
Net Code for Entities in Unity

Interactive Video
•
Computers
•
9th - 12th Grade
•
Hard

Amelia Wright
FREE Resource
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10 questions
Show all answers
1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the primary advantage of using Net Code for Entities in Unity?
It simplifies game object creation.
It enhances performance for complex multiplayer games.
It provides better graphics rendering.
It reduces the need for coding.
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Which component is essential for sending an RPC from a client to a server in Unity's Net Code for Entities?
Network Stream In Game
Send RPC Command Request
Ghost Owner
Entity Manager
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What does the 'in-game' state signify in Net Code for Entities?
The server is offline.
The game is paused.
The connection is ready to synchronize data beyond RPCs.
The game is in development mode.
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is a 'ghost' in the context of Net Code for Entities?
A type of game object used for testing.
A debugging tool for network issues.
A network object that synchronizes data like position.
A placeholder for unimplemented features.
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
How can you ensure that a client only modifies inputs for the player object it owns?
By using a separate server for each client.
By disabling network synchronization.
By setting the player object as static.
By using the Ghost Owner Is Local component.
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the primary benefit of client-side prediction in multiplayer games?
It eliminates the need for a server in multiplayer games.
It ensures that all players have the same game state at all times.
It allows players to see immediate responses to their actions without waiting for server confirmation.
It reduces the server load by offloading computations to the client.
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
How can custom data be synchronized across clients in netcode for entities?
By using a third-party synchronization tool.
By sending data packets manually.
By marking the data with a Ghost Field attribute.
By using a shared database.
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