When you want to reuse a GameObject configured in a particular way – like a non-player character (NPC), prop or piece of scenery – in multiple places in your Scene, or across multiple Scenes in your Project, you should convert it to a [.....]
Mocademy - Quiz 2

Quiz
•
Computers
•
University
•
Medium
Phong Thai
Used 1+ times
FREE Resource
15 questions
Show all answers
1.
FILL IN THE BLANK QUESTION
30 sec • 1 pt
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Unity’s Prefab system allows you to create, configure, and store a GameObject
complete with all its components, property values, and child GameObjects as a reusable Asset. The Prefab Asset acts as a [.....] from which you can create new Prefab instances in the Scene.
pool
black box
library
template
3.
FILL IN THE BLANK QUESTION
30 sec • 1 pt
You can [.....] Prefabs inside other Prefabs to create complex hierarchies of objects that are easy to edit at multiple levels.
4.
MULTIPLE SELECT QUESTION
30 sec • 1 pt
(Select all correct answers)
Object pooling can offer a significant performance boost in situations where
the memory usage is high
the cost of initializing a class instance is high
the rate of instantiation and destruction of a class is high
the game's frame rate is unstable
5.
FILL IN THE BLANK QUESTION
30 sec • 1 pt
Unity uses a [...] [...] to reclaim memory from objects that your application and Unity are no longer using. However, this also impacts runtime performance, because allocating managed memory is time consuming for the CPU, and GC might stop the CPU from doing other work until it completes its task.
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Which class is NOT in the UnityEngine.Pool namespace? (Unity 2022.3)
ObjectPool<T0>
ListPool<T0>
QueuePool<T0>
DictionaryPool<T0,T1>
7.
FILL IN THE BLANK QUESTION
30 sec • 1 pt
Serialization is the process of converting data into a compact and structured format suitable for storage and transmission, while [.....] is the process of converting the serialized data back into its original format.
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