Consider this code that attempts to find a path using a simple grid and prints the path length.
using UnityEngine; using System.Collections.Generic; public class PathfindingTest : MonoBehaviour { void Start() { List<Vector2Int> path = new List<Vector2Int> { new Vector2Int(0,0), new Vector2Int(1,0), new Vector2Int(1,1), new Vector2Int(2,1) }; Debug.Log("Path length: " + path.Count); } }
Count how many points are in the path list.
The list contains exactly 4 Vector2Int points, so the count is 4.
In pathfinding, BFS explores nodes level by level. Which data structure fits this behavior best?
BFS explores nodes in the order they are discovered, first in, first out.
A queue (FIFO) ensures nodes are explored in the order they are added, matching BFS behavior.
Examine this code snippet that tries to access a dictionary of nodes by key.
using System.Collections.Generic; using UnityEngine; public class PathfindingDebug : MonoBehaviour { void Start() { Dictionary<Vector2Int, int> nodeCosts = new Dictionary<Vector2Int, int>(); nodeCosts[new Vector2Int(0,0)] = 1; int cost = nodeCosts[new Vector2Int(1,1)]; Debug.Log(cost); } }
Check if the key exists before accessing the dictionary.
Accessing a dictionary with a key that does not exist throws a KeyNotFoundException.
Manhattan distance is the sum of absolute differences of x and y coordinates.
Check correct method syntax and correct function names in Unity.
Option C uses correct method syntax and Unity's Mathf.Abs function with capital A.
Given a 3x3 grid from (0,0) to (2,2), start at (0,0), goal at (2,2), and A* using Manhattan distance heuristic, how many nodes are visited?
Assume neighbors are up, down, left, right, no diagonals.
Start = (0,0) Goal = (2,2) Grid size = 3x3 Heuristic = Manhattan distance Neighbors = 4 directions No obstacles
Trace the A* search expanding nodes with lowest f = g + h.
A* will expand nodes along the shortest path and some neighbors, totaling 7 nodes visited.