位置时播放 "是不正确的,因为 2D 空间混合设置不会将播放限制在特定区域;无论播放器位于哪个位置,它都会统一播放。

Mission 5 - 2D Essentials

任务5-2D基本要素


Question 1 问题 1

What happens when you turn on 2D mode in the Scene view?
场景视图中打开 2D 模式会发生什么?

Select the one correct answer.
请选择一个正确答案。

  • Enables the physics simulation to run in two dimensions, disabling the Z-axis.
    使物理模拟以二维空间运行,禁用 Z 轴。
  • Automatically converts all 3D models in the scene to 2D sprites.
    自动将场景中的所有 3D 模型转换为 2D 精灵。
  • Turns off perspective and orients the camera to look towards positive Z, with the X-axis pointing right and the Y-axis pointing up.
    关闭透视功能,并将摄像机定向为正 Z 方向,X 轴朝右,Y 轴朝上。
  • Locks the Scene view camera to a fixed position, preventing any movement or rotation.
    场景视图摄像机锁定到固定位置,防止任何移动或旋转。

Incorrect 不正确

  • “Automatically converts all 3D models in the scene to 2D sprites.” — This statement is incorrect. The 2D mode affects the Scene view’s camera perspective only and does not convert 3D models into 2D sprites.
    “自动将场景中的所有 3D 模型转换为 2D 精灵”。- 这种说法是错误的。2D 模式只影响 场景 视图的摄像机视角,而不会将 3D 模型转换为 2D 精灵。
  • “Locks the Scene view camera to a fixed position, preventing any movement or rotation.” — This statement is incorrect. While the camera in 2D mode is optimized for 2D space navigation, users can still move and zoom within the Scene view.
    “将场景视图摄像机锁定到固定位置,防止任何移动或旋转”。- 这种说法是错误的。虽然 2D 模式中的摄像机针对 2D 空间导航进行了优化,但用户仍然可以在 Scene view 中移动和缩放。
  • “Enables the physics simulation to run in two dimensions, disabling the Z-axis.” — This statement is incorrect. The physics simulation mode (2D or 3D) is determined by the components used (Rigidbody2D vs. Rigidbody) and is independent of the Scene view mode.
    “启用物理模拟以二维方式运行,禁用 Z 轴”。- 这种说法是错误的。物理模拟模式(2D 或 3D )由所使用的组件(Rigidbody2D 与 Rigidbody)决定,与 Scene view 模式无关。

Question 2 问题 2

Which of the following are actually built-in Unity components optimized for 2D development?
以下哪些是为 2D 开发而优化的 Unity 内置组件?

Select the two correct answers.
请选择两个正确答案。

Multiple answers may be correct
多个答案都可能是正确的

  • Square Renderer 2D 方形渲染器 2D
  • Layer Adjuster 2D 图层调整器 2D
  • Rigidbody 2D 刚体 2D
  • Circle Collider 2D 二维圆对撞机

Correct 正确

  • “Square Renderer 2D” — This statement is incorrect. While Unity provides components for rendering 2D shapes, such as the Sprite Renderer, there is no specific “Square Renderer 2D” component. 2D shapes are typically handled by using sprites or meshes with appropriate materials.
    “方形渲染器 2D”–此说法不正确。虽然 Unity 提供了用于渲染 2D 形状的组件,例如精灵渲染器(Sprite Renderer), 但并不存在特定的 "正方形 2D 渲染器 "组件。2D 图形通常通过使用带有适当材质的精灵或网格来处理。
  • “Layer Adjuster 2D” — This statement is incorrect. There is no built-in Unity component named “Layer Adjuster 2D.” Layering in Unity is typically managed through camera settings, sorting layers, and the Z-position of objects for 2D games, or through the use of 3D components and positioning for 3D games.
    “Layer Adjuster 2D”(图层调整器 2D)–此说法不正确。Unity 中没有名为 "层调整器 2D "的内置组件。对于 2D 游戏,Unity 中的分层通常是通过摄像机设置、层排序和对象的 Z 位置来管理的;对于 3D 游戏,则是通过使用 3D 组件和定位来管理的。

Question 3 问题 3

Which of the following are true about the Rect tool in Unity?
关于 Unity 中的Rect 工具,以下哪些说法是正确的?

Select the two correct answers.
请选择两个正确答案。

Multiple answers may be correct
多个答案都可能是正确的

  • It is used for manipulating the position and scale of 2D objects in the scene.
    它用于操作场景中二维物体的位置和比例。
  • It’s designed for creating and editing physical materials for 2D objects.
    它专为创建和编辑二维对象的物理材料而设计。
  • The Rect tool can be activated using the T key as a shortcut in the Scene view.
    可以使用 Rect 工具激活 T 键作为场景视图中的快捷键。
  • It adjusts the transparency and color settings of UI elements.
    它可以调整用户界面元素的透明度和颜色设置。

Correct 正确

  • “It adjusts the transparency and color settings of UI elements.” — This statement is incorrect. The Rect tool is focused on spatial manipulation (position, rotation, scale) rather than visual properties like transparency and color, which are adjusted in the Inspector window through component properties.
    “它可调整 UI 元素的透明度和颜色设置”。- 此说法不正确。矩形工具侧重于空间操作(位置、旋转和缩放),而不是透明度和颜色等可视属性,后者可在检查器窗口中通过组件属性进行调整。
  • “It’s designed for creating and editing physical materials for 2D objects.” — This statement is incorrect. The Rect tool does not deal with materials or textures directly; it’s used for spatial manipulation of objects in the scene, particularly UI elements and 2D sprites.
    “它专为创建和编辑 2D 物体的物理材质而设计”。- 这种说法是错误的。Rect工具并不直接处理材质或纹理;它用于对场景中的对象(尤其是 UI 元素和 2D 精灵)进行空间操作。

Question 4 问题 4

What does the Order in Layer property do in the Sprite Renderer component?
Order in Layer 属性在Sprite 渲染器 组件中起什么作用?

