LinkedIn Unity Assessment Answers 2021 - Latest Answers from LinkedIn spring Assessment
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LinkedIn Unity assessment answers

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LinkedIn Unity Assessment Answers

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Unity – Skill Assessment


The LinkedIn Skill Assessments feature allows you to demonstrate your knowledge of the skills you’ve added to your profile. Job posters on LinkedIn can also add Skill Assessments as part of the job application process. This allows job posters to more efficiently and accurately verify the crucial skills a candidate should have for a role.

The topics in the Unity assessment include:

  • Asset Management
  • Gameplay Programming
  • C# Scripting
  • General
  • Animation
  • Interface
  • 2D
  • Physics
  • Level Design
  • Mobile Development
  • Audio
  • Lighting

Question Format
Multiple Choice


Unity (Animation, Asset Management, C# Scripting, Gameplay, Programming)

Q1. What can you use to visually distinguish between Play mode and Design mode in the editor?

  •  The object inspector
  •  Handles
  •  Gizmos
  •  Play mode tint
  • Q2. A developer executes the C# code below, which finds any game objects tagged as “enemy” in a start event. But the developer notices that, when executed, FindGameObjectsWithTag returns NULL even though the scene contains objects tagged as “Enemy”. What is a possible cause?

GameObject[] MyEnemies = GameObject.FindGameObjectsWithTag(“Enemy”);

