[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"$fHwHjWE2FJiD86VA29joCZ5YYLCWY41-6JP7V3Zr3g48":3},{"answer":4,"createTime":5,"id":6,"options":7,"origin":12,"question":18,"related":19,"source":29,"type":30},[],"2023-05-08 17:28:04",967611330,[8,9,10,11],"若要使游戏对象显示到游戏场景中,则需要在游戏对象上附加Render类组件","若要把Camera组件附加到游戏对象上,可以使该物体变为摄像机","Transform组件只用于物体的位置变换","所有的脚本都是组件,都 可以附加到游戏对象上",{"courseId":13,"courseImg":14,"courseName":15,"workId":16,"workName":17},"1000013211","https:\u002F\u002Ftihai-oss-cloud.itihey.com\u002Fimg\u002F1ed81930ca7e9fe9c2d0fce260f39d19.jpg","虚拟现实技术及应用","55101123","虚拟现实技术及应用教程考试","下列说法正确的是( )",[20,31,40,49,58,61,71,80,88,93],{"answer":21,"createTime":5,"id":22,"options":23,"question":28,"source":29,"type":30},[],967611301,[24,25,26,27],"鼠标操作","触摸操作","手柄操作","键盘操作","相较于PC游戏,移动游戏需要使用不同的控制操作为:( )","v2",0,{"answer":32,"createTime":5,"id":33,"options":34,"question":39,"source":29,"type":30},[],967611302,[35,36,37,38],"Objects -&gt; Physics -&gt; Box Collider","Assets -&gt; Create -&gt; Colliders -&gt; Box Collider","Components -&gt; Physics -&gt; Box Collider","Physics -&gt; Collisions -&gt; Box","如何通过顶部的菜单栏添加Box Collider( )",{"answer":41,"createTime":5,"id":42,"options":43,"question":48,"source":29,"type":30},[],967611308,[44,45,46,47],"选中Scene窗口中的某个GameObject,单击鼠标右键,选择Create Prefab","将GameObject从Hierarchy拖动到Project中","按住Shift,然后GameObject从Hierarchy拖动到空白处","创建一个空GameObject,然后将组件拖到这个GameObject上","以下哪个操作可以创建预制件(Prefab):( )",{"answer":50,"createTime":5,"id":51,"options":52,"question":57,"source":29,"type":30},[],967611328,[53,54,55,56],"PointLights","SpotLights","DirectionalLights","AreaLights","在Unity中,我们可以采用下列哪种光源可模拟阳光和月光效果( )",{"answer":59,"createTime":5,"id":6,"options":60,"question":18,"source":29,"type":30},[],[8,9,10,11],{"answer":62,"createTime":5,"id":63,"options":64,"question":69,"source":29,"type":70},[],967611344,[65,66,67,68],"Position","Rotation","Scale","Color","以下哪些Transform参数可以在Inspector中直接编辑:( )",1,{"answer":72,"createTime":5,"id":73,"options":74,"question":79,"source":29,"type":70},[],967611357,[75,76,77,78],"OnCollisionEnter","OnCollisionExit","OnCollisionUpdate","OnCollisionStay","下列哪个函数属于碰撞事件?( )",{"answer":81,"createTime":5,"id":82,"options":83,"question":86,"source":29,"type":87},[],967611365,[84,85],"对","错","C#不同命名空间中可以存在相同类名. ( )",3,{"answer":89,"createTime":5,"id":90,"options":91,"question":92,"source":29,"type":87},[],967611368,[84,85],"当场景中有多个摄像机时,可以设置摄像机的 depth 值,调整相机的渲染顺序.( )",{"answer":94,"createTime":5,"id":95,"options":96,"question":97,"source":29,"type":87},[],967611372,[84,85],"灯光有两种渲染方式:顶点光照光照和像素光照,像素光照比较耗费资源.( )"]