Unit 5 Flashcards

1
Q

What is a “collision” in game development?
A. A crash of the game engine
B. When textures fail to render
C. When two objects (or their bounding boxes) overlap
D. When objects are loaded into memory

A

✅ Answer: C

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2
Q

Why is collision detection important in games?
A. To reduce loading times
B. To allow for destructible terrain
C. To make the game more fun, interactive, and challenging
D. To save game files

A

✅ Answer: C

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2
Q

Why is continuous collision detection more computationally expensive?
A. It loads extra textures
B. It checks for collisions constantly rather than only after the fact
C. It requires custom shaders
D. It plays background music

A

✅ Answer: B

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2
Q

What are the two key components of collision systems in games?
A. Detection and shaders
B. Physics and lighting
C. Detection and response
D. Rendering and culling

A

✅ Answer: C

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2
Q

What is the main difference between discrete and continuous collision detection?
A. Discrete runs in multiplayer only
B. Continuous is cheaper to compute
C. Discrete checks after objects overlap; continuous checks constantly
D. They produce different sound effects

A

✅ Answer: C

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3
Q

What does a custom collision response allow you to do?
A. Ignore collision entirely
B. Trigger actions not tied to physics, like pickups or doors
C. Slow down all physics
D. Break the animation system

A

✅ Answer: B

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4
Q

Which of the following is an example of a custom response?
A. An object bouncing when hit
B. The player model shaking
C. A collectible disappearing when touched
D. The lighting changing when moving

A

✅ Answer: C

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5
Q

What is a trigger in Unity?
A. A button for restarting the game
B. A collider that is visually animated
C. A collider that detects overlap but does not react physically
D. A camera setting

A

✅ Answer: C

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6
Q
A
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7
Q

What Unity method is typically called when a trigger is entered?
A. OnEnter()
B. OnColliderOverlap()
C. OnTriggerEnter()
D. OnContact()

A

✅ Answer: C

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7
Q

What is a good real-world analogy for a trigger?
A. A sliding door that opens when you stand in front of it
B. A door with a handle
C. A wall that can’t be passed
D. A keyboard key

A

✅ Answer: A

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7
Q

Why don’t triggers affect object movement physically?
A. They’re invisible
B. They only detect, not block
C. They’re only used in 2D
D. They’re used for lighting

A

✅ Answer: B

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8
Q

Which scenario best uses a trigger collider instead of a standard one?
A. A falling platform
B. A crate sliding on ice
C. A coin that disappears when touched
D. A projectile bouncing off a wall

A

✅ Answer: C

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