Practice / game

Game development practice

Every Game development exercise, built from a topic you can open beside it.

26 exercises runs offline
game Quiz new A pause-menu notice must disappear after two real seconds while Time.timeScale is zero. W… Use IEnumerator for multi-frame flows, choose yield instructions precisely, and control timing, stopping, and MonoBehaviour lifecycles. beginner 1 min · from Unity coroutines game Quiz new What happens to an already-running coroutine when only its MonoBehaviour.enabled property… Use IEnumerator for multi-frame flows, choose yield instructions precisely, and control timing, stopping, and MonoBehaviour lifecycles. intermediate 1 min · from Unity coroutines game Predict the output new In what order do these messages appear? Use IEnumerator for multi-frame flows, choose yield instructions precisely, and control timing, stopping, and MonoBehaviour lifecycles. beginner 2 min · from Unity coroutines game Review AI code new Review generated pause notice Use IEnumerator for multi-frame flows, choose yield instructions precisely, and control timing, stopping, and MonoBehaviour lifecycles. advanced 6 min · from Unity coroutines game Spot the bug new Spot the bug in the damage flash Use IEnumerator for multi-frame flows, choose yield instructions precisely, and control timing, stopping, and MonoBehaviour lifecycles. intermediate 4 min · from Unity coroutines game Quiz new What determines an entity archetype in Unity Entities? Use Entities 1.4 to reason about ECS data layout, job dependencies, Burst compilation, structural changes, and stale generated APIs. beginner 1 min · from Unity DOTS game Quiz new A job records AddComponent<Dead> into an EndSimulation ECB. When can another system relia… Use Entities 1.4 to reason about ECS data layout, job dependencies, Burst compilation, structural changes, and stale generated APIs. intermediate 1 min · from Unity DOTS game Predict the output new What does the final Debug.Log print when Moving is enableable? Use Entities 1.4 to reason about ECS data layout, job dependencies, Burst compilation, structural changes, and stale generated APIs. intermediate 2 min · from Unity DOTS game Review AI code new Review generated death system Use Entities 1.4 to reason about ECS data layout, job dependencies, Burst compilation, structural changes, and stale generated APIs. advanced 6 min · from Unity DOTS game Spot the bug new Spot the bug in job scheduling Use Entities 1.4 to reason about ECS data layout, job dependencies, Burst compilation, structural changes, and stale generated APIs. intermediate 4 min · from Unity DOTS game Quiz new Which statement best describes the relationship between a GameObject and its components? Build a sound mental model of the Unity editor, GameObjects, components, transforms, serialized fields, lifecycle messages, and Prefab instances. beginner 1 min · from Unity fundamentals game Predict the output new For one enabled component on an active scene object, what is the first-run log order? Build a sound mental model of the Unity editor, GameObjects, components, transforms, serialized fields, lifecycle messages, and Prefab instances. beginner 2 min · from Unity fundamentals game Review AI code new Review generated door follower Build a sound mental model of the Unity editor, GameObjects, components, transforms, serialized fields, lifecycle messages, and Prefab instances. advanced 6 min · from Unity fundamentals game Quiz new A saved Prefab has speed = 3 in the Inspector. The script initializer changes from 3 to 5… Build a sound mental model of the Unity editor, GameObjects, components, transforms, serialized fields, lifecycle messages, and Prefab instances. beginner 1 min · from Unity fundamentals game Spot the bug new Spot the bug in the player follower Build a sound mental model of the Unity editor, GameObjects, components, transforms, serialized fields, lifecycle messages, and Prefab instances. intermediate 4 min · from Unity fundamentals game Quiz new Without an explicit execution-order rule, what can component A safely assume about compon… Understand when Awake, Start, and frame callbacks run, then handle initialization, physics, subscriptions, disabling, and destruction correctly. intermediate 1 min · from MonoBehaviour lifecycle game Quiz new A MonoBehaviour starts a coroutine, then code sets component.enabled = false while its Ga… Understand when Awake, Start, and frame callbacks run, then handle initialization, physics, subscriptions, disabling, and destruction correctly. intermediate 1 min · from MonoBehaviour lifecycle game Quiz new Why should OnDestroy not be the only release path for a mandatory external resource? Understand when Awake, Start, and frame callbacks run, then handle initialization, physics, subscriptions, disabling, and destruction correctly. intermediate 1 min · from MonoBehaviour lifecycle game Predict the output new An initially active, enabled component finishes Start, then another component calls Cycle… Understand when Awake, Start, and frame callbacks run, then handle initialization, physics, subscriptions, disabling, and destruction correctly. beginner 2 min · from MonoBehaviour lifecycle game Review AI code new Review generated patrol motor Understand when Awake, Start, and frame callbacks run, then handle initialization, physics, subscriptions, disabling, and destruction correctly. advanced 6 min · from MonoBehaviour lifecycle game Spot the bug new Spot the bug in the alarm listener Understand when Awake, Start, and frame callbacks run, then handle initialization, physics, subscriptions, disabling, and destruction correctly. intermediate 4 min · from MonoBehaviour lifecycle game Quiz new Two enemies share one ActorDefinition. Where should each enemy's current health normally … Use ScriptableObjects for shared configuration while keeping runtime state, serialization, cloning, save IDs, and Editor lifecycle boundaries explicit. beginner 1 min · from Unity ScriptableObject assets game Predict the output new The two parameters refer to the same HealthDefinition asset. What does Run log? Use ScriptableObjects for shared configuration while keeping runtime state, serialization, cloning, save IDs, and Editor lifecycle boundaries explicit. beginner 2 min · from Unity ScriptableObject assets game Review AI code new Review generated tool state Use ScriptableObjects for shared configuration while keeping runtime state, serialization, cloning, save IDs, and Editor lifecycle boundaries explicit. advanced 6 min · from Unity ScriptableObject assets game Spot the bug new Spot the bug in the save helper Use ScriptableObjects for shared configuration while keeping runtime state, serialization, cloning, save IDs, and Editor lifecycle boundaries explicit. intermediate 4 min · from Unity ScriptableObject assets game Quiz new Which statement about Unity 6.6 serialization is accurate? Use ScriptableObjects for shared configuration while keeping runtime state, serialization, cloning, save IDs, and Editor lifecycle boundaries explicit. intermediate 1 min · from Unity ScriptableObject assets