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Unity Game Engine

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11 questions
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  • Q1

    What is a "Lightmap"?

    A Lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use.

    A Lightmap allows the user to create and organize different sets of constraints based on the C# Animation Jobs API to address different requirements related to lightning rigging.

    A Lightmap is an effect that darkens creases, holes, intersections and surfaces that are close to each other.

    A Lightmap is a type of shader used for different kinds of lightsources.

    45s
  • Q2

    What is a "HDRP" or "High-Deginition Rendering Pipeline"?

    It's a feature built by Unity to target modern (Compute Shader compatible) platforms.

    It's a group of Pipeline algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes.

    It's the set of techniques used to reproduce a greater range of luminosity than that which is possible with standard photographic techniques.

    It's a type of computer rendering Pipeline program originally used for rendering in 3D scenes (the production of appropriate levels of light, darkness, and color in a rendered image).

    45s
  • Q3

    What are "Shaders"  ?

    Shader let you easily create realistic materials in the High Definition Render Pipeline (HDRP).

    Shaders provide artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs

    In computer graphics, a Shader is a type of computer program/algorithm originally used for shading in 3D scenes (the production of appropriate levels of light, darkness, and color in a rendered image or visual manipulation, etc.).

    Shaders are additional images that an HDRP Camera can generate.

    45s
  • Q4

    What is the "Universal Render Pipeline"? 

    URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs

    URP darkens creases, holes, intersections and surfaces that are close to each other. In the real world, such areas tend to block out or occlude ambient light, so they appear darker.

    URP is a high-fidelity Scriptable Render Pipeline built by Unity to target modern (Compute Shader compatible) platforms.

    They can output additional information per pixel, which you can use later for compositing or additional image processing (such as denoising)

    45s
  • Q5

    What is "Ambient Occlusion" ?

    Ambient Occlusion is a group of algorithms used in 2D computer graphics that are meant to add more artistic lighting to 2D scenes.

    The Ambient Occlusion effect darkens creases, holes, intersections (object borders) and surfaces that are close to each other.

    A form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use.

    Ambient Occlusion is technique to exlude hidden polygons/mashes from the rendering Pipeline to save resources.

    45s
  • Q6

    What is "Global Illumination" ?

    It analyzes your code for style, quality and maintainability, design and other issues.

    Global Illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes.

    An effect that creates a light pollution illusion during nights in 3D Games.

    Global Illumination is the realistic approach of day and night cycles on 3D Lightmaps.

    45s
  • Q7

    What are "Arbitrary Output Variables" ?

    Randomized Light particles reacting to surfaces , like reflecting, dimming and darkening.

    AOV is an Machine-Learning-Agent that controls variables inside  the Unity Engine. Making  the Game-AI  seemingly more realistic.  

    They can output additional information per pixel, which you can use later for compositing or additional image processing (such as denoising).

    AOV are variables that you can create to organize your scripts into assemblies.

    45s
  • Q8

    What is  an "API" ?

    Android Player Interface is part of the Universal Render Pipeline. It provides developer-friendly workflows that let you quickly and easily create optimized graphics for android.

    Amateur Programming Interface. Unitys solution to help and lead beginners on their first game development journey. Unlike engines that heavily rely on documentations and aren't as beginner friendly as Unity (f.e.: CryEngine).

    An Application Programming Interface is a connection between computers or between computer programs.

    An Application Programming Interference . A general term for errors . Especially important for troubleshooting.

    45s
  • Q9

    What is a " Shader Graph" ?

    A Shader Graph helps you to customize settings like shadows, creases and  darker corners in general.

    A Shader Graph is used for "texture-baking" lightmaps. It's part of one of the last processes inside the  Universal Render Pipeline .

    A shader graph is an image mask with an included alpha channel imported from Adobe Photoshop. 2D Games heavily rely on this feature.

    Shader Graph enables you to build shaders visually.

    45s
  • Q10

    What is the "ASMDF" ?

    It's a known programmer joke established in the unity community for overcomplicated use of macros(shortkeys). It symbolizes someone smashing blindy on a keyboard.

    They are assets that you can create to organize your scripts into assemblies.

    ASMDF stands  for  "Asset Multiplier Definition Force". It's a forced AI interaction with written code and assets. ASMDF exists to control the interaction between code and graphical assets. Helping to find errors. It multiplies and corrects the code until the AI can find a solution on it's own. This feature was created for beginner developers still having troubles understanding the interaction between both. 

    ASMDF analyzes your code for style, quality and maintainability, design and other issues.

    30s
  • Q11

    What are "Polygon Meshes" ?

    They are a polygonal representation of the interior volume of an object.  Polygon meshes also discretize the interior structure of the object.

    A mix of polygon shaped effects. Combined they create a mesh. Especially usefull for lights-, shadows- and texture-effects.

    Polygon Meshes are responsible for displaying art and image data effectively and meaningfully to the consumer. It is also used for processing image data received from the physical world, such as photo and video content.

    It's a collection of vertices, edges and faces that defines the shape of a polyhedral object.

    30s

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