UCA Game Physics & Animation 2 — Questions and Answers
Question 1: Which Rigidbody interpolation mode smooths physics movement by using data from the previous fixed frame?
- Extrapolate
- Interpolate (Correct answer)
- None
- Discrete
Correct answer: Interpolate
Interpolate smooths Rigidbody movement by interpolating between the previous and current fixed-update positions.
Question 2: What does the 'Is Trigger' checkbox on a Collider do?
- Makes the collider visible in the Scene view
- Disables physics collision response but still detects overlaps (Correct answer)
- Adds mass to the Rigidbody
- Enables continuous collision detection
Correct answer: Disables physics collision response but still detects overlaps
A trigger collider generates OnTriggerEnter/Stay/Exit events but does not produce physical collision forces.
Question 3: In Unity's Animator, what is a 'Blend Tree' primarily used for?
- Combining multiple audio clips
- Blending between multiple animation clips based on one or more float parameters (Correct answer)
- Creating inverse kinematics rigs
- Baking NavMesh paths
Correct answer: Blending between multiple animation clips based on one or more float parameters
A Blend Tree smoothly transitions between animations by blending them according to parameter values such as speed or direction.
Question 4: Which Unity physics callback is called when two non-trigger colliders first make contact?
- OnCollisionStay
- OnTriggerEnter
- OnCollisionEnter (Correct answer)
- OnCollisionExit
Correct answer: OnCollisionEnter
OnCollisionEnter is invoked on the frame when two non-trigger colliders first begin overlapping.
Question 5: What is the purpose of Physics Layers and a Layer Collision Matrix in Unity?
- To assign visual rendering order
- To control which layers can collide with each other (Correct answer)
- To set Rigidbody mass per layer
- To define animation state priorities
Correct answer: To control which layers can collide with each other
The Layer Collision Matrix in Physics Settings lets you selectively enable or disable collision detection between pairs of layers.
Question 6: What does setting a Rigidbody's 'Collision Detection' to 'Continuous Dynamic' help prevent?
- Jitter in slow-moving objects
- Fast-moving objects tunneling through thin colliders (Correct answer)
- Overlapping static colliders
- Animation blending artifacts
Correct answer: Fast-moving objects tunneling through thin colliders
Continuous Dynamic detection performs sweep tests to catch collisions for fast-moving Rigidbodies that might otherwise pass through thin geometry.
Question 7: In an Animator Controller, what does the 'Exit Time' transition condition enforce?
- The animation loops forever
- The transition occurs after the current state has played for a specified normalized time (Correct answer)
- The Animator resets to the default state
- The transition fires on the first frame
Correct answer: The transition occurs after the current state has played for a specified normalized time
Exit Time is a normalized value (0–1) representing how far through the current clip the Animator must be before the transition is allowed to trigger.
Which Rigidbody interpolation mode smooths physics movement by using data from the previous fixed frame?