This Practice Exam Guide is designed to help you review and reinforce key concepts across human-centered design for XR, Unity workflow, C# programming, and VR development. While the correct answers are not shown, hints are provided to guide your thinking and encourage deeper understanding through active recall. So, focus on grasping the reasoning behind each concept rather than memorizing responses. Note that each multiple choice question has only one correct answer. Graduate students will also answer a few case study questions that are more research-focused; while these are not included here, the material in this guide and your work on the assignments should provide sufficient preparation.


Module A. Architecting XR for Engineering

  1. The Reality–Virtuality Continuum ranges from entirely real environments to entirely virtual ones, with augmented and mixed reality in between.
    A. True
    B. False

    Describes how physical and virtual experiences blend across a continuous spectrum.

  2. OpenXR enables developers to write a single XR application that can run on multiple devices without hardware-specific code changes.
    A. True
    B. False

    Focuses on cross-platform XR development and interoperability across headsets.

  3. Human-centered design in XR focuses mainly on improving system performance rather than the user’s comfort and experience.
    A. True
    B. False

    Prioritizes usability, accessibility, and user well-being over technical optimization.

  4. In XR, immersion is an objective quality of the system, while presence is the subjective feeling of “being there.”
    A. True
    B. False

    Immersion is about system fidelity; presence is about user perception.

  5. What is the core affordance of VR?
    A. Contextual enhancement of real-world tasks
    B. Hands-free interaction in physical space
    C. Total immersion in a synthetic environment
    D. Real-time data visualization in situ

    Think about what makes VR distinct from AR or MR in terms of user experience.

  6. Which layer of Unity’s XR technology stack acts as the universal adapter connecting provider plugins to Unity subsystems?
    A. Developer Tools Layer
    B. XR Plugin Framework Layer
    C. Application Layer
    D. Rendering Engine Layer

    This layer ensures consistent communication between hardware providers and Unity’s XR subsystems.

  7. What is the primary purpose of affordances in XR design?
    A. To restrict what users can do in virtual space
    B. To visually suggest how an object should be used
    C. To manage performance and frame rates
    D. To define camera and lighting behavior

    These help users intuitively understand possible interactions with objects.

  8. Which statement best captures the difference between visibility and signifiers in Norman’s design framework?
    A. Visibility tells users what to do, while signifiers hide unnecessary details.
    B. Visibility makes actions perceivable; signifiers show where to act.
    C. Both are the same in XR since feedback replaces them.
    D. Visibility applies to sound, while signifiers apply only to visuals.

    Consider how interface cues guide user action and understanding in interactive design.

  9. You are tasked with developing a cross-platform AR maintenance tool that must run on both Android tablets and iPads. Which Unity package should you rely on to minimize platform-specific coding?
    A. XR Interaction Toolkit
    B. AR Foundation
    C. OpenXR Subsystem
    D. MARS Simulation Layer

    This Unity package provides an abstraction layer over ARCore and ARKit.

  10. A manufacturing company reports that their AR overlays appear to “drift” away from machinery as workers move around the shop floor. What is the most probable technical cause?
    A. Low headset refresh rate
    B. Incorrect occlusion shader settings
    C. Inaccurate world tracking or spatial anchoring drift
    D. Overexposed lighting in the 3D scene

    Consider how tracking stability and spatial anchoring affect AR precision.

  11. Users testing an AR interface report difficulty distinguishing which panels they can interact with under bright sunlight. Which design principle should be prioritized to fix this issue?
    A. Mapping
    B. Visibility
    C. Comfort
    D. Constraints

    Strong lighting conditions test the clarity and contrast of interface elements.

  12. During prototype testing, several users report dizziness while moving through a VR warehouse scene with smooth locomotion. What design adjustment best resolves this?
    A. Add more detailed textures
    B. Replace continuous movement with teleportation or snap-turn locomotion
    C. Increase the field of view
    D. Reduce frame rate to smooth transitions

    Relates to minimizing motion sickness through user movement design choices.


