[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"me":3,"catalog:tr:game-dev\u002Fun-prefabs-instantiate-pooling-addressables":4,"config":233},null,{"field_key":5,"field_name":6,"seniority":7,"topic_key":8,"topic_name":9,"spec_key":7,"spec_name":7,"locale":10,"cell_total":11,"field_total":12,"seniorities":13,"topics":17,"specs":130,"samples":147},"game-dev","Oyun Geliştirme","","un-prefabs-instantiate-pooling-addressables","Un Prefabs Instantiate Pooling Addressables","tr",75,2850,[14,15,16],"junior","mid","senior",[18,21,24,27,30,33,36,39,42,45,48,51,54,57,60,63,66,69,72,75,78,81,84,87,90,93,96,99,102,105,108,111,114,117,120,123,126,127],{"key":19,"name":20,"count":11},"game-ai-pathfinding","Game Ai Pathfinding",{"key":22,"name":23,"count":11},"game-input-audio","Game Input Audio",{"key":25,"name":26,"count":11},"game-loop-fundamentals","Game Loop Fundamentals",{"key":28,"name":29,"count":11},"game-networking-multiplayer","Game Networking Multiplayer",{"key":31,"name":32,"count":11},"game-performance-optimization","Game Performance Optimization",{"key":34,"name":35,"count":11},"game-physics-collision","Game Physics Collision",{"key":37,"name":38,"count":11},"game-rendering-pipeline","Game Rendering Pipeline",{"key":40,"name":41,"count":11},"game-state-management","Game State Management",{"key":43,"name":44,"count":11},"gfx-forward-deferred-architectures","Gfx Forward Deferred Architectures",{"key":46,"name":47,"count":11},"gfx-gpu-pipeline-stages","Gfx Gpu Pipeline Stages",{"key":49,"name":50,"count":11},"gfx-post-processing-aa-hdr","Gfx Post Processing Aa Hdr",{"key":52,"name":53,"count":11},"gfx-shading-lighting-pbr","Gfx Shading Lighting Pbr",{"key":55,"name":56,"count":11},"gfx-shadows-depth-precision","Gfx Shadows Depth Precision",{"key":58,"name":59,"count":11},"gfx-textures-sampling-compression","Gfx Textures Sampling Compression",{"key":61,"name":62,"count":11},"gp-ability-cooldown-damage","Gp Ability Cooldown Damage",{"key":64,"name":65,"count":11},"gp-animation-state-locomotion","Gp Animation State Locomotion",{"key":67,"name":68,"count":11},"gp-camera-follow-targeting","Gp Camera Follow Targeting",{"key":70,"name":71,"count":11},"gp-character-controller-movement","Gp Character Controller Movement",{"key":73,"name":74,"count":11},"gp-frame-windows-game-feel","Gp Frame Windows Game Feel",{"key":76,"name":77,"count":11},"gp-interaction-detection-triggers","Gp Interaction Detection Triggers",{"key":79,"name":80,"count":11},"nc-rollback-determinism","Nc Rollback Determinism",{"key":82,"name":83,"count":11},"nc-security-protocol","Nc Security Protocol",{"key":85,"name":86,"count":11},"nc-serialization-bandwidth","Nc Serialization Bandwidth",{"key":88,"name":89,"count":11},"nc-time-sync-tick","Nc Time Sync Tick",{"key":91,"name":92,"count":11},"nc-topology-nat-relay","Nc Topology Nat Relay",{"key":94,"name":95,"count":11},"nc-transport-reliability","Nc Transport Reliability",{"key":97,"name":98,"count":11},"ue-actor-component-lifecycle","Ue Actor Component Lifecycle",{"key":100,"name":101,"count":11},"ue-blueprint-cpp-interop","Ue Blueprint Cpp Interop",{"key":103,"name":104,"count":11},"ue-containers-strings-memory","Ue Containers Strings Memory",{"key":106,"name":107,"count":11},"ue-gameplay-framework-classes","Ue Gameplay Framework