Game Developer
Game engines (Unity, Unreal) questions
150 questions on Game engines (Unity, Unreal) for game developers, easiest first.
Easy 54
- Frame-rate independent movementeasy
- Where to apply physics forceseasy
- Value returned by Lerpeasy
- Awake or Start firsteasy
- What a prefab iseasy
- Waiting two seconds in a coroutineeasy
- GetComponent every frameeasy
- Local vs world positioneasy
- What Blueprints areeasy
- Input actions instead of keyseasy
- What deltaTime iseasy
- Button drifts on other screenseasy
- Shared stats for many enemieseasy
- Bullets hitting their shootereasy
- Sound with no directioneasy
- Switching from idle to runeasy
- Per-frame code in Unrealeasy
- Object still there after Destroyeasy
- Health ratio is always zeroeasy
- Godot signalseasy
- Kinematic rigidbodyeasy
- Private field in the Inspectoreasy
- OnTriggerEnter never fireseasy
- Pausing with Time.timeScaleeasy
- Music that survives scene changeseasy
- Changing the spawned enemyeasy
- Component that needs a positioneasy
- GameMode is null on clientseasy
- Who controls the charactereasy
- Godot callback for moving a bodyeasy
- Showing a Godot variable in the editoreasy
- Player walks through wallseasy
- Many sprites, many draw callseasy
- Calling C++ from Blueprinteasy
- Camera follow jitterseasy
- Batching rocks that never moveeasy
- Buttons do not respond to clickseasy
- Footsteps cut each other offeasy
- Painting a 2D platformer leveleasy
- Floatier jump for one charactereasy
- Camera framing without custom codeeasy
- Fire goblin based on goblineasy
- Door logic needed in many levelseasy
- Building a HUD in Unrealeasy
- Ghost passes through wallseasy
- Getting a child node in Godoteasy
- Global game state in Godoteasy
- Getting what a raycast hiteasy
- LoadScene fails in the buildeasy
- Script cannot be addedeasy
- Where to start a timer in Unrealeasy
- .meta files in Giteasy
- Godot scenes and mergeseasy
- Two artists edit one Unreal mapeasy
Medium 56
- Garbage in Updatemedium
- UObject pointer gets destroyedmedium
- Error after enemy is destroyedmedium
- Coroutine stopped silentlymedium
- Memory keeps growing with Addressablesmedium
- Server RPC is ignoredmedium
- OnRep not running on the hostmedium
- Rotate turns the wrong waymedium
- Raycast ignores the Ground layermedium
- Testing a jump over several framesmedium
- Timer text slows the whole HUDmedium
- Rotation reads back as 350medium
- Checking an object's tagmedium
- Finding the player every framemedium
- Order of first callbacksmedium
- When yield return null resumesmedium
- Hitches when firing a minigunmedium
- FixedUpdate calls at 25 FPSmedium
- Fast ball passes through a thin wallmedium
- Feet slide during walkmedium
- Texture format for mobilemedium
- Changing one enemy's colourmedium
- Drawing 5,000 identical treesmedium
- target?.Attack() on a destroyed enemymedium
- Picking a class to spawn in Unrealmedium
- Replicated health never updatesmedium
- Every skin loads at startupmedium
- Where game logic should livemedium
- Driving a car uses different keysmedium
- When to use the Gameplay Ability Systemmedium
- Disabling a collision shape on hitmedium
- Finding garbage in the Profilermedium
- Ball does not bounce on the floormedium
- Attack plays again by itselfmedium
- Footstep sound in sync with the footmedium
- Smooth walk-to-runmedium
- Agents walk into a moving cratemedium
- Characters look flat in a baked scenemedium
- Rooms behind walls still rendermedium
- High-poly trees far awaymedium
- Tool for an in-engine cutscenemedium
- Item stats changed after testingmedium
- Every edit triggers a long compilemedium
- Saving the whole game in PlayerPrefsmedium
- Where AI stores its targetmedium
- Designers edit 300 weapon statsmedium
- Particle system for a new UE5 projectmedium
- Interacting with many object typesmedium
- Small Blueprint loads the whole bossmedium
- All enemies lose health togethermedium
- Alerting every enemy at oncemedium
- Explosion query creates garbagemedium
- Pause menu still moves the playermedium
- Checking for any stun effectmedium
- Deep Profile timings look wrongmedium
- Why an object breaks batchingmedium
Hard 40
- Jitter far from the originhard
- Why ECS can be fasterhard
- Running out of memory in a large levelhard
- Job safety system errorhard
- Using transform in Task.Runhard
- Thousands of tiny temporary allocationshard
- Main menu loads the whole gamehard
- Type missing only in IL2CPP buildshard
- Burst refuses to compile a jobhard
- Shader build takes hourshard
- Far actors still use bandwidthhard
- Clients disconnect under loadhard
- Live Coding after editing a headerhard
- Replays differ on another devicehard
- Mesh memory is twice what you expecthard
- Memory for a 2K RGBA32 texturehard
- Size of a 2K ASTC 6x6 texturehard
- Loading bar stuck at 90%hard
- NativeArray of a struct with a stringhard
- Shader not SRP Batcher compatiblehard
- Smoke effects drop FPS on phoneshard
- Batches fine, SetPass calls highhard
- Score starts at last run's valuehard
- Slow motion makes physics choppyhard
- Physics player jitters on a high-refresh screenhard
- Off-screen enemy never attackshard
- Memory of a 4K render texturehard
- Glass panes flicker in front of each otherhard
- Frame budget at 90 Hzhard
- Multicast called on a clienthard
- Spawned pickup invisible to othershard
- Sprint rubber-bands onlinehard
- Thousands of actors checking every Tickhard
- Hitch when equipping a weaponhard
- Same texture in two bundleshard
- Gfx.WaitForPresent in the Profilerhard
- Static batching uses too much memoryhard
- Second job reads data too earlyhard
- Dedicated server wastes CPU on effectshard
- Phone gets slower after 10 minuteshard