Module B. Building Real-Time 3D Worlds

  1. Unity’s Update() handles per-frame gameplay logic, while FixedUpdate() is intended for physics steps.
    A. True
    B. False

    These two update loops operate at different rates—one for rendering, one for consistent physics simulation.

  2. Every GameObject in Unity has a Transform that stores its Position, Rotation, and Scale.
    A. True
    B. False

    This component defines where and how an object exists in 3D space.

  3. The Mesh Filter component in Unity defines the geometry of a GameObject, while the Mesh Renderer controls how it appears visually.
    A. True
    B. False

    Think of one as providing the “shape” and the other the “surface look.”

  4. The Universal Render Pipeline (URP) is only suitable for mobile games and cannot be used for VR or AR applications.
    A. True
    B. False

    URP is lightweight but still supports high-quality visuals for XR devices.

  5. The Rigidbody component enables physics-based motion such as falling, rolling, or reacting to collisions.
    A. True
    B. False

    This allows objects to be influenced by Unity’s physics engine.

  6. Physic Materials only affect an object’s visual appearance, not its physical behavior.
    A. True
    B. False

    These materials modify how surfaces interact—like friction and bounce—not how they look.

  7. An Audio Listener in Unity acts as the “ears” of the player, converting spatial audio data into what is heard, and there should be only one active Audio Listener per scene.
    A. True
    B. False

    Usually attached to the main camera to simulate a player’s point of hearing.

  8. Diegetic sounds in XR—such as a forklift engine—originate within the world, while non-diegetic sounds—like background music—exist outside it.
    A. True
    B. False

    This distinction helps create believable and context-aware audio experiences.

  9. Which component makes an object respond to gravity and collisions using the built-in physics solver?
    A. Collider
    B. Rigidbody
    C. Mesh Renderer
    D. Material

    This component adds physical dynamics, allowing forces and collisions to affect the object.

  10. What is a prefab variant?
    A. A prefab that has been unpacked into the scene
    B. A duplicate with no link to the base prefab
    C. A runtime-only copy created by code
    D. A modified version that stays linked to a base prefab and inherits its updates unless overridden

    Useful for creating consistent but customizable asset variations.

  11. What does a Normal Map primarily do in a material?
    A. Controls the base color of the surface
    B. Simulates bumps and fine surface details without adding geometry
    C. Determines which parts of a surface are metallic
    D. Adds transparency effects

    It affects lighting interaction to make flat surfaces appear more detailed.

  12. What does Unity’s magenta material indicate?
    A. A missing texture file
    B. An overexposed lighting setup
    C. A shader compatibility problem
    D. A corrupted mesh asset

    When shaders fail to compile or are missing, this color appears as a warning.

  13. Which of the following collider types provides the most accurate collision detection for complex objects like machines but is also the most performance-intensive?
    A. Box Collider
    B. Sphere Collider
    C. Mesh Collider
    D. Capsule Collider

    Think about collider complexity versus runtime cost.

  14. What property of a Physic Material determines how much energy is retained after a collision (i.e., how much an object bounces)?
    A. Static Friction
    B. Dynamic Friction
    C. Bounciness
    D. Friction Combine

    This value controls restitution, or “bounciness,” after impact.

  15. Which Unity component is responsible for playing sound from a GameObject?
    A. Audio Listener
    B. Audio Resource
    C. Audio Source
    D. Audio Mixer

    Attach this component to objects that emit sound in 3D space.

  16. Which Canvas Render Mode should be used for in-world, VR-interactive control panels in Unity?
    A. Screen Space – Overlay
    B. Screen Space – Camera
    C. World Space
    D. Orthographic Space

    This mode places UI elements directly within the 3D environment.

