Technical Terms Flashcards

1
Q

fly-through mode

A

using right click + Q W E A S D on the keyboard to move 3D objects in Unity

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2
Q

perspective view

A

how the player will view objects in the game like they would view objects in real life, with one object seeming bigger than the other, but both objects are the same size.

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3
Q

orthogonal view

A

how objects are seen when projected into an imaginary 2D plane

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4
Q

transform component

A

Determines the Position, Rotation, and Scale of each object in the scene; contains variables and methods to modify the transform of an object.

Quick Access: ‘‘transform”
Class: Transform

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5
Q

surface snapping

A

Stacking two objects in a scene on top of each other. To do this, hold Ctrl + Shift while dragging in an object’s center using the Move tool to stack it on top of another object.

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6
Q

vertex snapping

A

Take any vertex from a created object and place that vertex in the same position as any vertex from another object. To do this, you must do the following:

  1. Select the object you want to change, and make sure that the Move tool is active.
  2. Press and hold the V key to activate the vertex snapping mode.
  3. Move your cursor over a vertex of the object that you want to use as the pivot point.
  4. Hold down the left mouse button and drag that vertex next to any other vertex on a different object.
  5. Release the mouse button and the V key when you are done. (You can also use Shift+V for this)
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7
Q

vertices

A

The vertices are all stored in a single array and each object is specified using three integers that correspond to indices of the vertex array. In terms with two objects in a scene, 0, 1, and 2 define the first object; 3, 4, and 5 define the second object; and so on.

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8
Q

edges

A

Two vertices in an object define one edge. Think about a cube object: each corner of a cube is represented as a vertex. Two corners (vertices) that line up with each other is an edge.

._____.

The periods represent the vertices, and the line that connects the two vertices is the edge.

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9
Q

faces

A

Created by vertices closed by segments (or edges) on an object.

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10
Q

Euler Angles

A

Use them to rotate an object on the x, y, or z axis

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11
Q

Primitive (3D)

A

The basic forms or shapes when creating a 3D game object (ex. cube, sphere, cylinder, etc.)

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12
Q

Rename GameObject (Keyboard Shortcut)

A

F2

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13
Q

Hotkeys for Toolbar

A

Q W E R T

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14
Q

Unity Unit

A

1 Unit = 1 meter (3.26 in)

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15
Q

Scale Measuring

A

Scale > 1 = Increase Size

Scale < 1 = Decrease Size

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16
Q

Parent-Child Relationship

A

The transform of the children is relative to the parent’s.

Set two objects into a parent-child relationship by dragging one object into the other and that object will be placed into and below the other object.

To remove the child object from the relationship, simply drag the child out from under the parent object.

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17
Q

Shaders

A

Scripts (HSLS code) that determines the color of each pixel in a 3D object.

The basic shader we will use in Unity is Standard.

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18
Q

Material

A

Defines how a surface should be rendered on the screen. A material has a shader assigned and sets its options.

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19
Q

Texture

A

Bitmap images that can be used in materials.

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20
Q

Albedo

A

Base color of the surface

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21
Q

Metallic Parameter

A

How much the object reflects the environment (almost like a glass ball or marble)

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22
Q

Emission

A

Material emits its own light.

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23
Q

Start() Method

A

The entry point for a Unity game.

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24
Q

MonoBehavior Class

A

Provides the functionality for the Start() method and other methods.

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25
Q

Variable

A

Created to hold a data type and value

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26
Q

Implicit Conversion

A

Converting from integer (int) to float

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27
Q

Explicit Conversion

A

Converting from float to int; causes an error

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28
Q

Concatenate

A

Linking strings with a variable

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29
Q

Class

A

A blueprint that defines an object

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30
Q

Member Variables

A

Variables created as members of a created class

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31
Q

Access Modifier

A

Keyword that determines the access level of a variable (ex: private, public, etc.)

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32
Q

Encapsulation

A

Used to hide data members and their functions

33
Q

Object

A

Instances of a class

34
Q

Method Arguments

A

Used to pass in a variable into a method

35
Q

Method Parameters

A

Appears with a method name that can hold a variable encapsulated into that method.

36
Q

Inheritance

A

Children objects inherit the variables and method from a parent object.

