- What is CodeHS?
- Curriculum
- Platform
- Assignments
- Classroom Management
- Grading
- Gradebook
- Progress Tracking
- Lesson Plans
- Offline Handouts
- Problem Guides
- Practice
- Create
- Problem Bank
- Playlist Bank
- Quiz Scores
- Rostering
- Integrations
- Professional Development
- Stories
- Standards
- States
- Alabama
- Alaska
- Arizona
- Arkansas
- California
- Colorado
- Connecticut
- D.C.
- Delaware
- Florida
- Georgia
- Hawaii
- Idaho
- Illinois
- Indiana
- Iowa
- Kansas
- Kentucky
- Louisiana
- Maine
- Maryland
- Massachusetts
- Michigan
- Minnesota
- Mississippi
- Missouri
- Montana
- Nebraska
- Nevada
- New Hampshire
- New Jersey
- New Mexico
- New York
- North Carolina
- North Dakota
- Ohio
- Oklahoma
- Oregon
- Pennsylvania
- Rhode Island
- South Carolina
- South Dakota
- Tennessee
- Texas
- Utah
- Vermont
- Virginia
- Washington
- West Virginia
- Wisconsin
- Wyoming
- State Standards
- Plans
- Resources
- Districts
- Share
- Contact Us
- Company
Unity Certified User Artist Framework
Standards
Standard | Description | |
---|---|---|
1.1 | Import assets including but not limited to settings for FBX, OBJ and associated textures. | Lessons |
1.2 | Import and configure assets from the Unity Asset Store. | Lessons |
1.3 | Slice spritesheets for use in a 2D scene including but not limited to using the default Sprite Editor and 9-slicing. | Lessons |
1.4 | Identify mesh components including vertices, polygon faces and edges. | Lessons |
1.5 | Create key frames and change tangents in the Curve Editor using the Animation window. | Lessons |
1.6 | Create, modify and utilize Prefabs. | Lessons |
2.1 | Utilize Transform tools and the Transform component in the Inspector. | Lessons |
2.2 | Create prototype scenes using Unity primitives and/or low poly meshes utilizing white box/grey box techniques. | Lessons |
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. | Lessons |
3.1 | Modify materials using the Standard Shader and editing properties including but not limited to specular, transparency, normal, and albedo. | Lessons |
3.2 | Identify basic lighting including but not limited to shadows, light settings, and light shapes such as directional, area, spot, and point. | Lessons |
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. | Lessons |
3.4 | Given a scenario, determine the appropriate rendering pipeline that should be used. | Lessons |
- What is CodeHS?
- Curriculum
- Platform
- Assignments
- Classroom Management
- Grading
- Gradebook
- Progress Tracking
- Lesson Plans
- Offline Handouts
- Problem Guides
- Practice
- Create
- Problem Bank
- Playlist Bank
- Quiz Scores
- Rostering
- Integrations
- Professional Development
- Stories
- Standards
- States
- Alabama
- Alaska
- Arizona
- Arkansas
- California
- Colorado
- Connecticut
- D.C.
- Delaware
- Florida
- Georgia
- Hawaii
- Idaho
- Illinois
- Indiana
- Iowa
- Kansas
- Kentucky
- Louisiana
- Maine
- Maryland
- Massachusetts
- Michigan
- Minnesota
- Mississippi
- Missouri
- Montana
- Nebraska
- Nevada
- New Hampshire
- New Jersey
- New Mexico
- New York
- North Carolina
- North Dakota
- Ohio
- Oklahoma
- Oregon
- Pennsylvania
- Rhode Island
- South Carolina
- South Dakota
- Tennessee
- Texas
- Utah
- Vermont
- Virginia
- Washington
- West Virginia
- Wisconsin
- Wyoming
- State Standards
- Plans
- Resources
- Districts
- Share
- Contact Us
- Company