  17. You need identical control panels used across multiple factory scenes. When you tweak the panel once, all scenes should get the update. What should you create?
    A. A Mesh with a new Material
    B. A GameObject with only a Transform
    C. A Prefab stored in the project and placed as instances in each scene
    D. A duplicate of the panel pasted into each scene

    Prefabs enable efficient reusability and centralized updates.

  18. You’re targeting Quest and PC VR. You want to map actions (grab, teleport) once and run on multiple headsets with minimal per-device code. What is the best approach?
    A. Write custom SDK bindings for each headset
    B. Use only keyboard/mouse input
    C. Use Unity’s XR Interaction Toolkit with OpenXR for device-agnostic input
    D. Build separate Unity projects per platform

    This approach standardizes input and interaction across XR devices.

  19. You import a CAD model of a robot arm into Unity and notice its surfaces appear faceted instead of smooth. What setting should you adjust?
    A. Increase the polygon count of the mesh
    B. Recalculate or import correct normals in the mesh import settings
    C. Apply a different material shader
    D. Enable real-time shadows

    Surface shading depends on correct normal data for smooth lighting.

  20. A developer wants to create glowing indicators on a control panel in the XR environment that remain visible in all lighting conditions. Which shader type should they use?
    A. Lit Shader
    B. Unlit Shader
    C. Terrain Shader
    D. Particle Shader

    These shaders ignore scene lighting and remain consistently bright.

  21. In a VR forklift simulation, a crate slides too easily when the forks tilt slightly upward. Which Physic Material property should be increased to make it stay in place until pushed harder?
    A. Static Friction
    B. Dynamic Friction
    C. Bounciness
    D. Bounce Combine

    This property resists initial motion until sufficient force is applied.

  22. You’re simulating a swinging factory gate that needs to rotate naturally around one edge when pushed. Which joint type should you use?
    A. Hinge Joint
    B. Fixed Joint
    C. Spring Joint
    D. Configurable Joint

    This joint allows controlled rotation around a single axis.

  23. In a VR factory simulation, you walk closer to a CNC machine and want its hum to grow louder and fade as you move away. Which setting ensures this?
    A. Set Spatial Blend = 0 (2D)
    B. Set Spatial Blend = 1 (3D) and adjust Volume Rolloff curve
    C. Enable “Play on Awake” only
    D. Increase Pitch value

    Spatial audio settings control how sound attenuates with distance.

  24. A user reports that clicking a UI button on the factory touchscreen in Play mode does nothing. After checking, you notice there is no Event System object in the scene. What should you do?
    A. Add a Collider to the Button
    B. Create an Event System with a Standalone Input Module
    C. Switch the Canvas to Overlay mode
    D. Attach an Audio Listener to the Button

    Unity’s UI requires an Event System to handle input events.


Module C. C# for Custom XR Experiences

  1. In Unity, every C# script must inherit from the MonoBehaviour class to be attachable to a GameObject.
    A. True
    B. False

    Scripts that inherit from MonoBehaviour can use Unity’s event methods and be added to GameObjects.

  2. Declaring a variable with the var keyword in C# means it can later change its data type.
    A. True
    B. False

    The compiler infers the variable’s type once at declaration — it cannot change later.

  3. A switch-case statement in C# can evaluate multiple variables at once, just like an if-else chain.
    A. True
    B. False

    Switch statements handle a single evaluated expression, not multiple conditions simultaneously.

  4. In Unity, foreach is safer and more readable than a for loop when simply iterating through items in a collection.
    A. True
    B. False

    foreach prevents index errors and is ideal for read-only traversal of collections.

  5. The Awake() method is called every time a GameObject becomes active.
    A. True
    B. False

    Awake() runs only once when the script is first loaded — not each time the object is re-enabled.

  6. The OnValidate() method can be used at runtime to check for invalid values during gameplay.
    A. True
    B. False

    It runs only in the Unity Editor when a value changes in the Inspector, not during runtime.

