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Compared to a raycast or a sweep, what can a basic overlap query not report?",[153,156,159,162],{"key":154,"text":155},"a","Which layer or group the shape belongs to",{"key":157,"text":158},"b","Whether the shape is static or can move",{"key":160,"text":161},"c","A contact point or a surface's direction",{"key":163,"text":164},"d","Which scene the shape currently exists in","Overlap answers only a yes\u002Fno intersection question; with no path to measure along, it has no contact point or surface direction to report. (a), (b), and (d) are unrelated to what overlap fundamentally lacks.",{"id":167,"topic":9,"difficulty":150,"body":168,"options":169,"correct_key":154,"explanation":178},"01a034ec-1104-7bad-9421-a671e42812b8","How does a sweep query fundamentally differ from a raycast?",[170,172,174,176],{"key":154,"text":171},"It moves an actual volume shape along a path instead of testing a thin line",{"key":157,"text":173},"It can only ever be used against geometry that never moves",{"key":160,"text":175},"It never returns a surface normal at the point of impact",{"key":163,"text":177},"It can only find sensor-style volumes, never solid geometry","A raycast tests a line with no thickness; a sweep moves a real shape through space and finds where it first touches something. (b), (c), and (d) misdescribe sweeps.",{"id":180,"topic":9,"difficulty":150,"body":181,"options":182,"correct_key":163,"explanation":191},"01a034ec-1106-72be-860c-ea8441027aae","In its default mode, when several objects along a query's path could block it, which single result does the query report?",[183,185,187,189],{"key":154,"text":184},"The object that was placed first when the scene was built",{"key":157,"text":186},"An arbitrary blocking object, picked without comparing distances",{"key":160,"text":188},"Every blocking object at once, from farthest to nearest",{"key":163,"text":190},"The single blocking object with the smallest hit distance","The default mode is a closest-hit search: among all qualifying blockers, it reports the one with minimum distance. (a), (b), and (c) describe arbitrary or multi-result behavior that isn't the default.",{"id":193,"topic":9,"difficulty":194,"body":195,"options":196,"correct_key":157,"explanation":205},"01a034ec-110c-75f6-ad09-7aac1a6db5a5",2,"A system only needs a yes\u002Fno answer -- is anything blocking this path -- and doesn't care which object answers it. Which query mode fits, and why?",[197,199,201,203],{"key":154,"text":198},"Closest-hit mode, since gameplay should always know the single nearest object",{"key":157,"text":200},"Any-hit mode, since the search can stop at the first qualifying result",{"key":160,"text":202},"Multiple-hit mode, since more results are always more useful",{"key":163,"text":204},"Overlap mode, since it is the only mode that allows early exit","Any-hit is a performance hint: the search doesn't need the truly closest object, so it stops at the first qualifying hit. (a), (c), and (d) add unneeded work or misattribute the early-exit behavior.",{"id":207,"topic":9,"difficulty":194,"body":208,"options":209,"correct_key":157,"explanation":218},"01a034ec-110e-70fe-b995-de267f3bfe4b","A line-of-sight check should ignore small decorative props but still be blocked by walls and furniture, without custom per-object logic inside the query loop. What is the standard mechanism?",[210,212,214,216],{"key":154,"text":211},"Sort every object in the level by size before running the query",{"key":157,"text":213},"Assign objects to filter groups the query can target",{"key":160,"text":215},"Run the query twice and discard prop hits by hand afterward",{"key":163,"text":217},"Shrink the query's maximum distance until props fall out of range","Filter groups let a query cheaply skip shapes it shouldn't care about before any expensive test, exactly the tool for category-based exclusion. (a), (c), and (d) are workarounds that don't solve it cleanly.",{"id":220,"topic":9,"difficulty":221,"body":222,"options":223,"correct_key":163,"explanation":232},"01a034ec-1114-7860-b7c4-9527ee55f829",3,"A character casts a ray from a point inside its own chest to see what's ahead. The query keeps reporting the character's own collider at distance 0.\n```text\nresult = raycast(origin = chestPosition, dir = forward, maxDistance = 5.0)\n```\nWhat is the standard fix?",[224,226,228,230],{"key":154,"text":225},"Randomize the ray's origin every frame until the problem stops",{"key":157,"text":227},"Permanently disable the character's own collider",{"key":160,"text":229},"Increase maxDistance so the ray goes farther",{"key":163,"text":231},"Filter the character's own colliders out of the query","Casting from inside your own collider means it's already overlapped, so it reports itself first; the fix is to keep your own shapes out of the search, not change distance or randomize origin. (b) and (c) don't address the cause, (a) isn't a real technique.",{"fields":234,"seniorities":446,"interview_shapes":447,"locales":452,"oauth":454,"question_count":457,"coach_enabled":458,"jd_match_enabled":458},[235,260,280,296,320,333,352,371,393,412,427,437],{"key":236,"name_tr":237,"name_en":237,"sort":150,"specializations":238},"backend","Backend",[239,242,245,248,251,254,257],{"key":240,"name":241,"field":236},"general","Genel",{"key":243,"name":244,"field":236},"go","Go",{"key":246,"name":247,"field":236},"python","Python",{"key":249,"name":250,"field":236},"java","Java",{"key":252,"name":253,"field":236},"csharp","C#\u002F.NET",{"key":255,"name":256,"field":236},"nodejs","Node.js",{"key":258,"name":259,"field":236},"php","PHP",{"key":261,"name_tr":262,"name_en":262,"sort":194,"specializations":263},"frontend","Frontend",[264,265,268,271,274,277],{"key":240,"name":241,"field":261},{"key":266,"name":267,"field":261},"javascript","JavaScript",{"key":269,"name":270,"field":261},"typescript","TypeScript",{"key":272,"name":273,"field":261},"react","React",{"key":275,"name":276,"field":261},"vue","Vue",{"key":278,"name":279,"field":261},"angular","Angular",{"key":281,"name_tr":282,"name_en":282,"sort":221,"specializations":283},"fullstack","Fullstack",[284,285,286,287,288,289,290,291,292,293,294,295],{"key":240,"name":241,"field":281},{"key":243,"name":244,"field":236},{"key":246,"name":247,"field":236},{"key":249,"name":250,"field":236},{"key":252,"name":253,"field":236},{"key":255,"name":256,"field":236},{"key":258,"name":259,"field":236},{"key":266,"name":267,"field":261},{"key":269,"name":270,"field":261},{"key":272,"name":273,"field":261},{"key":275,"name":276,"field":261},{"key":278,"name":279,"field":261},{"key":297,"name_tr":298,"name_en":298,"sort":299,"specializations":300},"devops-cloud","DevOps 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