- 1. you can use to develop any kind of game, for any platform and with no usage restriction whatsoever.
A) Texturect B) Godot Engine C) Tilemap
- 2. a complex tool and difficult to present in a few words.
A) Game Engine B) Manual C) Community
- 3. Godot is completely free and open source under the _________.
A) Pwede PM po? B) MIT APP C) permissive MIT license
- 4. contains this introduction as well as information about the engine, its history, its licensing, authors, etc.
A) About B) Author C) History
- 5. contains all necessary information on using the engine to make games.
A) Start B) Getting started C) Introduce
- 6. It starts with the Introduction section which should be the entry point for all new users.
A) Both B) Godot C) Introduction
- 7. can be read or referenced as needed, in any order. It contains feature-specific tutorials and documentation.
A) Manual B) Documents C) Manually D) Documentary
- 8. dedicated to the life of Godot's community and contains a list of recommended third-party tutorials and materials outside of this documentation.
A) Assets B) Library C) Community
- 9. It also used to list Godot communities, which are now listed on the
A) Godot website B) Website C) Site
- 10. You can find information on all classes, functions, signals and so on here.
A) Class reference B) Miss you C) Reference
- 11. are generally under the same Creative Commons license. Note that some third-party libraries included with Godot's source code may have different licenses
A) Community B) Logo and icons C) icons D) Logo
- 12. All documentation content is licensed under the permissive Creative Commons Attribution 3.0 (CC BY 3.0) license, with attribution to
A) Juan Linietsky, Ariel Manzur, and the Godot Engine community" B) Juancho C) Ako may ari nyan
- 13. High-level tools to draw lines and polygons such as Polygon2D and Line2D, with support for texturing.
A) Polygon2D B) Line2D C) Animated Sprite2d D) Sprite
- 14. a helper for creating animated sprites.
A) Layout B) Logo and icons C) Sprite D) AnimatedSprite2D
- 15. normal maps and specular maps.
A) 2D light B) 3D lighting C) 2D lighting
- 16. using bitmaps, rasterization using FreeType or multi-channel signed distance fields (MSDF).
A) Font rendering B) Animated Sprite2d C) Layout
- 17. based particles with support for custom particle shaders.
A) DNS B) CPU C) GPU D) LAN
- 18. Optional 2D HDR rendering for better glow capabilities.
A) LightOccluder2D B) 2D HDR rendering C) Hdr
- 19. for 2D tile-based level design.TileMaps
A) Tile map B) TileMaps C) TileSet
- 20. with built-in smoothing and drag margins.
A) Camera 2D B) Tile map C) 2D camera
- 21. node to represent a path in 2D space.
A) Path2D B) 2D tools C) Paths2D
- 22. Built-in shapes: line, box, circle, capsule, world boundary (infinite plane).
A) Collision Shape B) Physics body C) Sprite 2D
- 23. Custom vertex, fragment, and light shaders.
A) 2D B) 3D
- 24. Can run both the editor and exported projects:
A) Linux only B) Linux and Windows C) Windows, macOS, Linux D) maCOS and Linux E) Windows only
- 25. Which platforms are supported by Godot?
A) Web B) maOS C) Linux, android, smartphone D) Windows macOS Linux, *BSD Android (experimental) Web (experimental)
- 26. Which programming languages are supported in Godot?
A) CSS , HTML, JavaScript B) GDScript, C#, and C++ C) HTML, Python, css
- 27. Move the created shortcut to %APPDATA%\Microsoft\Windows\Start Menu\Programs.
A) Windows B) macOS C) Linux
- 28. Drag the extracted Godot application to /Applications/Godot.app, then drag it to the Dock if desired. Spotlight will be able to find Godot as long as it's in /Applications or ~/Applications.
A) Windows B) macOS C) Linux
- 29. Rename and move the Godot binary to a location present in your PATH environment variable. This is typically /usr/local/bin/godot or /usr/bin/godot. Doing this requires administrator privileges, but this also allows you to run the Godot editor from a terminal by entering godot.