Classes",{"key":109,"name":110,"count":11},"ue-modules-build-packaging","Ue Modules Build Packaging",{"key":112,"name":113,"count":11},"ue-uobject-reflection-gc","Ue Uobject Reflection Gc",{"key":115,"name":116,"count":11},"un-csharp-memory-gc-performance","Un Csharp Memory Gc Performance",{"key":118,"name":119,"count":11},"un-gameobject-component-transform","Un Gameobject Component Transform",{"key":121,"name":122,"count":11},"un-jobs-burst-dots-basics","Un Jobs Burst Dots Basics",{"key":124,"name":125,"count":11},"un-monobehaviour-lifecycle-execution-order","Un Monobehaviour Lifecycle Execution Order",{"key":8,"name":9,"count":11},{"key":128,"name":129,"count":11},"un-scriptableobject-serialization","Un Scriptableobject Serialization",[131,135,138,141,144],{"key":132,"name":133,"count":134},"gameplay","Gameplay",450,{"key":136,"name":137,"count":134},"graphics-rendering","Graphics \u002F Rendering",{"key":139,"name":140,"count":134},"multiplayer-netcode","Multiplayer \u002F Netcode",{"key":142,"name":143,"count":134},"unity-csharp","Unity (C#)",{"key":145,"name":146,"count":134},"unreal-cpp","Unreal (C++)",[148,166,180,193,206,220],{"id":149,"topic":9,"difficulty":150,"body":151,"options":152,"correct_key":160,"explanation":165},"01a011b4-2ec4-7130-b664-4da159bc013e",1,"Unity'de Prefab asset ile sahnedeki Prefab instance arasındaki temel fark nedir?",[153,156,159,162],{"key":154,"text":155},"a","Prefab asset yalnızca kodda vardır, instance yalnızca Editor'de vardır",{"key":157,"text":158},"b","Prefab instance orijinal dosyadır, asset geçici bir kopyadır",{"key":160,"text":161},"c","Asset saklanan şablondur; instance ise sahnedeki bağlı kopyasıdır",{"key":163,"text":164},"d","Aralarında fark yoktur, Unity iki terimi birbirinin yerine kullanır","Prefab asset, Project klasöründe saklanan yeniden kullanılabilir şablondur; Prefab instance ise bu şablonun sahneye yerleştirilmiş kopyasıdır ve bağlantı bozulmadığı sürece asset'e bağlı kalır.",{"id":167,"topic":9,"difficulty":168,"body":169,"options":170,"correct_key":157,"explanation":179},"01a011b4-2f23-7088-9d5e-50dd53c70819",2,"Sadece prefab referansı verilerek çağrılan `Object.Instantiate(bulletPrefab)` ne yapar?",[171,173,175,177],{"key":154,"text":172},"Yalnızca nesne için bellek ayırır ama henüz oluşturmaz",{"key":157,"text":174},"Aktif sahnede yeni bir klon oluşturur ve döndürür",{"key":160,"text":176},"Var olan prefab asset'ini Project'ten kaldırıp sahneye taşır",{"key":163,"text":178},"Klonu oluşturur ama `SetActive(true)` çağrılana kadar devre dışı bırakır","`Object.Instantiate(original)`, verilen nesneyi klonlar ve klonu aktif sahneye, orijinalin konum\u002Frotasyonu ve (Component olmayanlar için) enabled durumuyla yerleştirir; yeni klona bir referans döndürür.",{"id":181,"topic":9,"difficulty":168,"body":182,"options":183,"correct_key":154,"explanation":192},"01a011b4-2f2f-7bb3-ab56-a403fa3e2716","Aşağıdaki `Object.Instantiate` aşırı yüklemelerinden hangisi yeni instance'ı doğrudan verilen bir parent Transform altına yerleştirir?",[184,186,188,190],{"key":154,"text":185},"`Instantiate(original, parent)`",{"key":157,"text":187},"`Instantiate(original, parent.gameObject)`",{"key":160,"text":189},"`Instantiate(original).SetParent(parent)` — desteklenen tek yöntem budur",{"key":163,"text":191},"`Instantiate(original, parent.name)`","Unity, `Instantiate(Object