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Unity Development Quiz Review

Authored by Nguyen Thien Phuc (FE FPTU BD)

Computers

University

Used 1+ times

Unity Development Quiz Review
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20 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

20 sec • 1 pt

What is the primary advantage of using the Unity Input System over the old Input Manager?

It supports multiple devices and remappable controls.

It is easier to use for basic keyboard input.

It does not require event-driven programming.

It automatically configures controls for all game genres.

2.

MULTIPLE CHOICE QUESTION

20 sec • 1 pt

How do you correctly transition between animations in Unity using the Animator Controller?

animator.Play("RunAnimation");

animator.SetTrigger("Run");

animator.SetAnimation("Run");

animator.SwitchAnimation("Run");

3.

MULTIPLE CHOICE QUESTION

20 sec • 1 pt

What is the correct way to dynamically adjust an animation parameter in Unity?

animator.SetFloat("Speed", 5f);

animator.Speed = 5f;

animator.UpdateSpeed(5f);

animator.SetAnimationSpeed("Speed", 5f);

4.

MULTIPLE CHOICE QUESTION

20 sec • 1 pt

What is the benefit of using a Coroutine in Unity?

It allows executing code in parallel without blocking the main thread.

It speeds up execution by running on a separate CPU core.

It prevents memory leaks when loading new scenes.

It reduces CPU usage by running background tasks.

5.

MULTIPLE CHOICE QUESTION

20 sec • 1 pt

How can you pause a Coroutine in Unity for 2 seconds?

yield return new WaitForSeconds(2f);

Thread.Sleep(2000);

Coroutine.Wait(2f);

Delay(2f);

6.

MULTIPLE CHOICE QUESTION

20 sec • 1 pt

What is the correct way to check if an Animator has reached the end of an animation clip?

if (animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1.0f)

if (animator.GetState().IsComplete())

if (animator.AnimationEnded())

if (animator.currentClip.endTime == Time.time)

7.

MULTIPLE CHOICE QUESTION

20 sec • 1 pt

Which technique is best for optimizing performance when instantiating multiple objects in Unity?

Use Instantiate() in Update().

Use object pooling to reuse inactive objects.

Destroy objects immediately after use.

Use Resources.Load() to create objects dynamically.

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