A) Windows B) macOS C) Linux
- 30. Development. Receives new features, usability and performance improvements, as well as bug fixes, while under development.
A) Godot 3.7 B) Godot 4.5 C) Godot 4.4
- 31. Receives fixes for bugs and security issues, as well as patches that enable platform support.
A) Godot 4.0 B) Godot 4.4 C) Godot 4.3
A) Godot 4.5 B) Godot 3.5 C) Godot 1.0
- 33. Allows selection of nodes in the viewport. Left clicking on a node in the viewport selects it. Left clicking and dragging a rectangle selects all nodes within the rectangle's boundaries, once released.
A) Scale Mode (S): B) Rotate Mode (E): C) Move Mode (W): D) Select Mode (Q)
- 34. Enables move (or translate) mode for the selected nodes. See 2D
A) Select Mode (Q) B) Rotate Mode (E) C) Move Mode (W) D) Scale Mode (S)
- 35. Enables rotation mode for the selected nodes. See 2D Viewport for more details.
A) Rotate mode B) Scale mode C) Select mode
- 36. Enables scaling and displays scaling gizmos in both axes for the selected node(s). See 2D Viewport for more details.
A) Select Mode B) Scale Mode C) Rotation Mode
- 37. As the description suggests, this provides a list of selectable nodes at the clicked position as a context menu, if there is more than one node in the clicked area.
A) Rotation pivot B) Pan Mode C) Show list of selectable nodes at position clicked: D) Use Smart Snap
- 38. Allows you to navigate in the viewport without accidentally selecting any nodes. In other modes, you can also hold Space and drag with the left mouse button to do the same.
A) Pan Mode B) Use Smart Snap C) Ruler Mode
- 39. Toggles smart snapping for move, rotate, and scale modes; and the rotation pivot. Customize it using the three-dot menu next to the snap tools.
A) Use Grid Snap B) Use Smart Snap
- 40. Toggles snapping to grid for move and scale mode, rotation pivot, and the ruler. Customize it using the three-dot menu next to the snap tools.
A) Use Grid Snap B) Use Rotation Snap C) Use Pixel Snap
- 41. Toggles snapping using the configured rotation setting.
A) Use Rotation Snap B) Use Scale Snap C) Snap Relative
- 42. Toggles snapping using the configured scaling step setting.
A) Use Scale Snap B) Use Rotation Snap C) Use Pixel Snap
- 43. Toggles the use of subpixels for snapping. If enabled, the position values will be integers, disabling will enable subpixel movement as decimal values. For the runtime property, consider checking Project Settings > Rendering > 2D > Snapping property for Node2D nodes, and Project Settings > GUI > General > Snap Controls to Pixels for Control nodes.
A) Snap Relative B) Use Pixel Snap C) Smart Snapping
- 44. Snaps to parent's edges. For example, scaling a child control node while this is enabled will snap to the boundaries of the parent.
A) Snap to Node Sides B) Snap to Node Anchor C) Snap to Parent
- 45. Snaps to the node's anchor. For example, if anchors of a control node is positioned at different positions, enabling this will snap to the sides and corners of the anchor.
A) Non of this B) Snap to Node Center C) Snap to Node Anchor
- 46. Snaps to the node's center, such as for the rotation pivot or anchor positioning.
A) Snap to Node Center B) Snap to Guides C) Snap to Other Nodes
- 47. Snaps to other nodes while moving or scaling. Useful to align nodes in the editor.
A) Snap to Node Anchor B) Snap to Other Nodes C) Snap to Parent
- 48. Snaps to custom guides drawn using the horizontal or vertical ruler. More on the ruler and guides below.
A) Snap to Other Nodes B) Snap to Guides C) Snap to Node Anchor
- 49. Opens the window shown above, offering a set of snapping parameters.
A) Grid Step B) Configure Snap C) Primary Line Every D) Grid Offset E) Rotation Offset
- 50. Allows you to shift grids with respect to the origin. x and y can be adjusted separately.
A) Grid Step B) Primary Line Every C) Grid Offset
- 51. The distance between each grid in pixels. x and y can be adjusted separately.