  7. UnityEngine.SceneManagement and UnityEngine.XR belong to the same namespace.
    A. True
    B. False

    These namespaces serve different systems — one for scene loading, one for XR features.

  8. Namespaces in Unity are only for audio organization and do not affect script structure.
    A. True
    B. False

    Namespaces organize APIs logically and prevent naming conflicts in large projects.

  9. Which of the following variable declarations is valid in C#?
    A. int 123score = 0;
    B. float Drone Speed = 3.0F;
    C. bool isWeldingActive = true;
    D. var = 5;

    Variable names must follow C# conventions: start with a letter, no spaces, and use valid identifiers.

  10. Which C# collection type should you use when each element must have a unique identifier for fast lookup?
    A. Array
    B. Dictionary
    C. List
    D. Queue

    Use this collection to store key–value pairs with fast retrieval performance.

  11. Which operator would you use to compare whether two values are not equal in C#?
    A. =
    B. ==
    C. !=
    D. <>

    This comparison operator checks inequality between two expressions.

  12. Which of the following correctly defines a method with a return value in C#?
    A. void LogMessage(string text)
    B. float speed(float distance, float time)
    C. float CalculateForce(float mass, float acceleration) { return mass * acceleration; }
    D. return void Start();

    Method signatures must specify a return type and include a return statement for that type.

  13. Which Unity method is best for initializing references before gameplay begins but after all objects are loaded?
    A. Awake()
    B. Start()
    C. OnEnable()
    D. Reset()

    Called once after Awake(), this is ideal for setup that depends on other initialized objects.

  14. Which of the following correctly describes the Update() method?
    A. Called at a fixed time interval; ideal for physics.
    B. Called after all rendering has finished.
    C. Called once per frame; ideal for checking user input.
    D. Only called once at the start of the scene.

    Update() runs every frame and is used for gameplay logic that changes over time.

  15. What is the main purpose of namespaces in C# and Unity?
    A. To define the hierarchy of GameObjects
    B. To group and organize related code elements while preventing name conflicts
    C. To store assets like audio clips and textures
    D. To manage 3D transformations in space

    Namespaces act like containers to organize and isolate classes and methods logically.

  16. Which of these classes belongs to the UnityEngine.Audio namespace?
    A. GameObject
    B. Button
    C. AudioSource
    D. SceneManager

    Classes in this namespace control playback, volume, and audio mixing.

  17. You are building a robot monitoring system in Unity and need to store exactly 5 robot GameObjects that never change in number. Which data structure is most appropriate?
    A. Array
    B. List
    C. Dictionary
    D. Queue

    Fixed-size data structures are ideal for a known, unchanging quantity.

  18. A user clicks a button to list all active workstations in your XR factory simulation. Since stations may be added or removed during runtime, which structure should your script use?
    A. Array
    B. List
    C. Tuple
    D. Constant

    Lists allow dynamic resizing, adding, and removing of elements during runtime.

  19. During a simulation, a sensor array contains 100 readings. You need to print all values for debugging, but you don’t care about indexes. Which loop is best suited?
    A. for
    B. foreach
    C. while
    D. do-while

    Use this loop for clean iteration when you don’t need index tracking.

  20. A method named CalculateEnergyCost(float duration, float rate) returns the total cost for a machine’s operation. You need to call it in Start() and log the result. Which statement correctly does this?
    A. Debug.Log(CalculateEnergyCost);
    B. CalculateEnergyCost();
    C. Debug.Log(CalculateEnergyCost(10f, 5f));
    D. return CalculateEnergyCost(10f, 5f);

    The method must be called with arguments, and its result can be logged using Debug.Log().

  21. A developer wants a robot GameObject to start moving only after all objects in the scene are initialized. Which Unity message should they use for this setup logic?
    A. Awake()
    B. Start()
    C. OnEnable()
    D. FixedUpdate()

    This method runs after all Awake() calls, ideal for initialization that depends on others.

