Unity Modul 2 Quiz

Unity Modul 2 Quiz

9th - 12th Grade

10 Qs

quiz-placeholder

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Unity Modul 2 Quiz

Unity Modul 2 Quiz

Assessment

Quiz

Information Technology (IT)

9th - 12th Grade

Practice Problem

Medium

Created by

Drazen Drinic

Used 7+ times

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10 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

2 mins • 1 pt

If it says, “Hello there!” in the console, what was the code used to create that message?

Debug(“Hello there!”);

Debug.Log("Hello there!");

Debug.Console(“Hello there!”);

Debug.Log(Hello there!);

Answer explanation

Debug.Log() prints messages to the console and can accept String parameters between quotation marks, such as “Hello there!”

2.

MULTIPLE CHOICE QUESTION

2 mins • 1 pt

Media Image

If you want to destroy an object when its health reaches 0, what code would be best in the blank below?

health > 0

health.0

health < 1

health < 0

Answer explanation

Since the “health” variable is an int, anything less than 1 would be “0”. The sign for “less than” is “<”.

3.

MULTIPLE CHOICE QUESTION

2 mins • 1 pt

Media Image

The code below creates an error that says, “error CS1503: Argument 1: cannot convert from 'UnityEngine.GameObject[]' to 'UnityEngine.Object'”.

What could you do to remove the errors?

On line 1, change “GameObject[]” to “GameObject”

On line 1, change “enemyPrefabs” to “enemyPrefabs[0]

On line 3, change “Start()” to “Update()”

On line 5, change “enemyPrefabs” to “enemyPrefabs[0]”

Either:
On line 1, change “GameObject[]” to “GameObject”
or
On line 5, change “enemyPrefabs” to “enemyPrefabs[0]”

Answer explanation

“GameObject[]” is a GameObject array. You cannot instantiate an array, but you can instantiate an object inside an array. So you could either remove the array and have Instantiate use an individual object or you could use an GameObject index of that Array but both would not work.

4.

MULTIPLE CHOICE QUESTION

2 mins • 1 pt

Media Image

Which comment best describes the following code?

// If player collides with another object, destroy player

// If enemy collides with another object, destroy the object

// If player collides with a trigger, destroy trigger

// If player collides with another object, destroy the object

Answer explanation

Since it’s inside the PlayerController class, and it is destroying other.gameObject, it is destroying something that the player collides with.

5.

MULTIPLE CHOICE QUESTION

2 mins • 1 pt

Media Image

If you want to move the character up continuously as the player presses the up arrow, what code would be best in the two blanks below:

  1. GetKey(KeyCode.UpArrow)

  1. GetKeyDown(UpArrow)

  1. GetKeyUp(KeyCode.Up)

GetKeyHeld(Vector3.Up)

Answer explanation

“Input.GetKey” tests for the user holding down a key (as opposed to KeyKeyDown, which test for a single press down of a Key).

6.

MULTIPLE CHOICE QUESTION

2 mins • 1 pt

Media Image

Read the documentation from the Unity Scripting API and the code below. Which of the following are possible values for the randomFloat and randomInt variables?

float randomFloat = Random.Range(0, 100);

int randomInt = Random.Range(0, 100);

randomFloat = 100.0f;
randomInt = 0;

randomFloat = 100.0f;
randomInt = 100;

randomFloat = 50.5f;
randomInt = 100;

randomFloat = 0.0f;
randomInt = 50.5;

Answer explanation

As it says in the documentation, Random.Range does not include the maximum value for integers, but does include the maximum value for floats. This means that randomInt cannot be 100, but randomFloat can be.

7.

MULTIPLE CHOICE QUESTION

2 mins • 1 pt

Media Image

You are trying to randomly spawn objects from an array. However, when your game is running, you see in the console that there was an “error at Assets/Scripts/SpawnManager.cs:5. IndexOutOfRangeException: Index was outside the bounds of the array.” Which line of code should you edit in order to resolve this problem and still retain the random object functionality?

Line 1

Line 3

Line 4

Line 5

Answer explanation

Line 4, which generates the objectIndex, must be generating an index value that is too high for the number of objects in the array. The best thing to do would be to change it to “Random.Range(0, randomObjects.Length);

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