A) Primary Line Every B) Rotation Offset C) Grid Step
- 52. The number of grids in-between to draw infinite lines as indication of main lines.
A) Rotation Offset B) Primary Line Every
- 53. Sets the offset to shift rotational snapping.
A) Scale Step B) Rotation Step C) Rotation Offset
- 54. Defines the snapping degree. E.g., 15 means the node will rotate and snap at multiples of 15 degrees if rotation snap is enabled and the rotate mode is used.
A) Rotation Offset B) Scale Step C) Rotation Step
- 55. Determines the scaling increment factor. For example, if it is 0.1, it will change the scaling at 0.1 steps if scaling snap is enabled and the scaling mode is used.
A) Grid Step B) Rotation Step C) Scale Step
- 56. Locks the selected nodes, preventing selection and movement in the viewport. Clicking the button again (or using Ctrl + Shift + L) unlocks the selected nodes. Locked nodes can only be selected in the scene tree. They can easily be identified by a padlock next to their node names in the scene tree. Clicking on this padlock also unlocks the nodes.
A) Skeleton Options B) Group selected nodes (Ctrl + G). C) Lock selected nodes (Ctrl + L).
- 57. This allows selection of the root node if any of the children are selected. Using Ctrl + G ungroups them. Additionally, clicking the ungroup button in the scene tree performs the same action
A) Group selected nodes B) Skeleton Options C) Lock selected nodes
- 58. Provides options to work with Skeleton2D and Bone2D.
A) Show Bones B) Make Bone2D Node C) Skeleton Options
- 59. Toggles the visibility of bones for the selected node.
A) Make Bone2D Node(s) from Node(s) B) Show Bones
- 60. Provides options to control the viewport view. Since its options depend heavily on the viewport, it is covered in the 2D Viewport section.
A) Scale Step B) View menu C) Skeleton Options
- 61. Allows you to show grids all the time, only when using snapping, or not at all. You can also toggle them with the provided option.
A) Show Helpers B) Show Rulers C) Grid
- 62. Toggles the temporary display of an outline of the node, with the previous transform properties (position, scaling, or rotation) if a transform operation has been initiated. For Control nodes, it also shows the sizing parameters. Useful to see the deltas.
A) Show Guides B) Show Rulers C) Show Origin
- 63. Allows to choose from the available themes to change the look of control items in the editor, without requiring to run the game.
A) Preview Canvas Scale B) Clear Guides C) Preview Theme
- 64. Toggles the display of the green and red origin lines drawn at x: 0, y: 0.
A) Show Origin B) Show Rulers: C) Show Guides
- 65. Toggles the visibility of the game's default viewport, indicated by an indigo-colored rectangle. It is also the default window size on desktop platforms, which can be changed by going to Project Settings > Display > Window > Size and setting Viewport Width and Viewport Height.
A) Show Viewport B) Transfort C) Showtime
- 66. Toggles the visibility of Position (shown with cross icon), Lock (shown with padlock), Groups (shown with two squares), and Transformation (shown with green and red lines) indicators.
A) Gizmos B) Center Selection C) Frame to Selection
- 67. The same as the Center View button inside the viewport. Centers the selected node(s) in the view. F is the default shortcut.
A) Center Selection B) Frame to Selection C) Clear Guides:
- 68. Similar to Center Selection, but also changes the zoom factor to fit the contents in the screen. Shift + F is the default shortcut.
A) Center Selection: B) Clear Guides C) Frame to Selection:
- 69. Deletes all guides from the screen. You will need to recreate them if you plan to use them later.
A) Kaya pa? B) Google ko muna sir C) Clear Guides
- 70. Toggles the preview for scaling of canvas in the editor when the zoom factor or view of the viewport changes. Useful to see how the controls will look like after scaling and moving, without running the game.
A) Preview Canvas Scale B) Preview Theme
- 71. Allows to choose from the available themes to change the look of control items in the editor, without requiring to run the game.
A) Preview Theme B) Preview Canvas Scale
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