Standards in this Framework
Standards Mapped
Mapped to Course
Standard | Lessons |
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1.1
Import assets including but not limited to settings for FBX, OBJ and associated textures. |
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1.2
Import and configure assets from the Unity Asset Store. |
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1.3
Slice spritesheets for use in a 2D scene including but not limited to using the default Sprite Editor and 9-slicing. |
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1.4
Identify mesh components including vertices, polygon faces and edges. |
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1.5
Create key frames and change tangents in the Curve Editor using the Animation window. |
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1.6
Create, modify and utilize Prefabs. |
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2.1
Utilize Transform tools and the Transform component in the Inspector. |
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2.2
Create prototype scenes using Unity primitives and/or low poly meshes utilizing white box/grey box techniques. |
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2.3
Create and edit a landscape with materials utilizing the Terrain tool including but not limited to mask maps, texture painting, and diffuse properties. |
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3.1
Modify materials using the Standard Shader and editing properties including but not limited to specular, transparency, normal, and albedo. |
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3.2
Identify basic lighting including but not limited to shadows, light settings, and light shapes such as directional, area, spot, and point. |
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3.3
Utilize single camera set up including but not limited to isometric vs. standard, camera component, background, culling masks, clipping planes, field of view (FOV), etc. |
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3.4
Given a scenario, determine the appropriate rendering pipeline that should be used. |
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