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Standards Mapping

for Unity Certified User Artist

13

Standards in this Framework

10

Standards Mapped

76%

Mapped to Course

Standard Lessons
1.1
Import assets including but not limited to settings for FBX, OBJ and associated textures.
  1. 3.2 Building a Scene with Prefabs
  2. 4.5 Sound Effects
  3. 4.6 Make It Your Own
  4. 7.1 Model Creation
1.2
Import and configure assets from the Unity Asset Store.
  1. 3.2 Building a Scene with Prefabs
  2. 4.6 Make It Your Own
  3. 9.2 Using Prefab Objects
1.3
Slice spritesheets for use in a 2D scene including but not limited to using the default Sprite Editor and 9-slicing.
1.4
Identify mesh components including vertices, polygon faces and edges.
  1. 7.1 Model Creation
1.5
Create key frames and change tangents in the Curve Editor using the Animation window.
1.6
Create, modify and utilize Prefabs.
  1. 3.2 Building a Scene with Prefabs
  2. 7.1 Model Creation
  3. 7.2 Character Animation
  4. 9.2 Using Prefab Objects
2.1
Utilize Transform tools and the Transform component in the Inspector.
  1. 3.1 Unity Basics
  2. 3.2 Building a Scene with Prefabs
  3. 3.3 Game Physics
  4. 4.2 Cameras
  5. 4.3 Lighting Effects
  6. 4.4 Particle Systems
  7. 4.5 Sound Effects
  8. 4.6 Make It Your Own
  9. 7.1 Model Creation
  10. 7.3 User Interface (UI)
2.2
Create prototype scenes using Unity primitives and/or low poly meshes utilizing white box/grey box techniques.
  1. 3.1 Unity Basics
  2. 3.2 Building a Scene with Prefabs
  3. 4.6 Make It Your Own
  4. 7.1 Model Creation
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.
3.1
Modify materials using the Standard Shader and editing properties including but not limited to specular, transparency, normal, and albedo.
  1. 7.1 Model Creation
3.2
Identify basic lighting including but not limited to shadows, light settings, and light shapes such as directional, area, spot, and point.
  1. 4.3 Lighting Effects
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.
  1. 4.2 Cameras
3.4
Given a scenario, determine the appropriate rendering pipeline that should be used.
  1. 4.2 Cameras
  2. 4.3 Lighting Effects