  •  The objects are animated
  •  The objects are on the UI layer
  •  The objects are not named “Enemy”
  •  The objects are deactivated
  • Q3. What does this code sample achieve? Float Answer = Random.value * 10f;
  •  It selects a random number that is less than 10
  •  It selects a random number greater than 10
  •  It selects a random number between 0 and 10
  •  It selects a random number that is multiple of 10
  • Q4. Unity scenes may be saved entirely in the YAML format. Why might you do this?
  •  To reduce the scene file size
  •  To externally parse a scene and its objects
  •  To optimize scene loading and unloading
  •  To improve platform compatibility
  • Q5. Orthographic cameras remove which visual effect?
  •  Gamma color space
  •  Depth of field
  •  Foreshortening
  •  Bloom
  • Q6. What is Cinemachine Virtual Camera used for?
  •  To override standard scene cameras with cinematic behaviors
  •  To determine what cameras will see when arriving at specific locations
  •  To create predefined camera presets to apply on standard cameras
  •  To act as dummy cameras for fooling meshes into thinking they are being seen
  • Q7. What does the Microphone class save captured audio data as?
  •  An audio clip asset
  •  An MP3 file
  •  A WAV file
  •  An OGG file
  • Q8. Cinemachine offers tools for building gameplay behaviors. Which component makes spline-based paths for moving objects?
  •  Cinemachine Target Group
  •  Cinemachine Smooth Path
  •  Cinemachine Free Look
  •  Cinemachine Brain
  • Q9. When building assets like meshes for Unity. It is good practice to use which measurement unit?
  •  Cubits
  •  Feet
  •  Inches
  •  Meters
  • Q10. The Collaborate feature of Unity Teams empowers whom to do what?
  •  Developers to contribute to the unity source code
  •  Companies to raise money for projects through crowdfunding
  •  Team members to save, share, and sync unity projects
  •  Developers to integrate version control systems, like git, into projects
  • Q11. The Clear Flags property of the Camera components affects which behavior?
  •  How the camera renders UI objects on top of the scene
  •  How the camera renders transparent objects by default
  •  How the camera renders its background on each frame
  •  How the camera occludes background objects
  • Q12. What is the OnAnimatorMove event on MonoBehaviour objects commonly used for?
  •  Detecting when an object moves
  •  Updating a navigation agent in response to keyframe data
  •  Replaying an animation when it has been completed
  •  Modifying the root motion of an animated object
  • Q13. Which MonoBehaviour method runs by default in Editor mode?
  •  OnBecameInvisible
  •  OnAnimatorMove
  •  Reset
  •  OnTriggerEnter
  • Q14. For the OnTriggerEnter function to invoke successfully on a collision between two objects, at least one must have which two components?
  •  A Collider and a MeshRenderer
  •  A Collider and a MeshFilter
  •  A Rigidbody and a Collider
  •  A MeshRenderer and a MeshFilter
  • Q15. UI elements, such as images and buttons, maybe fixed at specific screen positions to build responsive interfaces. Which Unity features help achieve this?
  •  Events and raycasts
  •  Quaternions and Euler angles
  •  Opacity and transparency
  •  Anchors and pivots
  • Q16. The occlusion map of a material is often a grayscale image with pixels ranging between black and white. What does this map contribute to an object’s material?
  •  White pixels reveal the detailed map and black pixels reveal none
  •  White pixels allow emission and black pixels allow none
  •  White pixels receive shadows and black pixels receive none
  •  White pixels receive full indirect illumination and black pixels receive none
  • Q17. What can you use to organize different game objects into groups inside the Hierarchy panel?
  •  Canvas objects
  •  Event systems
  •  Empty objects
  •  Mesh renderers
  • Q18. The Project windows search box can filter the display of assets with text commands. Which command displays only texture assets?
  •  T:mesh
  •  T:texture
  •  T:mesh
  •  Show textures
  • Q19. A bullet game object is fired from a weapon and travels quickly through the scene using a RigidBody component. It sometimes passes through solid objects even though they have colliders. What is a reasonable strategy for correcting this?
  •  Expand the collider size of all scene objects and the bullets to detect collisions with better time
  •  Increase the Fixed Time Step value from the Project Settings dialog to change the frequency of the FixedUpdate event
  •  Change the Collision Detection property of the Rigidbody to Continuous Dynamic or Continous Speculative
  •  Enable the IsKinematic property of the Rigidbody
  • Q20. Some material types may include normal map textures. What does a normal map achieve?
  •  It programmatically reduced the polycount of your meshes.
  •  It displaces mesh geometry with extrusion and bevels to generate higher-poly versions.
  •  It creates the appearance of surface detail on mesh-like bumps, dents, and scratches
  •  It is a level-of-detail system that progressively reduces a mesh’s polygons as a scene camera moves farther away from it
  • Q21. A SkinnedMeshRenderer component is attached automatically by Unity to some mesh objects when they are added to a scene. Which reason best explains why?
  •  The mesh file contains bones and rig data
  •  The game object also features an animator component
  •  The game object is a Player-Controlled character
  •  The mesh file contains a humanoid character
  • Q22. Which C# attribute can show a private variable in the object inspector?
  •  Range
  •  HideInInspector
  •  Serializable
  •  SerializedField
  • Q23. What is a technique for optimizing Unity UI elements?
  •  Group static UI elements on one canvas, and dynamic elements on a separate canvas
  •  Position all canvas objects to the world origin
  •  The group as many UI elements as possible onto only one canvas
  •  Divide the screen into multiple canvas objects, each sized to a quarter of the screen size
  • Q24. What does the C# Space attribute used below achieve?
Public string PlayerName;
  •  It inserts 20 space characters as a default value into the string variable below
  •  It inserts 20 pixels of margin on all edges around the variable inside the Object Inspector
  •  It inserts 20 pixels of empty space above the variable inside the Object Inspector
  •  It inserts 20 pixels of empty space below the variable inside the Object Inspector
  • Q25. Every time you double-click a C# script file from the Project window, Unity prints the message below (or something very similar) to the console. What is a reasonable step in trying to solve this? Cannot start the process because a file name has not been provided
  •  Search the Project windows for all script files and then rename all of them
  •  Set Visual Studio as the code default editor via the External Tools tab of the Preferences menu
  •  Ensure you have specified a Play mode tint color from the Colors tab of the Preferences menu
  •  Select the Script file, and then select Assets > Find references in Scene from the Application menu
  • Q26. What is the Console windows useful for?
  •  Viewing and editing text files
  •  Downloading data packets and asset packages
  •  Typing and executing command-line instructions through a shell interface
  •  Identifying errors in your script files and project
  • Q27. Sprite atlas assets, large textures containing many smaller sprites, can be optimized by batching together what?
  •  Sprites that are nonanimated
  •  Sprites that appear together in-game
  •  Sprites using the same color palette
  •  Sprites of the same dimensions
  • Q28. You are making a game where you need to execute your own functions in response to critical animation events for a rigged character. Specifically, there are two events you must handle: when an animation state is entered and when it is exited in the Animator graph. Which class may be used to invoke your code when those two events happen?
  •  AnimatorClipInfo
  •  StateMachineBehaviour
  •  AnimationInfo
  •  AnimatorUtility
  • Q29. How can you change the unique bundle identifier for a mobile build?
  •  Select Assets > import Package, and then import the Cross-Platform Input Asset Package
  •  Select Windows > Asset Management > Version Control, and then enter an identifier in the Source field
  •  Select File > Build Settings. Then from the Build dialog box, select Android or iOS, and select the Bundle Identifier from the Compression Method drop-down menu.
  •  Select Edit > Project Settings > Player from the menu, and then expand the Other Settings tab
  • Q30. Rigidbody components may be added to objects with colliders to make them affected by physical forces. What does the IsKinematic property achieve?
  •  It removes gravity from an object but retains all other forces
  •  It removes all physical forces from the object, except gravity
  •  It converts the object into physical forces that affect other objects
  •  It suspends physical forces on the object, allowing manual transformations
  • Q31. The primary directional light in a scene is linked by default to a procedural scene Skybox. What does the rotation of this light control?
  •  The orientation of the Skybox
  •  The night and day status of the skybox
  •  The acoustics of all audio sources
  •  The resolution of the skybox
  • Q32. You can combine quaternions together through which arithmetic operation?
  •  Multiplication
  •  Division
  •  Addition
  •  Subtraction
  • Q33. Which feature generates binary tree data to optimize camera rendering in a scene?
  •  Render textures
  •  Navigation mesh
  •  Profiler
  •  Occlusion Culling
  • Q34. How does the Range C# attribute control the interaction behavior of numerical variables in the Object Inspector?
  •  It restricts the variable value using a slider widget
  •  It validates the variable values through a text box widget
  •  It restricts the variable values using a color picker widget
  •  It presents valid options in a drop-down list
  • Q35. What does this code fragment do when attached to a rigged character?
    public Animator avatar;
    public Transform lookAtObj;
    void OnAnimatorIK(int layerIndex)
  •  It blends the characters head animation with a second predefined animation
  •  It makes the characters head face toward the specified target
  •  It returns the characters head back to a neutral position
  •  It makes a game object face toward the characters head
  • Q36. The variable Transform. forward is a Vector3 measured in what?
  •  Local space
  •  Innerspace
  •  Normal space
  •  World space
  • Q37. De-lighting is associated with which technology?
  •  Virtual reality
  •  Augmented reality
  •  Motion capture
  •  Photogrammetry
  • Q38. Humanoid character assets, like NPCs and the player character, feature on Avatar objects. Which statement best describes its purpose?
  •  Avatars define parameter sets for facial muscle blend shapes
  •  Avatar facilitate animation retargeting across different humanoid characters
  •  Avatar define IK data for animated characters
  •  Avatars describe how textures map on deforming objects during the animation


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