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Laser Defender Part 2 Worksheet

Total questions: 15

Worksheet time: 8mins

Name
Class
Date
1.

Look at the following image and then answer the question, "Why are our lasers not being destroyed by our trigger volume?"

a)

Our Shredder GameObject has been disabled.

b)

Our Box Collider is not set to Trigger.

c)

Our Shredder transform has not been reset.

d)

Our laser has not been saved as a prefab.

2.

What is one of the main benefits of using a List instead of an Array?

a)

Lists are usually faster to access

b)

List are more flexible because we can more easily add and remove items

c)

Lists use [square brackets] which look cooler than <angle brackets>.

d)

Lists allow us to see how many items are in the collection at runtime whereas arrays can only be calculated before runtime.

3.

Which method would we use to progress a game object towards a specified point within our game each frame?

a)

MoveTowards()

b)

FindObjectOfType()

c)

Transform.position()

d)

MoveToPoint()

4.

Which of the following is written correctly for allowing us to get the number of enemies from another class?

a)
b)
c)
d)
5.

Which of the following names below best matches this description:"Executes a block of code on each element in an array or a collection of items"

a)

Foreach loop

b)

For loop

c)

While loop

d)

If loop

6.

Which of the following best matches the structure for writing a For Loop?

a)
b)
c)
d)
7.

Why would we use [SerializeField] for a variable that we have no intention of changing in the inspector?

a)

So that we can more effectively cache/save that variable for later use.

b)

To allow other classes to change the variable during runtime if they need to.

c)

So we can easily see in the inspector how the variable changes during runtime.

d)

So that we can write our variable at the top of our script with the other variables.

8.

What can we conclude from looking at the following code?

a)

We have two coroutines that will run one after the other - OurSecondCoroutine() will start once OurFirstCoroutine() is complete.

b)

Our code we return an error because we cannot use nested Coroutines like this.

c)

Our enemies will only start moving once all of the yield conditions of OurSecondCoroutine() have been met.

d)

Our enemies will stop moving once OurSecondCoroutine() has finished executing all of yield return conditions.

9.

Which of the following code will turn our Start method into a coroutine?

a)
b)
c)
d)
10.

A script is added to a Game Object as a what?

a)

A Cache

b)

An Add-On

c)

A Field

d)

A Component

11.

In the following method, what terminology would we use to refer to damageDealer ?

a)

Game Object

b)

Parameter

c)

Type

d)

Instance Variable

12.

Which of the following best describes a "way-point"?

a)

A point far off in the distance

b)

An invisible marker used to identify a specific location as part of a path

c)

A rest area where players can re-charge before continuing

d)

A set of instructions that describe how to complete a step in a process

13.

What is our recommended way to build an ordered list of way-point objects that a script can use?

a)

Carefully name the way-point objects with 1, 2, 3, etc. in the name

b)

Place a "way-point-X" tag on each object, where X is the order number

c)

Define an empty parent object in the Hierarchy and then place the way-point objects under that parent, in order

d)

Define an object array on a script, and then drag the way-point objects to that array in the correct order

14.

Which tab in the Unity interface will display the properties and controls for the specific game object that you select?

a)

The Inspector tab

b)

The Hierarchy tab

c)

The Properties tab

d)

The Scene tab

15.

What would following code output to the Console window?

a)

The values 4, 3, 2, 1, 0 in that order

b)

The values 3, 2, 1, 0 in that order

c)

The values 4, 3, 2, 1 in that order

d)

The values 0, 1, 2, 3, 4 in that order