37
Q

MonoBehaviour

A

The base class of all Unity scripts

38
Q

Collider

A

Components that define the shape of an object for the purposes of physical collisions

39
Q

Pseudocode

A

Description of an algorithm in human language to plan your code ahead.

40
Q

localScale

A

Used to access and modify the scale

41
Q

Vector

A

A geometric object that has a magnitude and a direction; commonly represented by an arrow

42
Q

Vector/Scalar Multiplication (Scaling a Vector)

A

Multiplying a normal number to a vector

43
Q

Vector’s Magnitude

A

Corresponds to the length of the vector

44
Q

Unitary Vector

A

Vector that has a magnitude of 1

45
Q

Vector Normalization

A

Make a vector normalized by dividing each of the vector’s components by the magnitude

46
Q

Vector class

A

Used to represent vectors, points, and other data

47
Q

Update() Method

A

In this method, a change that wants to be implemented to the game is made once per game frame, if the MonoBehaviour is enabled; this method is the most commonly used method to implement any game behavior.

48
Q

Refactoring Code

A

Recreating the code of a game project so that it’s more organized and clean; if a change needs to be made, you can use a public variable to be used in other methods and only need to change its value in the location the variable was originally created.

49
Q

Game Design Document (GDD)

A

A document created to plan out how you want to build a game.

50
Q

Speed, Distance, and Time Formulas

A

v = d / t –> d = v * t

51
Q

Time.deltaTime

A

The time in seconds it takes to complete the last frame of a Unity game.

52
Q

Transform.Rotate

A

A tool in Unity that allows you to rotate game objects; can be activated with the ‘e’ key

53
Q

Prefab

A

Allows you to store an asset with all its properties inside the prefab, and the prefab acts basically as a template that you use to create new instances of the same object in the scene.

54
Q

Ternary Operator

A

Determines a value of a variable based on its conditions.

55
Q

Input (Unity Class)

A

Interface into the Input System

56
Q

Horizontal Axis (Input Manager)

A

Calculates changes made in the x axis

57
Q

Vertical Axis (Input Manager)

A

Calculates changes made in the y axis

58
Q

Input.GetAxis() Method

A

Returns the value of the virtual axis identified by axisName

59
Q

Rigidbody class

A

Control of an object’s position through physics simulation

60
Q

C# Generics

A

Classes or methods where the data type can be passed as a parameter

61
Q

GetComponent ()

A

Access game object component that lets you tell Unity to find a component with a specific data type

Ex: Rigidbody rb = GetComponent ();

62
Q

FixedUpdate() Method

A

Method that runs on a fixed interval for physics calculation

63
Q

Rigidbody.AddForce()

A

Adds a force to a Rigidbody

64
Q

Collider Class (Component)

A

Box Collider; Mesh Collider; Responsible for a game object’s collision with the ground and makes it so that the cube will not fall through the ground.

65
Q

Physics.Raycast()

A

Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the scene.

66
Q

Static objects

A

Objects in a Unity game that will not be moving; ex. the ground of the level

67
Q

Kinetic objects

A

Game objects that do not respond to forces and contain a rigidbody

68
Q

Trigger objects

A

Kinetic objects that block another game object

69
Q

Audio Source

A

Source for a sound that can be used in Unity

70
Q

OnTriggerEvent(Collider other) method

A

Called when the Collider enters the trigger

71
Q

Awake() Method

A

Method that is called when the script instance is being loaded and is used to initialize any variables or game state before the game starts.

72
Q

Static Variable

A

Is declared using the static keyword; can be used to use one variable multiple times without having to change the value of the variable each time.

73
Q

SceneManager class

A

Allows you to switch to a different scene in a Unity game project (switching levels)

74
Q

HUD (Heads Up Display) Manager

A

Manages the display of the game when using a canvas

75
Q

Text Class

A

Contains a string value that will display what a text will say in a Unity game.

76
Q

FindObjectOfType() Method

A

Used to help find variables that have the same data type as specified

77
Q

Canvas

A

Can be used to create a game’s UI (ex. score)

78
Q

Physics Materials

A

Set physical properties, such as friction and bounciness, to a game object

79
Q

Camera.main

A

Gives you access to the first camera with tag “MainCamera” and gives you access to the camera’s transform