What is the main advantage of referencing assets through code rather than using the editor?

Asset Management in Game Development

Interactive Video
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Computers
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9th - 10th Grade
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Hard

Emma Peterson
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10 questions
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1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
It simplifies the user interface.
It makes the game run faster.
It reduces the need for coding skills.
It allows for more dynamic asset management.
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What happens when a static reference is accessed and the prefab does not exist?
The game crashes.
The prefab is instantiated.
An error message is displayed.
Nothing happens.
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Why is it necessary to remove the Start and Update methods in the Game Assets script?
To make the class simpler and focused.
To increase the execution speed.
To avoid memory leaks.
To comply with Unity's guidelines.
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the purpose of the internal reference in the Game Assets script?
To manage user input.
To log errors.
To hold a reference to the instantiated prefab.
To store the game settings.
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the trade-off mentioned for using the name 'I' instead of 'instance'?
It reduces memory usage.
It simplifies the code for small classes.
It improves readability.
It makes the code run faster.
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Why might 'I' be used instead of 'instance' in a specific tiny class?
To follow a coding standard.
To avoid conflicts with other variables.
To save typing time.
To make the code more concise.
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the first step in the practical implementation of asset referencing?
Create a new game object.
Create a resources folder.
Write a new script.
Compile the game.
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