
Window Management in Game Development

Interactive Video
•
Computers
•
9th - 10th Grade
•
Hard

Ethan Morris
FREE Resource
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10 questions
Show all answers
1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What was the initial limitation of the character portrait window?
It could only display one character at a time.
It could not be closed once opened.
It was not resizable.
It did not show the character's name.
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the purpose of converting the window into a prefab?
To improve the window's performance.
To enable the window to be used in different scenes.
To allow multiple instances of the window to be created.
To make it easier to edit the window design.
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Why was a static function used for window instantiation?
To ensure only one instance of the window exists.
To simplify the code by avoiding instance references.
To make the window compatible with different game engines.
To allow the window to be resized dynamically.
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What issue arose with the camera view when multiple windows were opened?
The windows overlapped each other.
The camera view was not visible.
All windows showed the same character view.
The camera view was upside down.
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
How was the camera view issue resolved?
By resizing the windows.
By creating a new render texture for each window.
By using a different camera for each window.
By changing the camera angle.
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What change was made to the window hiding logic?
Windows were minimized instead of closed.
Windows were hidden behind other UI elements.
Windows were moved off-screen.
Windows were destroyed instead of hidden.
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Why was a dictionary used in the code?
To keep a history of opened windows.
To store character stats.
To track which windows are open and their associated characters.
To manage window animations.
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