Unit 1: Working in Unity 3D - Subjective Questions

CSE434 — Game Development In 3D • Practice Questions with Detailed Answers

20 questions

1

Define the Unity 3D coordinate system. Explain how position, rotation, and scale are represented in 3D space.

2

Distinguish between world space and local space in Unity. Illustrate how parenting affects the Transform of a GameObject.

3

Explain the purpose of Unity's Transform tools and compare translation, rotation, and scaling operations in a 3D scene.

4

What are behaviors in Unity? Explain how a C# MonoBehaviour script can be used to add movement behavior to a GameObject.

5

Describe the roles of the Awake, Start, Update, FixedUpdate, and LateUpdate methods in the Unity scripting lifecycle.

6

Compare Transform-based movement and Rigidbody-based movement in Unity. When should each approach be used?

7

Explain the main modules of Unity's Particle System and describe how they can be configured to create a fire effect.

8

Describe how simulation space, emission rate, particle lifetime, and particle speed influence a Particle System. Explain how these properties could be adjusted for rain and smoke.

9

Define materials in Unity and explain the purpose of shaders, textures, albedo, normal maps, metallic values, and smoothness.

10

Compare opaque, transparent, and emission-based materials in Unity. Discuss their visual uses and performance considerations.

11

Explain the differences among directional, point, spot, and area lights in Unity. Give an appropriate game-development use for each.

12

Compare real-time, baked, and mixed lighting in Unity. Explain the role of shadows, lightmaps, light probes, and reflection probes.

13

Describe the components required to play audio in Unity and explain the important properties of an Audio Source.

14

Distinguish between 2D and 3D audio in Unity. Explain attenuation, spatial blend, and the Doppler effect with suitable examples.

15

Explain the main factors involved in positioning a camera for a 3D game. How do field of view, clipping planes, and aspect ratio affect the final view?

16

Design a basic third-person camera without Cinemachine. Describe how target following, camera offset, rotation, smoothing, and collision avoidance can be implemented.

17

What is Unity Shader Graph? Explain the roles of nodes, properties, ports, and the Master Stack when creating a lit material.

18

Describe how to construct a pulsing emissive material using Shader Graph. Include the mathematical logic and explain how lighting interaction is achieved.

19

Explain the purpose of Cinemachine and describe the roles of the Cinemachine Brain, Virtual Camera, Follow target, and Look At target.

20

Design a Cinemachine-based camera system for a game containing exploration, aiming, and dialogue modes. Explain camera priorities, blending, damping, composition, and collision handling.