  22. In XFactory’s logistics area, a display screen should turn off two seconds after leaving the camera’s view. Which combination of Unity methods enables this delayed power-off?
    A. OnTriggerEnter() and OnTriggerExit()
    B. OnBecameVisible() and OnBecameInvisible()
    C. OnEnable() and OnDisable()
    D. Reset() and OnValidate()

    These methods trigger when a GameObject’s renderer enters or exits the camera’s view.

  23. A developer wants to control sound playback for a machine in Unity — turning it ON and OFF using an HMI panel. Which namespace should be imported to access the AudioSource component?
    A. UnityEngine.SceneManagement
    B. UnityEngine.Audio
    C. UnityEngine.EventSystems
    D. UnityEngine.UI

    This namespace contains audio-related classes used for sound playback.

  24. During an XR factory simulation, you need to load the outdoor yard scene when a door opens and unload it when it closes. Which class and namespace combination should you use?
    A. AudioSource from UnityEngine.Audio
    B. Toggle from UnityEngine.UI
    C. SceneManager from UnityEngine.SceneManagement
    D. GameObject from UnityEngine

    This class manages scene transitions and loading operations at runtime.


Module D. Developing Virtual Worlds in VR

  1. Unity uses a left-handed coordinate system, meaning positive Z values extend forward (away from the viewer).
    A. True
    B. False

    Understanding Unity’s coordinate system is essential for aligning objects and camera motion correctly.

  2. In the Camera Coordinate System, “head-locked” content stays fixed in the environment as the user moves around.
    A. True
    B. False

    Head-locked content follows the user’s view — environmental elements should remain world-locked instead.

  3. The XR Grab Interactable component allows users to pick up and move objects but does not support realistic throwing behavior.
    A. True
    B. False

    It can simulate realistic throwing via tracked velocity data on release.

  4. The XR Direct Interactor can be used for both near and far grabbing interactions.
    A. True
    B. False

    This interactor type is designed for near, touch-based grabbing only.

  5. Sockets can accept any interactable object in the scene regardless of its layer or tag.
    A. True
    B. False

    You can filter socket interactions using Interaction Layer Masks to control allowed objects.

  6. The Attach Transform in a socket defines only the object’s position, not its rotation.
    A. True
    B. False

    The attach transform specifies both position and rotation alignment when snapping an object.

  7. Multimodal feedback in VR focuses primarily on visuals, with sound and haptics serving only aesthetic purposes.
    A. True
    B. False

    Audio and haptic cues play crucial roles in realism, feedback, and situational awareness.

  8. Spatial audio in Unity requires setting the Spatial Blend parameter of an AudioSource to 1.0 for full 3D positional sound.
    A. True
    B. False

    Full 3D sound perception depends on spatial blend and properly configured distance attenuation.

  9. Event-driven design decouples input handling from system behavior, making code easier to maintain and extend.
    A. True
    B. False

    Event-driven architectures separate logic layers for cleaner, modular code.

  10. UnityEvent can be used to trigger custom activation or deactivation behaviors via Inspector-assigned callbacks, allowing designers to wire actions without changing code.
    A. True
    B. False

    UnityEvents empower non-programmers to connect logic through the Editor’s Inspector.

  11. In VR, “World Space UI” panels are fixed to the user’s view and move with their head orientation.
    A. True
    B. False

    World Space UIs exist within the 3D scene and remain stationary relative to the environment.

  12. Unity’s XR Interaction Toolkit (XRI) allows users to interact with objects and UI both up close and at a distance using near and far interactors.
    A. True
    B. False

    The toolkit provides modular components for ray and direct-based interaction.

  13. Which locomotion method is most comfortable for rapid reorientation in tight or object-dense spaces?
    A. Continuous Turn
    B. Snap Turn
    C. Continuous Move
    D. Climb

    This method helps reduce motion sickness by limiting rotational blur.

