Unity Flash Cards

(67 cards)

1
Q

navigate the Scene View by flying around in first-person, similar to how you would navigate in many games

A

fly through mode

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2
Q

gives a sense of depth

A

perspective view

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3
Q

projected into a 2 dimensional plane

A

orthogonal view

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4
Q

determines the Position, Rotation, and Scale of each object in the scene

A

transform component

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5
Q

quickly snap the GameObject to the intersection of any Collider

A

surface snapping

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6
Q

take any angular point from a given Mesh and place that angular point in the same position as any angular point from any other Mesh you choose

A

vertex snapping

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7
Q

the positive x, y and z axis point right, up and forward, respectively

A

left-handed coordinate system

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8
Q

the corner where the sides of three surfaces meet

A

vertices

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9
Q

the area where two surfaces’ sides meet to make an angle

A

edges

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10
Q

the surface of a shape like a cube

A

faces

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11
Q

object types that can be created directly within Unity; placeholders

A

primitives (3D)

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12
Q

rename

A

F2

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13
Q

small scripts that contain the mathematical calculations and algorithms for calculating the colour of each pixel rendered, based on the lighting input and the Material configuration

A

Shaders

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14
Q

definitions of how a surface should be rendered, including references to textures used, tilting information, colour tints and more

A

Materials

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15
Q

bitmap images

A

Textures

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16
Q

is used for initialization in Unity script/code

A

Start() method

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17
Q

gives access to unity way of doing things/the base class from which every Unity script derives

A

MonoBehavior class

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18
Q

an element, feature, or factor that is liable to vary or change

A

variable

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19
Q

also known as coercion, is an automatic type conversion by the compiler

A

implicit conversion

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20
Q

occurs when you use the CONVERT or CAST keywords explicitly in your query

A

explicit conversion

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21
Q

The process of appending one string to the end of another string

A

concatenate

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22
Q

a construct that enables you to create your own custom types by grouping together variables of other types, methods, and events. … It defines the data and behavior of a type

A

class

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23
Q

is associated with a specific object, and accessible for all its methods

A

member variables

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24
Q

are keywords in object-oriented languages that set the accessibility of classes, methods, and other members

A

access modifier

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25
an object's ability to hide data and behavior that are not necessary to its user enables a group of properties, methods, and other members to be considered a single unit or object
encapsulation
26
``` a block of memory that has been allocated and configured according to the blueprint a class type variable, also called instance of the class ```
object
27
the data you pass into a code block's parameters, the actual value of this variable that gets passed to function
method arguments
28
the variable which is part of the method's signature (method declaration)
method parameters
29
the ability to create a class from another class, the "parent" class, extending the functionality and state of the parent in the derived, or "child" class. It allows derived classes to overload methods from their parent class
Inheritance
30
define the shape of an object for the purposes of physical collisions
Collider
31
describing an algorithm in plain human language
pseudocode
32
the scale of the transform relative to the parent
localScale
33
This structure is used throughout Unity to pass 3D positions and directions around
vector
34
multiplying a vector with a normal number
scaling a vector (vector multiplication)
35
length of a vector
vector's magnitude
36
when a vector has a magnitude of 1
unitary vector
37
making any vector into a unitary vector
normalized vector
38
a template class of sequence containers that arrange elements of a given type in a linear arrangement and allow fast random access to any element
Vector class
39
anything that needs to be changed or adjusted regularly happens here; called every frame
Update() method
40
cleaning or organizing your code
refactoring code
41
is a highly descriptive living design document of the design for a video game
Game Design Document
42
v = d / t ; d = v * t
speed, distance and time formulas
43
the time passed since last frame
Time.deltaTime
44
Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order)
Transform.Rotate
45
a type of asset -- a reusable GameObject stored in Project View
Prefab
46
an operator that takes three arguments. The first argument is a comparison argument, the second is the result upon a true comparison, and the third is the result upon a false comparison shortened way of writing an if-else statement
ternary operator
47
Class that links actions to game controls
Input (Unity class)
48
...
Horizontal Axis (Input Manager)
49
...
Vertical Axis (Input Manager)
50
Returns the value of the virtual axis identified by axisName
Input.GetAxis() method
51
Control of an object's position through physics simulation
RigidBody class
52
``` // The type is correctly inferred since it is defined in the function call. //In C# var obj = GetComponent(); ```
C# Generics
53
Returns the component of Type type if the game object has one attached, null if it doesn't
GetComponent
54
This function is called every fixed framerate frame, if the MonoBehaviour is enabled; should be used instead of Update when dealing with Rigidbody.
FixedUpdate() method
55
Adds a force to the Rigidbody.
RigidBody.AddForce
56
define the shape of an object for the purposes of physical collisions
Collider class (component)
57
Casts a ray, from point origin, in direction d, of length maxDistance, against all colliders in the scene.
Physics.Raycast()
58
is used to inform various different systems in Unity that the object will not move
Static objects
59
Controls whether physics affects the rigidbody.
Kinematic objects
60
The scripting system can detect when collisions occur and initiate actions using the OnCollisionEnter function
Trigger objects
61
is called when the Collider other enters the trigger
OnTriggerEnter(Collider other) method
62
is called when the script instance is being loaded; | used to initialize any variables or game state before the game starts
Awake() method
63
lives on a level with the class template, not with the individual instances of a class. It is a single entity which is shared by all class instances.
Static Variables
64
provides global properties and functionality that apply to all Scenes
SceneManager Class
65
...
HUD (Heads Up Display) manager
66
...
Text class
67
...
FindObjectOfType() method