| {"id": "api-e09", "track": "api", "difficulty": "easy", "topic": "assets", "type": "regex", "question": "Which method loads an asset from a Resources folder at runtime? Answer Class.Method.", "answer": "(?i)Resources\\.Load"} | |
| {"id": "api-e10", "track": "api", "difficulty": "easy", "topic": "lifecycle", "type": "exact", "question": "Which method destroys a GameObject or Component? Method name only.", "answer": "Destroy"} | |
| {"id": "api-e11", "track": "api", "difficulty": "easy", "topic": "instantiation", "type": "exact", "question": "Which method creates a copy of a prefab at runtime? Method name only.", "answer": "Instantiate"} | |
| {"id": "api-e12", "track": "api", "difficulty": "easy", "topic": "debug", "type": "regex", "question": "Which call prints a message to the Unity Console? Answer Class.Method.", "answer": "(?i)Debug\\.Log"} | |
| {"id": "api-e13", "track": "api", "difficulty": "easy", "topic": "lifecycle", "type": "exact", "question": "Which callback runs each time a component becomes enabled and active? Method name only.", "answer": "OnEnable"} | |
| {"id": "api-e14", "track": "api", "difficulty": "easy", "topic": "lifecycle", "type": "exact", "question": "Which callback runs when a component becomes disabled? Method name only.", "answer": "OnDisable"} | |
| {"id": "api-m08", "track": "api", "difficulty": "medium", "topic": "math", "type": "exact", "question": "Which Mathf method linearly interpolates between a and b by t? Method name only.", "answer": "Lerp"} | |
| {"id": "api-m09", "track": "api", "difficulty": "medium", "topic": "camera", "type": "exact", "question": "Which Camera method converts a world position to screen coordinates? Method name only.", "answer": "WorldToScreenPoint"} | |
| {"id": "api-m10", "track": "api", "difficulty": "medium", "topic": "physics", "type": "regex", "question": "Which method casts a ray and reports the first 3D collider hit? Answer Class.Method.", "answer": "(?i)Physics\\.Raycast"} | |
| {"id": "api-m11", "track": "api", "difficulty": "medium", "topic": "coroutine", "type": "exact", "question": "Which class waits a number of seconds in UNSCALED real time inside a coroutine? Class name only.", "answer": "WaitForSecondsRealtime"} | |
| {"id": "api-m12", "track": "api", "difficulty": "medium", "topic": "editor", "type": "regex", "question": "Which attribute makes a MonoBehaviour run in edit mode as well as play mode (Unity 6 preferred)? Attribute name only.", "answer": "(?i)(ExecuteAlways|ExecuteInEditMode)"} | |
| {"id": "api-m13", "track": "api", "difficulty": "medium", "topic": "scene", "type": "exact", "question": "What type does SceneManager.LoadSceneAsync return? Type name only.", "answer": "AsyncOperation"} | |
| {"id": "api-t06", "track": "api", "difficulty": "trap", "topic": "api-unity6", "type": "regex", "question": "In Unity 6, FindObjectsOfType (plural) is deprecated. What is the replacement method? Method name only.", "answer": "(?i)FindObjectsByType"} | |
| {"id": "api-t07", "track": "api", "difficulty": "trap", "topic": "physics-unity6", "type": "exact", "question": "Inside FixedUpdate, what does Time.deltaTime return (not the frame delta)? Property name only.", "answer": "fixedDeltaTime"} | |
| {"id": "api-t08", "track": "api", "difficulty": "trap", "topic": "async-unity6", "type": "regex", "question": "In Unity 6, which type can be directly awaited with C# 'await' (unlike a Coroutine)? Type name only.", "answer": "(?i)Awaitable"} | |
| {"id": "api-t09", "track": "api", "difficulty": "trap", "topic": "find", "type": "regex", "question": "Does GameObject.Find return INACTIVE GameObjects? Answer yes or no.", "answer": "(?i)^\\s*no"} | |
| {"id": "api-t10", "track": "api", "difficulty": "trap", "topic": "serialization-unity6", "type": "regex", "question": "Which serialization attribute (added around Unity 2020+) lets a plain C# class with [System.Serializable] also support polymorphism in the Inspector? Attribute name only.", "answer": "(?i)SerializeReference"} | |
| {"id": "bug-e03", "track": "bug", "difficulty": "easy", "topic": "idiom", "type": "regex", "question": "To make a field visible to Unity serialization AND hidden in the Inspector, which attribute hides it? Attribute name only.", "answer": "(?i)HideInInspector"} | |
| {"id": "bug-e04", "track": "bug", "difficulty": "easy", "topic": "csharp", "type": "exact", "question": "Which C# keyword makes a field shared across all instances of a class? Keyword only.", "answer": "static"} | |
| {"id": "bug-m06", "track": "bug", "difficulty": "medium", "topic": "performance", "type": "regex", "question": "Building strings with + inside Update every frame mainly causes what performance problem? One or two words.", "answer": "(?i)(gc|garbage|allocation|alloc)"} | |
| {"id": "bug-m07", "track": "bug", "difficulty": "medium", "topic": "math", "type": "regex", "question": "Comparing two floats with == is unreliable. Which Mathf method should you use instead? Answer Class.Method.", "answer": "(?i)(Mathf\\.)?Approximately"} | |
| {"id": "bug-m08", "track": "bug", "difficulty": "medium", "topic": "events", "type": "regex", "question": "A static event whose handlers are never unsubscribed typically causes what? Two words.", "answer": "(?i)(memory leak|leak)"} | |
| {"id": "bug-m09", "track": "bug", "difficulty": "medium", "topic": "coroutine", "type": "regex", "question": "Allocating 'new WaitForSeconds' every frame is wasteful; caching one avoids what? One or two words.", "answer": "(?i)(gc|garbage|allocation|alloc)"} | |
| {"id": "bug-m10", "track": "bug", "difficulty": "medium", "topic": "csharp", "type": "exact", "question": "Which interface must a class implement to be usable in a foreach loop? Interface name only.", "answer": "IEnumerable"} | |
| {"id": "bug-t04", "track": "bug", "difficulty": "trap", "topic": "lifecycle", "type": "regex", "question": "Does Start() always run before the first Update() on the same component? Answer yes or no.", "answer": "(?i)^\\s*yes"} | |
| {"id": "bug-t05", "track": "bug", "difficulty": "trap", "topic": "coroutine", "type": "regex", "question": "Can you successfully StartCoroutine on a MonoBehaviour whose GameObject is INACTIVE? Answer yes or no.", "answer": "(?i)^\\s*no"} | |
| {"id": "bug-t06", "track": "bug", "difficulty": "trap", "topic": "lifecycle", "type": "regex", "question": "Does Destroy(gameObject) remove it immediately in the same frame? Answer yes or no.", "answer": "(?i)^\\s*no"} | |
| {"id": "bug-t07", "track": "bug", "difficulty": "trap", "topic": "serialization", "type": "regex", "question": "Will [SerializeField] on a C# PROPERTY (with get/set) serialize it by default? Answer yes or no.", "answer": "(?i)^\\s*no"} | |
| {"id": "bug-t08", "track": "bug", "difficulty": "trap", "topic": "physics", "type": "regex", "question": "For OnCollisionEnter to fire, at least one of the two objects must have which component? Component name only.", "answer": "(?i)Rigidbody"} | |
| {"id": "api-m14", "track": "api", "difficulty": "medium", "topic": "components", "type": "exact", "question": "Which method gets a component from the GameObject or any of its children? Method name only.", "answer": "GetComponentInChildren"} | |