  14. Which of the following practices best supports VR performance optimization?
    A. Use many real-time lights and shadows for realism
    B. Disable static batching for flexibility
    C. Keep draw calls low and use baked lighting
    D. Increase texture resolution on all assets

    Lowering draw calls and precomputing lighting improves frame rate stability.

  15. Which Movement Type in XR Grab Interactable provides the most realistic physics-based throwing?
    A. Kinematic
    B. Velocity Tracking
    C. Instantaneous
    D. Transform Sync

    Velocity tracking calculates throw force using controller motion data.

  16. What is the purpose of assigning a custom Attach Transform (like GripHandle) to a grabbable object?
    A. To freeze its rotation when held
    B. To ensure correct hand alignment
    C. To prevent it from using physics
    D. To hide the controller model

    This ensures objects align naturally with the user’s hand pose.

  17. What component enables snapping or docking behavior for objects in Unity XR?
    A. XR Grab Interactable
    B. XR Direct Interactor
    C. XR Socket Interactor
    D. XR Body Transformer

    This component handles placement and retention of interactables at defined points.

  18. What does Hover Socket Snapping do when enabled on a socket?
    A. Prevents snapping if alignment is off
    B. Snaps the object visually to the socket attach transform while hovering
    C. Locks the object in the socket permanently
    D. Forces the object to scale to match the socket

    It provides visual feedback for alignment before actual attachment.

  19. What is the main advantage of using event-driven design in VR applications?
    A. It ensures scripts run in strict sequential order.
    B. It separates input detection from action logic for modularity.
    C. It increases rendering performance.
    D. It eliminates the need for animation triggers.

    This pattern promotes flexibility and code reuse by decoupling event sources from listeners.

  20. Which feedback mechanism is most effective for notifying users about an invalid or blocked interaction (like pressing buttons during an emergency stop)?
    A. A silent color change only
    B. A console log message
    C. A flashing red light with buzzer and vibration
    D. A static status panel

    Combining visual, auditory, and haptic cues creates clear, multimodal alerts.

  21. Which Unity component enables you to trigger vibration feedback during On Hover Entered or On Select Entered events?
    A. AudioSource
    B. Rigidbody
    C. Simple Haptics Feedback
    D. Physics Material

    This component sends vibration patterns to the XR controller hardware.

  22. To make a machine sound spatially realistic in VR, which AudioSource configuration is most correct?
    A. Spatial Blend = 0, Loop = false
    B. Spatial Blend = 0.5, Play On Awake = false
    C. Spatial Blend = 1.0, Loop = true, Min Distance = 3, Max Distance = 20
    D. Spatial Blend = 0, Volume = 0.5

    Correct settings ensure realistic 3D sound falloff and continuous playback.

  23. What is the main reason “Screen Space UI” is rarely used in immersive VR?
    A. It consumes too much GPU memory.
    B. It causes input-mapping errors.
    C. It breaks spatial continuity and immersion.
    D. It cannot display dynamic data.

    Interfaces stuck to the camera disrupt presence and realism.

  24. When optimizing VR UI performance, which practice is most effective?
    A. Update charts every frame for smooth motion.
    B. Use high-resolution textures on every canvas.
    C. Throttle dynamic updates and batch canvases.
    D. Replace all 3D assets with 2D sprites.

    Limiting redraw frequency and batching UIs reduces overhead.

  25. During a factory exploration simulation, teleportation and continuous movement occasionally conflict, causing the XR Rig to jitter. What setup issue is most likely the cause?
    A. Incorrect Input Action assignment
    B. Two locomotion providers active simultaneously without the Locomotion Mediator
    C. Frame rate drop below 90 FPS
    D. Missing Character Controller component

    The mediator ensures only one locomotion system runs at a time.