Select the one correct answer.
请选择一个正确答案。

  • Sets the physical layer the sprite belongs to for collision detection purposes.
    设置精灵所属的物理层,用于碰撞检测。
  • Determines the rendering order of sprites, allowing some to appear in front of or behind others.
    决定精灵的渲染顺序,允许某些精灵出现在其他精灵的前面或后面。
  • Controls the level of detail that the sprite is rendered with, improving performance for distant objects.
    控制渲染精灵的详细程度,提高远处物体的性能。
  • Adjusts the sprite’s color intensity based on its position in the scene.
    根据场景中的位置调整精灵的颜色强度。

Correct 正确

  • “Adjusts the sprite’s color intensity based on its position in the scene.” — This statement is incorrect. The Order in Layer property affects the sprite’s rendering order, not its color intensity.
    “根据精灵在场景中的位置调整其颜色强度”。- 此说法不正确。层中的顺序属性影响的是精灵的呈现顺序,而不是其颜色强度。
  • “Controls the level of detail that the sprite is rendered with, improving performance for distant objects.” — This statement is incorrect. The Order in Layer property does not affect the level of detail or the performance optimization of sprites; it solely determines their rendering order.
    “控制渲染精灵的细节级别,提高远距离对象的性能”。- 此说法不正确。层中的顺序属性并不影响精灵的细节级别或性能优化;它仅决定精灵的呈现顺序。
  • “Sets the physical layer the sprite belongs to for collision detection purposes.” — This statement is incorrect. The Order in Layer property is used for rendering order, not for setting physical layers for collision detection, which is managed by the Layer property in the GameObject’s settings.
    “为碰撞检测目的设置精灵所属的物理层”。- 此说法不正确。层中的顺序属性用于呈现顺序,而不是用于设置碰撞检测的物理层,后者由 GameObject 设置中的 Layer 属性管理。

Question 5 问题 5

Which of the following is true about writing scripts for 2D GameObjects in Unity?
关于在 Unity 中为 2D 游戏对象编写脚本,以下哪项是正确的?

Select the one correct answer.
请选择一个正确答案。

  • All scripting methods and components used for 3D GameObjects are incompatible with 2D GameObjects, requiring separate libraries.
    用于 3D 游戏对象的所有脚本方法和组件都与 2D 游戏对象不兼容,需要单独的库。
  • To work with 2D GameObjects in Unity, you must create a special kind of script asset from the Project window’s create menu named a “Script2D”, which is distinct from those used in 3D development.
    要在 Unity 中使用 2D 游戏对象,您必须从 Project 窗口的创建菜单中创建一种名为 "Script2D "的特殊脚本资产,它与 3D 开发中使用的脚本资产不同。
  • Writing scripts for 2D GameObjects is largely the same as for 3D, but there are some methods optimized for 2D development, such as OnTriggerEnter2D instead of OnTriggerEnter.
    为 2D GameObject 编写脚本的方法与为 3D 编写脚本的方法大致相同,但有一些方法针对 2D 开发进行了优化,例如 OnTriggerEnter2D 而不是 OnTriggerEnter。
  • Unity will not allow you to apply a script that has references to 2D components or methods onto a 3D object.
    Unity 不允许将引用 2D 组件或方法的脚本应用到 3D 对象上。

Correct 正确

  • “To work with 2D GameObjects in Unity, you must create a special kind of script asset from the Project window’s create menu named a “Script2D”, which is distinct from those used in 3D development.” — This statement is incorrect. Scripts in Unity can generally be used for both 2D and 3D development, with the main differences being in the specific components and methods used rather than the script’s fundamental structure.
    "要在 Unity 中使用 2D 游戏对象,您必须从项目窗口的创建菜单中创建一种名为 "Script2D “的特殊脚本资产,它与 3D 开发中使用的脚本资产不同”。- 此说法不正确。Unity 中的脚本通常可用于 2D 和 3D 开发,主要区别在于所使用的特定组件和方法,而不是脚本的基本结构。
  • “Unity will not allow you to apply a script that has references to 2D components or methods onto a 3D object.” — This statement is incorrect. Unity does allow the application of scripts referencing 2D components to 3D objects, though the 2D-specific components and methods may not function as intended on 3D objects without corresponding 2D components.
    “Unity 不允许您将引用了 2D 组件或方法的脚本应用到 3D 对象上”。- 这种说法是错误的。Unity 确实允许将引用 2D 组件的脚本应用到 3D 对象,不过特定于 2D 的组件和方法在没有相应 2D 组件的 3D 对象上可能无法正常运行。
  • “All scripting methods and components used for 3D GameObjects are incompatible with 2D GameObjects, requiring separate libraries.” — This statement is incorrect. Many scripting methods and components are compatible or have analogous versions across 2D and 3D development in Unity, allowing for a cohesive development experience without needing entirely separate libraries.
    “用于 3D 游戏对象的所有脚本方法和组件都与 2D 游戏对象不兼容,需要单独的库”。- 这种说法是错误的。在 Unity 中,许多脚本方法和组件在 2D 和 3D 开发中都是兼容的,或具有类似的版本,因此无需使用完全独立的库即可获得连贯的开发体验。
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