Unity Flash Cards - Dala

(73 cards)

1
Q

fly through mode

A

right-clicking and using the keyboard controls (ie. q, w, e, a, s, d) to move through the scene.

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2
Q

perspective view

A

objects seen in real-life view; things that are farther away will appear smaller and vise versa for things that are closer.

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3
Q

orthogonal view

A

objects seen on a 2-dimensional plane; objects that are the same size look that way.

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4
Q

transform component

A

component that decides the position, rotation, and scale of every object.

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5
Q

surface snapping

A

Ctrl + shift- used to position one object to a surface.

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6
Q

vertex snapping

A

V- used to position one object to a specific vertex.

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7
Q

left-handed coordinate system

A

uses different axes as opposed to the right-hand coordinate system. 90% there to confuse you.

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8
Q

vertices

A

points

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9
Q

edges

A

joins together vertices

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10
Q

faces

A

different vertices and edges together into a surface.

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11
Q

unity unit

A

~1 meter

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12
Q

Euler angles

A

angles used to measure rotation

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13
Q

primitives(3D)

A

default shapes in unity

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14
Q

keyboard shortcut used to rename a GameObject

A

F2

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15
Q

shaders

A

scripts to determine which colors to which pixels

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16
Q

materials

A

defines how a surface is rendered/drawn onscreen

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17
Q

textures

A

an image

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18
Q

Start()

A

method for initialization in Unity

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19
Q

MonoBehavior class

A

base class for accessing c# scripts

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20
Q

variable

A

allow you to store/retrieve information from computer memory

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21
Q

implicit conversion

A

conversion is done for you by the computer

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22
Q

explicit conversion

A

requires a cast to work; isn’t done by the computer automatically

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23
Q

concatenate

A

to add variables up into a string; joining strings together.

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24
Q

class

A

a blueprint to define an object

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25
member variables
variables that belong to a class
26
access modifier
keyword to determine what can access what
27
encapsulation
keeps data safe from outside interference and misuse based off of the access modifier
28
object
instance of a class
29
method arguments
values passed into the method's parameters
30
method parameters
variable passed into the method definition
31
Inheritance
create an object from which other objects can inherit its values/methods
32
Collider
define the shape of an object for collision purposes
33
pseudocode
explaining an algorithm in plain human language
34
localScale
used in the Transform component to modify scale
35
Game Design Document (GDD)
descriptive document detailing the concept and assets of a video game,
36
vector
geometric object represented on the coordinate system with a magnitude and direction
37
scaling a vector (vector multiplication)
changing the size of a vector by multiplying it with a separate variable
38
vector's magnitude
the length or distance of a vector
39
unitary vector
magnitude of 1
40
normalized vector
changing any vector into a unitary vector
41
Vector class
class used to describe positions
42
Update()
method executed in every frame of the game
43
refactoring code
cleaning and organizing code
44
speed formula
distance divided by time
45
distance formula
speed multiplied by time
46
time formula
distance divided by speed
47
Time.deltaTime
makes the game's frame rate independent from the computer it runs on
48
Transform.Rotate
determines how an object rotates in-game
49
Prefab
set properties to an object that can be added to multiple instances
50
ternary operator
shorter form of a decision statement; consists of three parts and the character '?' returns a true or false
51
Input (Unity class)
provides API to access the input manager
52
Horizontal Axis (Input Manager)
moves the player about the x axis
53
Vertical Axis (Input Manager)
moves the player about the z axis
54
Input.GetAxis()
method which returns a value based on the key pressed
55
Rigidbody class
forces your game object to obey the laws of PHYSICS
56
C# Generics
classes or methods where the data type can be used as a parameter
57
GetComponent
access a game object component
58
FixedUpdate()
used instead of Update() when using the Rigidbody class
59
Rigidbody.AddForce()
method that applies force to the RigidBody
60
Collider class (component)
used for collision detection; adjusted from the inspector
61
Physics.Raycast()
Searches for a collider and returns a true/false value.
62
Static objects
objects that won't move
63
Kinematic objects
the object is moving and doesn't respond to forces; accessed from the transform component
64
Trigger objects
game objects that play an event when you collide with it
65
OnTriggerEnter(Collider other)
called when the trigger encounters another collider
66
Awake()
monobehavior method that happens in the initialization before the Start()
67
Static variables
variable that exists on a class level using the "static" keyword
68
SceneManager class
class that handles the scene management at runtime
69
HUD (heads up display) manager
2D text display for the user
70
Text class
class used to draw font on the screen
71
FindObjectOfType()
method that returns an object of the specified type
72
Physics materials
changes how an object responds based off of real life forces (friction, bounciness)
73
Camera.main
defaults to the first camera with the "Main Camera" tag