Standards in this Framework
Standard | Description |
---|---|
1.1 | Given an example of a debug log message, create the code that created the log message. |
1.2 | Given a code clip and its associated error message(s), determine which object(s) is(are) null. |
1.3 | Given a specific programming task requiring the use of a particular class in the API, determine the appropriate method and/or properties, arguments, or other syntax to use. |
2.1 | Indicate when and how to initialize and use variables inlcuding but not limited to the approritate use of all variable modifiers and data collections such as Arrays, Lists and Dictionaries. |
2.2 | Given a list of keywords and syntax elements, construct a viable Function declaration. |
2.3 | Given a code clip and a description of its desired result, identify the appropriate function to control or trigger a state including but not limited to the Animator Controller. |
2.4 | Given a scenario where a specific type of input is required and the building blocks needed are provided, construct the necessary input listener including but not limited to the keyboard and touch input. |
2.5 | Demonstrate when and/or how to use the various logic and flow control operators used in C# and Unity. |
2.6 | Given a scenario, identify appropriate actions to take when a UI element reports a change. |
3.1 | Given a scenario about the need to manage an event function, determine the appropriate action to take including but not limited to the keyboard and touch input. |
3.2 | Given a code clip that produces an error because of a variable whose data type is declared incorrectly, identify the error. |
3.3 | Given a code clip that produces an error because a function or variable is declared or used incorrectly (public/private mismatch), identify the error including but not limited to the use of Animation events. |
3.4 | Given a code clip containing a class definition, distinguish whether the class is an ECS class or some other type of class. |
3.5 | Given a set of code clips, recognize the clip that uses naming conventions that observe Unity naming standards. |
3.6 | Given a code clip (or a set of code clips), recognize the comments that accurately describe what the code is doing. |
4.1 | Describe the purpose, features, and functions of the various Unity IDE windows. |
4.2 | Demonstrate how to change the default scripting IDE. |
4.3 | Given a scenario which includes the following, then create a functional state machine. a. a limited portion of a gaming scenario b. a set of animation clips c. a list of property settings |
4.4 | Create and program a function state machine within the Unity Animator Controller including but not limited to the use of Animator functions syntax. |