Unit 3 Flashcards

1
Q

What is the primary function of a camera in a game engine?
A. To generate shadows
B. To track the player’s health
C. To render objects within its field of view
D. To animate characters

A

✅ Answer: C

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2
Q

What is a key characteristic of a first-person camera setup?
A. You control the camera separately from the character
B. You see the character from a third-person view
C. The camera is positioned as the player’s eyes
D. The game is top-down

A

✅ Answer: C

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3
Q

What type of camera setup is typically used in strategy or simulation games?
A. First-person
B. Top-down
C. Over-the-shoulder
D. Cinematic

A

✅ Answer: B

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4
Q

What is the main difference between Perspective and Orthographic projection?
A. Orthographic is used for 3D games only
B. Perspective includes depth; orthographic does not
C. Orthographic is faster to render
D. Perspective ignores object distance

A

✅ Answer: B

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5
Q

In Unity, which projection allows objects to appear the same size regardless of distance?
A. Perspective
B. Isometric
C. Orthographic
D. Panoramic

A

✅ Answer: C

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6
Q

What is frustum culling?
A. Removing background textures
B. Hiding objects outside the camera’s field of view
C. Applying post-processing effects
D. Removing unused scripts

A

✅ Answer: B

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7
Q

What is occlusion culling?
A. Removing objects that are off-screen
B. Hiding game objects in the scene view
C. Not rendering objects that are blocked by others
D. Deleting overlapping models

A

✅ Answer: C

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8
Q

Which culling technique relies on assigning objects to layers and controlling visibility with a Layer Mask?
A. Frustum Culling
B. Occlusion Culling
C. Selective Culling
D. Global Culling

A

✅ Answer: C

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9
Q

Why might developers use two separate cameras in a first-person shooter?
A. One renders the world; the other renders the weapon separately
B. One camera stores save data
C. To allow the player to zoom and sprint simultaneously
D. One camera applies lighting, the other applies shaders

A

✅ Answer: A

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10
Q

What Unity feature allows a camera to ignore certain GameObjects?
A. Console logs
B. Physics layers
C. Layer Mask
D. Shader Graph

A

✅ Answer: C

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11
Q

What issue does selective rendering of the weapon (via Layer Mask) solve in FPS games?
A. Bullets missing targets
B. Gun animations lagging
C. Gun clipping through walls
D. Player model floating

A

✅ Answer: C

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12
Q

Which of the following is not a typical alternative use for cameras in games?
A. Simulating mirrors
B. Rendering a minimap
C. Running in-game physics
D. Creating portal effects

A

✅ Answer: C

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13
Q

When using cameras to render UI elements or HUDs, where is the output usually drawn?
A. In a separate window
B. To the scene’s background
C. Onto a texture
D. As a log in the console

A

✅ Answer: C

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14
Q

What does increasing the camera’s Field of View (FOV) do?
A. Zooms in closer to the object
B. Decreases rendering performance
C. Expands how much the camera can see side-to-side
D. Inverts the camera’s direction

A

✅ Answer: C

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15
Q

Which Unity tool allows smooth camera transitions using a timeline?
A. Rigidbody
B. Cinemachine
C. Console
D. Animation Curves

A

✅ Answer: B

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16
Q

What is a common issue caused by placing a camera too close to the player’s model?
A. Lower frame rate
B. Character cannot move
C. Clipping — body or weapon appears inside walls
D. Increased FOV

A

✅ Answer: C