What is the primary purpose of affiliate marketing in the U.S. and globally?
Unity VR User

Quiz
•
Computers
•
9th Grade
•
Medium
Michael Wilson
Used 2+ times
FREE Resource
50 questions
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1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
To increase social media presence
To create direct sales through partnerships
To reduce advertising costs for companies
To develop new product lines
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
In the context of VR, how does the movement of a player's avatar typically differ from real-world movement?
The avatar moves in a linear fashion without rotation
The avatar cannot rotate and only moves in 2D
The avatar's movement is controlled by controllers or motion tracking
The avatar moves at a slower speed than in real life
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Which of the following describes the "degrees of freedom" in VR locomotion?
The number of axes a user can move their avatar along
The number of audio sources a VR system can process
The number of avatars that can exist in a scene
The number of items an avatar can pick up in a game
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Which locomotion type involves rotating the avatar along three axes?
3-axis motion
6-axis rotation
2D motion
Avatar scaling
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the benefit of using 6-axis rotation in a VR system?
It allows for full rotational freedom in 3D space, enhancing immersion
It limits the avatar’s movement to ensure player safety
It prevents the avatar from rotating in the virtual environment
It restricts movement to only horizontal rotation
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
How do player locomotion types affect health and safety in VR environments?
They eliminate the risk of motion sickness
They determine how comfortable and safe the player’s experience will be
They allow players to move freely without physical constraints
They make the avatar immune to collisions
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Identify the correct scenario where health and safety measures must be taken during VR interactions.
When a player moves in a 2D environment
When a player experiences VR-induced motion sickness
When the avatar is not allowed to rotate
When the avatar is stationary in a scene
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