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Quiz

1/10
Unity Programming
A lead programmer asks you to fix a component that intermittently reads a null value on the first frame:
void Awake()
{
_health = GetComponent<Health>();
_panel = _health.Panel;
}
The Health component assigns its Panel field inside its own Awake. Which change follows Unity's documented lifecycle most safely?
Select the answer
1 correct answer
A.
Move both lines into OnEnable, because OnEnable for every object always runs after every Awake in the scene
B.
Move both lines into FixedUpdate, because the physics loop guarantees a deterministic initialisation order
C.
Keep the GetComponent call in Awake and read _health.Panel in Start, because every Awake in the scene completes before any Start runs
D.
Move both lines into LateUpdate and guard them with a bool so they only execute once

Quiz

2/10
UI
A designer sets a Panel's RectTransform so that Anchor Min is (0, 0) and Anchor Max is (1, 1), and then types 20 into the Left, Right, Top and Bottom fields. The Panel is a child of a full-screen Canvas that uses Screen Space - Overlay. What happens to the Panel when the game window is resized from 1920x1080 to 1280x720?
Select the answer
1 correct answer
A.
The Panel keeps the pixel width and height it had at design time, because Left/Right/Top/Bottom are only editor gizmos.
B.
The Panel scales uniformly and preserves its original aspect ratio, adding letterboxing bars of 20 pixels.
C.
The Panel resizes together with the Canvas, always leaving a 20 pixel gap on every side of its parent.
D.
The anchors are ignored unless the Canvas Scaler is set to Constant Pixel Size.

Quiz

3/10
Debugging
Forty copies of an enemy prefab are active in the scene and one of them logs "Target lost" every frame. You want clicking that Console entry to highlight and ping the exact GameObject that produced it in the Hierarchy window. Which call achieves this?
Select the answer
1 correct answer
A.
Debug.Log("Target lost on " + gameObject.name);
B.
Debug.Log("Target lost", gameObject);
C.
Debug.LogFormat("Target lost {0}", gameObject);
D.
Debug.Log(gameObject, "Target lost");

Quiz

4/10
Asset Management
You have built an enemy character in the Hierarchy out of a parent GameObject, a child mesh, a Collider, a Rigidbody and an EnemyAI script. You drag that parent GameObject from the Hierarchy into a folder in the Project window. What is the immediate result?
Select the answer
1 correct answer
A.
The GameObject is moved out of the scene and exists only as an asset until you drag it back into the Hierarchy.
B.
A prefab asset file is created in that folder and the original scene object is converted into an instance linked to it.
C.
A snapshot copy is saved as an asset, but the scene object stays an ordinary GameObject with no link to the new asset.
D.
Unity creates a prefab variant of whichever prefab is nearest in the scene hierarchy.

Quiz

5/10
Unity Programming
Your lead reports that a Rigidbody-driven crate visibly stutters and sometimes tunnels through thin walls. The current code is:
void Update()
{
_rb.MovePosition(_rb.position + _input * _speed * Time.deltaTime);
}
Which correction should you submit?
Select the answer
1 correct answer
A.
Keep the call in Update but replace Time.deltaTime with Time.fixedDeltaTime
B.
Move the MovePosition call into FixedUpdate and use Time.fixedDeltaTime for the step
C.
Move the call into LateUpdate so it runs after all other movement code has finished
D.
Wrap the call in a coroutine that yields on WaitForEndOfFrame each iteration

Quiz

6/10
UI
A compass needle image must rotate around the bottom centre of its own rectangle rather than around its middle. Which statement about the RectTransform pivot is accurate?
Select the answer
1 correct answer
A.
The pivot is the normalized point inside the element's own rect that rotation and scaling happen around, and anchoredPosition is measured from the anchor reference point to the pivot.
B.
The pivot only affects where child objects are placed and has no influence on the element's own rotation.
C.
The pivot and the anchor are two names for the same value, so changing one automatically changes the other.
D.
The pivot must remain at (0.5, 0.5) or Unity will refuse to apply rotation to the RectTransform.

Quiz

7/10
Debugging
A NullReferenceException is thrown somewhere inside a long chain of Update calls, but by the time you notice it in the Console the game state has already moved on. You want Play mode to halt the instant the exception is logged so you can inspect component values in the Inspector at that exact frame. Which Console window option should you enable?
Select the answer
1 correct answer
A.
Collapse
B.
Clear on Play
C.
Error Pause
D.
Clear on Build

Quiz

8/10
Asset Management
In the Hierarchy window a GameObject named Turret is shown with blue text, a blue box icon and a small right pointing arrow at the far right of its row. Its children do not show that arrow. What does this styling tell you?
Select the answer
1 correct answer
A.
The object is marked static and will be included in a baked lighting or occlusion batch.
B.
The object is currently disabled and will not render or receive Update calls.
C.
The object is the root of a prefab instance linked to a prefab asset, and the arrow opens that asset in Prefab Mode.
D.
The object has unsaved overrides that must be applied before the scene can be saved.

Quiz

9/10
Unity Programming
During a code review a teammate claims that Time.deltaTime is meaningless inside FixedUpdate and must never be used there. What does Time.deltaTime actually return when it is read inside FixedUpdate?
Select the answer
1 correct answer
A.
Zero, because the frame has not advanced during a physics step
B.
The wall-clock time elapsed since the previous rendered frame, exactly as it does in Update
C.
One divided by the value set in Application.targetFrameRate
D.
The fixed timestep, that is, the same value that Time.fixedDeltaTime reports

Quiz

10/10
UI
An enemy in a 3D scene needs a floating health bar that hovers above its head, is correctly occluded when the enemy walks behind a wall, and shrinks with distance like any other object in the world. Which Canvas configuration should be used?
Select the answer
1 correct answer
A.
One shared Screen Space - Overlay Canvas, repositioning the bar every frame with Camera.main.WorldToScreenPoint.
B.
A Screen Space - Camera Canvas assigned to the main camera with a small Plane Distance.
C.
A Screen Space - Overlay Canvas with a Canvas Scaler set to Scale With Screen Size.
D.
A World Space Canvas parented to the enemy, sized in world units and facing the camera.
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