Standards in this Framework
Standard | Description |
---|---|
1.1 | Import assets including but not limited to settings for FBX, OBJ and associated textures. |
1.2 | Import and configure assets from the Unity Asset Store. |
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. |
1.5 | Create key frames and change tangents in the Curve Editor using the Animation window. |
1.6 | Create, modify and utilize Prefabs. |
2.1 | Utilize Transform tools and the Transform component in the Inspector. |
2.2 | Create prototype scenes using Unity primitives and/or low poly meshes utilizing white box/grey box techniques. |
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. |
3.2 | Identify basic lighting including but not limited to shadows, light settings, and light shapes such as directional, area, spot, and point. |
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. |
3.4 | Given a scenario, determine the appropriate rendering pipeline that should be used. |