  26. You’re optimizing a VR factory scene and notice draw calls exceeding 350. Which action best improves performance without reducing visual quality?
    A. Add more post-processing effects
    B. Use dynamic lighting for all objects
    C. Mark static geometry as “Static” and enable Static Batching
    D. Disable mip maps for all textures

    Combining meshes and precomputing lighting greatly improves rendering efficiency.

  27. During testing, your ray-based grab works, but near-hand grabbing fails on the left controller. What is the most likely cause?
    A. Rigidbody mass too low
    B. Missing XR Grab Interactable on the object
    C. No XR Direct Interactor configured on the left controller
    D. Throw On Detach disabled

    Each hand controller must have its own properly configured interactor component.

  28. While optimizing the scene, frame rate drops whenever several objects are picked up and dropped. What optimization would most effectively reduce physics load?
    A. Increase texture resolution
    B. Use Mesh Colliders for precision
    C. Replace Mesh Colliders with primitive colliders (e.g., Box, Capsule)
    D. Enable dynamic lighting on grabbable objects

    Primitive colliders simplify collision calculations and improve performance.

  29. A user reports that multiple unrelated objects are snapping into the same socket during the simulation. Which setup adjustment fixes this?
    A. Reduce socket collider radius
    B. Assign a specific Interaction Layer Mask to match intended objects
    C. Increase the Recycle Delay Time
    D. Set Socket Scale Mode to “Match”

    Interaction layers help limit socket compatibility to specific objects.

  30. You are developing a VR assembly scenario where parts should only snap if correctly aligned within ±10° and 0.15 m of the socket. Which script technique should you apply?
    A. Use Rigidbody Constraints
    B. Enable Continuous Dynamic collision detection
    C. Validate with Vector3.Angle() and Vector3.Distance() checks
    D. Use Hover Socket Snapping with High Hover Scale

    Checking angle and distance thresholds allows precise control over alignment logic.

  31. A user presses a UI button, but the expected action does not occur. Instead, a warning indicator flashes red and an alert sound plays. What is the most likely cause?
    A. The button’s OnClick() event is not assigned.
    B. A global disable or safety state is preventing event execution (e.g., a system lockout or paused state).
    C. The animator controller is missing state transition triggers.
    D. The audio clip reference in the Inspector is missing.

    Safety or global states can override input actions to prevent unintended behavior.

  32. During testing, a team notices that a visual indicator (e.g., a light or UI element) does not update correctly when switching between active and idle states. Which part of the system should they inspect first?
    A. The UI button GameObjects
    B. The script handling state updates in its Update() or event callback logic
    C. The event manager or central state broadcaster
    D. The animator transitions

    Logic handling state transitions is often responsible for visual mismatches.

  33. During testing, users report they can’t feel any vibration when grabbing or releasing a tire in the assembly station. What should you check first?
    A. The Rigidbody collision detection mode
    B. That Simple Haptics Feedback is added and properly configured
    C. The tire’s material physics settings
    D. The ambient light intensity

    Haptic components must be properly linked to the controller and event triggers.

  34. In the logistics station, a box should play different impact sounds depending on the surface (metal, wood, or concrete). What script feature enables this?
    A. Trigger Colliders
    B. Collision-based tag detection in OnCollisionEnter()
    C. Animator triggers
    D. Rigidbody interpolation

    Checking collision tags lets you play sounds contextually based on surface type.

  35. A user gets confused because “Start” buttons across different VR machines look and behave differently. What key principle is being violated?
    A. Immersion & Presence
    B. Ergonomics & Comfort
    C. Consistency & Clarity
    D. Accessibility & Adaptability

    Consistent design patterns improve recognition and user confidence.

  36. During testing, users on different headsets report misaligned ray pointers and hard-to-reach panels. What should you prioritize?
    A. Add more visual effects to the UI.
    B. Increase animation speed.
    C. Ensure Cross-Device Compatibility and adaptive UI scaling.
    D. Reduce all button sizes.

    Adaptive scaling ensures correct alignment across varied XR devices and viewports.