GDes Chapter 04- Managing Assets Final

GDes Chapter 04- Managing Assets Final

9th - 12th Grade

30 Qs

quiz-placeholder

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GDes Chapter 04- Managing Assets Final

GDes Chapter 04- Managing Assets Final

Assessment

Quiz

Computers

9th - 12th Grade

Medium

Created by

Tiffany Thomas

Used 2+ times

FREE Resource

30 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

20 sec • 1 pt

Instantiate
The process of creating a new instance of a GameObject or Prefab during runtime.
A button in the Inspector window that allows you to attach new components to a GameObject.
Visual indicators in the Hierarchy window that represent the type and status of GameObjects, such as Prefab icons or active/inactive states.
A mode in the Unity Editor that allows you to make changes to a Prefab directly, affecting all instances of that Prefab.

Answer explanation

Jupiter is a gas giant made primarily of hydrogen and helium. Unlike terrestrial planets that have solid surfaces, gas giants like Jupiter don't have a well-defined solid surface, allowing them to accumulate more mass in a gaseous form. This composition has allowed Jupiter to grow significantly larger than planets with solid surfaces.

2.

MULTIPLE CHOICE QUESTION

20 sec • 1 pt

Hierarchy Window
A Unity Editor window that displays a tree
Unity's online marketplace where developers can buy and sell assets, packages, and tools for use in Unity projects.
The Unity subsystem responsible for simulating physical interactions between GameObjects, including collisions and rigidbody dynamics.
A component of a GameObject that defines its position, rotation, and scale in the 3D space.

3.

MULTIPLE CHOICE QUESTION

20 sec • 1 pt

Project Window
A Unity Editor window that displays the assets in your project, including scenes, scripts, textures, and other files.
A button in the Inspector window that allows you to remove a selected component from a GameObject.
The relationship between GameObjects where one GameObject (child) is attached to another (parent), inheriting its transform properties.
A part of the Inspector window that lists all the components attached to a GameObject, allowing you to add, remove, or modify them.

4.

MULTIPLE CHOICE QUESTION

20 sec • 1 pt

Scene View
The main visual editor in Unity where you arrange and manipulate GameObjects in your scene.
A component of a GameObject that defines its position, rotation, and scale in the 3D space.
The process of creating a new instance of a GameObject or Prefab during runtime.
A Unity Editor window that displays the properties and components of the currently selected GameObject, allowing for modification.

5.

MULTIPLE CHOICE QUESTION

20 sec • 1 pt

Prefab
A pre-configured, reusable GameObject or collection of GameObjects that can be saved as an asset and easily instantiated in scenes.
A compressed file containing Unity assets, scenes, and metadata, facilitating the sharing and distribution of projects and resources.
The main visual editor in Unity where you arrange and manipulate GameObjects in your scene.
A button in the Inspector window that allows you to attach new components to a GameObject.

6.

MULTIPLE CHOICE QUESTION

20 sec • 1 pt

Prefab Mode
A mode in the Unity Editor that allows you to make changes to a Prefab directly, affecting all instances of that Prefab.
A label that can be assigned to GameObjects for organizational purposes or to identify specific types of objects.
A way to categorize GameObjects for organizational and functional purposes, such as for physics or rendering.
A button in the Inspector window that allows you to remove a selected component from a GameObject.

7.

MULTIPLE CHOICE QUESTION

20 sec • 1 pt

Transform
A component of a GameObject that defines its position, rotation, and scale in the 3D space.
A mode in the Unity Editor that allows you to make changes to a Prefab directly, affecting all instances of that Prefab.
A Unity Editor window that displays the properties and components of the currently selected GameObject, allowing for modification.
Visual indicators in the Hierarchy window that represent the type and status of GameObjects, such as Prefab icons or active/inactive states.

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