Standards in this Framework
Standards Mapped
Mapped to Course
Standard | Lessons |
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1.1
Given an example of a debug log message, create the code that created the log message. |
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1.2
Given a code clip and its associated error message(s), determine which object(s) is(are) null. |
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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. |
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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. |
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2.2
Given a list of keywords and syntax elements, construct a viable Function declaration. |
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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. |
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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. |
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2.5
Demonstrate when and/or how to use the various logic and flow control operators used in C# and Unity. |
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2.6
Given a scenario, identify appropriate actions to take when a UI element reports a change. |
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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. |
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3.2
Given a code clip that produces an error because of a variable whose data type is declared incorrectly, identify the error. |
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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. |
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3.4
Given a code clip containing a class definition, distinguish whether the class is an ECS class or some other type of class. |
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3.5
Given a set of code clips, recognize the clip that uses naming conventions that observe Unity naming standards. |
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3.6
Given a code clip (or a set of code clips), recognize the comments that accurately describe what the code is doing. |
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4.1
Describe the purpose, features, and functions of the various Unity IDE windows. |
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4.2
Demonstrate how to change the default scripting IDE. |
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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 |
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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. |
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