original, Transform parent)` şeklinde belgelenmiş bir aşırı yükleme sunar; bu, yeni instance'ı oluşturma çağrısının kendisi içinde verilen Transform altına parent'lar.",{"id":194,"topic":9,"difficulty":168,"body":195,"options":196,"correct_key":163,"explanation":205},"01a011b4-2f32-7643-be08-a98259bcfc54","Prefab'ın kendi transform değerlerini değiştirmeden, oluşturulan nesnenin world konumunu ve rotasyonunu doğrudan ayarlamak için hangi `Object.Instantiate` aşırı yüklemesi kullanılır?",[197,199,201,203],{"key":154,"text":198},"`Instantiate(original, transform)`",{"key":157,"text":200},"`Instantiate(original)` sonra yalnızca `.transform.localPosition` düzenlemek",{"key":160,"text":202},"Böyle bir aşırı yükleme yoktur, konum her zaman instantiate sonrası ayarlanmalıdır",{"key":163,"text":204},"`Instantiate(original, position, rotation)`","`Instantiate(Object original, Vector3 position, Quaternion rotation)`, klonu tek çağrıda doğrudan verilen world konum ve rotasyonda oluşturur; prefab'ın kendi transform değerlerinin üzerine yazar.",{"id":207,"topic":9,"difficulty":208,"body":209,"options":210,"correct_key":157,"explanation":219},"01a011b4-2f38-75eb-bec1-e4b35a86b66a",3,"`Object.Instantiate` bir prefab'dan yeni bir GameObject oluşturduğunda, çağrının yapıldığı karede hangi yaşam döngüsü metodu\u002Fmetotları hemen çalışır?",[211,213,215,217],{"key":154,"text":212},"Yalnızca `Start` çalışır, çünkü `Awake` prefab asset import edilirken zaten bir kez çağrılmıştır",{"key":157,"text":214},"`Awake` ve `OnEnable` hemen çalışır; `Start` bir sonraki Update'ten hemen öncesine ertelenir",{"key":160,"text":216},"Önce `Update` bir kez hemen çalışır, sonra `Awake` ve `Start` bir sonraki karede çalışır",{"key":163,"text":218},"Nesne `SetActive(true)` ile manuel etkinleştirilene kadar hiçbir şey çalışmaz","Instantiate, çağrının bir parçası olarak `Awake`'i ve aktif bir nesne için `OnEnable`'ı eşzamanlı çalıştırır. `Start` henüz çağrılmaz — nesnenin ilk `Update`'inden hemen önce çalışır, bu da kare ortasında oluşturulan nesneler için genelde bir sonraki karedir.",{"id":221,"topic":9,"difficulty":150,"body":222,"options":223,"correct_key":154,"explanation":232},"01a011b4-2f3c-75f9-85ed-e29e2fe34248","`Destroy(gameObject)` çağırmak o GameObject'e ne yapar?",[224,226,228,230],{"key":154,"text":225},"GameObject'i silinmek üzere işaretler, anında silmez",{"key":157,"text":227},"GameObject'i kalıcı olarak devre dışı bırakır ama bellekte sonsuza dek tutar",{"key":160,"text":229},"GameObject'in belleğini, çağrıdan sonraki satır çalışmadan hemen önce serbest bırakır",{"key":163,"text":231},"Yalnızca Component'lerde çalışır, GameObject'in tamamında hiçbir zaman çalışmaz","`Destroy`, nesneyi anında değil, kaldırılmak üzere zamanlayarak işaretler; nesne ve component'leri aynı kare içinde, Update'ten sonra ama render'dan önce gerçekten yok edilir.",{"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":168,"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":208,"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 \u002F