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Attend MockTest
📋
15 Questions
⏱️
30 Minutes
📚
Multiple Choice
Progress
0
/ 15 Answered
Question 1 of 15
30:00
What is Shader Graph?
A
A chart tool
B
A visual shader creation tool
C
A performance profiler
D
A mesh editor
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Question 2 of 15
30:00
What is the default projection mode for cameras?
A
Orthographic
B
Perspective
C
Isometric
D
Parallel
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Question 3 of 15
30:00
What does Orthographic projection do?
A
Adds distortion
B
Renders without perspective depth
C
Increases field of view
D
Enables VR
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Question 4 of 15
30:00
What is the Camera's Culling Mask used for?
A
To blur objects
B
To control which layers the camera renders
C
To adjust brightness
D
To enable shadows
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Question 5 of 15
30:00
What three properties does Transform have?
A
Color, Size, Shape
B
Position, Rotation, Scale
C
Width, Height, Depth
D
X, Y, Z
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Question 6 of 15
30:00
What is the difference between transform.position and transform.localPosition?
A
No difference
B
position is world space, localPosition is relative to parent
C
localPosition is deprecated
D
position is faster
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Question 7 of 15
30:00
How do you make one GameObject follow another?
A
Use physics
B
Set parent or update position in script
C
Use animator
D
Use renderer
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Question 8 of 15
30:00
How do you create a GameObject at runtime?
A
GameObject.Create()
B
Instantiate()
C
new GameObject()
D
GameObject.Spawn()
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Question 9 of 15
30:00
How do you destroy a GameObject?
A
GameObject.Delete()
B
Destroy()
C
Remove()
D
GameObject.Destroy()
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Question 10 of 15
30:00
What is the difference between Destroy() and DestroyImmediate()?
A
No difference
B
DestroyImmediate happens instantly, Destroy waits until end of frame
C
DestroyImmediate is deprecated
D
Destroy is faster
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Question 11 of 15
30:00
How do you find a GameObject by tag?
A
GameObject.Find()
B
GameObject.FindWithTag()
C
GameObject.FindGameObjectWithTag()
D
FindByTag()
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Question 12 of 15
30:00
What are Layers used for?
A
Organization only
B
Selective rendering, raycasting, and collisions
C
Sorting objects
D
Performance
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Question 13 of 15
30:00
How many layers are available in Unity?
A
16
B
32
C
64
D
Unlimited
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Question 14 of 15
30:00
What are Quaternions used for in Unity?
A
Physics calculations
B
Rotation representation
C
Color blending
D
Audio mixing
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Question 15 of 15
30:00
Why use Quaternions instead of Euler angles?
A
They look better
B
They avoid gimbal lock and interpolate smoothly
C
They are faster
D
They are easier to understand
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