Game development practice
Every Game development exercise, built from a topic you can open beside it.
26 exercises runs offline
All tracks Python 139 JavaScript 184 TypeScript 76 Go 106 Rust 75 Java 81 Kotlin 66 C++ 92 C# 88 Swift 68 PHP 69 Frontend 82 Backend 139 Architecture and system design 25 DevOps and cloud 15 Data and databases 5 Data science 31 AI and LLM engineering 75 Security 26 Game development 26 Coding in the AI era 101 CS foundations 164
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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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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.
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