Cloud",4,[301,302,305,308,311,314,317],{"key":240,"name":241,"field":297},{"key":303,"name":304,"field":297},"aws","AWS",{"key":306,"name":307,"field":297},"gcp","GCP",{"key":309,"name":310,"field":297},"azure","Azure",{"key":312,"name":313,"field":297},"kubernetes","Kubernetes",{"key":315,"name":316,"field":297},"terraform","Terraform",{"key":318,"name":319,"field":297},"linux","Linux",{"key":321,"name_tr":322,"name_en":322,"sort":323,"specializations":324},"ai-engineer","AI Engineer",5,[325,326,327,330],{"key":240,"name":241,"field":321},{"key":246,"name":247,"field":321},{"key":328,"name":329,"field":321},"llm-rag","LLM\u002FRAG",{"key":331,"name":332,"field":321},"mlops","MLOps",{"key":334,"name_tr":335,"name_en":336,"sort":337,"specializations":338},"database","Veritabanı","Database",6,[339,340,343,346,349],{"key":240,"name":241,"field":334},{"key":341,"name":342,"field":334},"postgresql","PostgreSQL",{"key":344,"name":345,"field":334},"mysql","MySQL",{"key":347,"name":348,"field":334},"mongodb","MongoDB",{"key":350,"name":351,"field":334},"redis","Redis",{"key":353,"name_tr":354,"name_en":355,"sort":356,"specializations":357},"mobile","Mobil","Mobile",7,[358,359,362,365,368],{"key":240,"name":241,"field":353},{"key":360,"name":361,"field":353},"ios-swift","iOS (Swift)",{"key":363,"name":364,"field":353},"android-kotlin","Android (Kotlin)",{"key":366,"name":367,"field":353},"flutter","Flutter",{"key":369,"name":370,"field":353},"react-native","React Native",{"key":372,"name_tr":373,"name_en":374,"sort":375,"specializations":376},"security","Güvenlik","Security",8,[377,378,381,384,387,390],{"key":240,"name":241,"field":372},{"key":379,"name":380,"field":372},"appsec","AppSec",{"key":382,"name":383,"field":372},"offensive-pentest","Offensive \u002F Pentest",{"key":385,"name":386,"field":372},"cloud-security","Cloud Security",{"key":388,"name":389,"field":372},"devsecops","DevSecOps",{"key":391,"name":392,"field":372},"blue-team-incident","Blue Team \u002F Incident",{"key":394,"name_tr":395,"name_en":396,"sort":397,"specializations":398},"qa-test-automation","QA \u002F Test Otomasyonu","QA \u002F Test Automation",9,[399,400,403,406,409],{"key":240,"name":241,"field":394},{"key":401,"name":402,"field":394},"test-automation","Test Automation",{"key":404,"name":405,"field":394},"sdet","SDET",{"key":407,"name":408,"field":394},"performance-testing","Performance Testing",{"key":410,"name":411,"field":394},"mobile-qa","Mobile QA",{"key":413,"name_tr":414,"name_en":414,"sort":415,"specializations":416},"data-engineer","Data Engineer",10,[417,418,421,424],{"key":240,"name":241,"field":413},{"key":419,"name":420,"field":413},"pipelines-etl","Pipelines \u002F ETL",{"key":422,"name":423,"field":413},"streaming","Streaming",{"key":425,"name":426,"field":413},"warehousing","Warehousing",{"key":5,"name_tr":6,"name_en":428,"sort":429,"specializations":430},"Game Development",11,[431,432,433,434,435,436],{"key":240,"name":241,"field":5},{"key":142,"name":143,"field":5},{"key":145,"name":146,"field":5},{"key":132,"name":133,"field":5},{"key":136,"name":137,"field":5},{"key":139,"name":140,"field":5},{"key":438,"name_tr":439,"name_en":439,"sort":440,"specializations":441},"ml-engineer","ML Engineer",12,[442,443],{"key":240,"name":241,"field":438},{"key":444,"name":445,"field":438},"classical-ml","Classical ML",[14,15,16],{"junior":448,"mid":450,"senior":451},{"questions":449,"median_sec":3},20,{"questions":449,"median_sec":3},{"questions":449,"median_sec":3},[10,453],"en",[455,456],"google","github",27600,true]