Scene Navigation Flashcards

1
Q

Fly through mode

A

hold right click and move

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2
Q

perspective view

A

top right widget

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3
Q

orthogonal view

A

allows you to see every object to make sure they are the same size

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4
Q

transform component

A

coordinates of object showing where the position is

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5
Q

surface snapping

A

hold ctrl shift and move the cursor to any surface and the object will move to it

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6
Q

vertex snapping

A

press v to move parts via their vertex

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7
Q

left handed coordinate system

A

the coordinates are left handed, thats all i can really say about it

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8
Q

vertices

A

the angles of an object within the mesh

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9
Q

edges

A

the outlines of an object

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10
Q

faces

A

the sides of an object

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11
Q

primitives (3D)

A

the basic shapes that unity has pre-made for you

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12
Q

shortcut to rename gameobjects

A

F2

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13
Q

shaders

A

code for the texture/material, uses HLSL

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14
Q

materials

A

the settings in unity that allow you to change the look of a texture

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15
Q

textures

A

a beat up image that is put into unity

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16
Q

start() method

A

used for initialization

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17
Q

mono behavior class

A

allows you to use unity’s methods

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18
Q

variable

A

holds a value and other stuff

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19
Q

implicit conversion

A

use it to enable implicit conversions between a user-defined type and another type

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20
Q

explicit conversion

A

explicit, which require a cast to be called. All conversions must be static, and must either take the type the conversion is defined on, or return that type.

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21
Q

concatenate

A

adding variables in between string structures

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22
Q

class

A

used to contain fields, methods, properties, and indexers

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23
Q

member variables

A

A field may be a built-in numeric type or an instance of another class.

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24
Q

access modifier

A

private and public identifiers

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25
encapsulation
Encapsulation is used to hide its members from outside class or interface
26
object
An object is basically a block of memory that has been allocated and configured according to the blueprint
27
method arguments
by default we pass the parameter by value also known as value parameter.
28
method parameters
by default we pass the parameter by value also known as value parameter
29
Inheritance
the ability to create a class from another class
30
MonoBehaviour class
MonoBehaviour is the base class from which every Unity script derives
31
collider
A base class of all colliders.
32
pseudocode
a simplified programming language that is easier to understand
33
transform component
a component that allows you to move or change an objects size through the script
34
localScale
uses the Vector3 scale to change a game objects scale in a specific way
35
vector
This structure is used throughout Unity to pass 3D positions and directions around. It also contains functions for doing common vector operations.
36
scaling a vector (vector multiplication)
Vector3(3,4,5) would send it right by 3 points,up by 4, and forward by 5.
37
vector's magnitude
returns the length of a vector
38
unitary vector
has a vector of 1
39
normalized vector
makes the vector have a magnitude of 1
40
Vector class
Vector3(x, y, z)
41
Update() method
called every frame if enabled
42
refactoring code
Refactoring is the process of improving your code after it has been written by changing the internal structure of the code without changing the external behavior of the code.
43
Game Design Document (gdd)
Short document to describe a game concept, for yourself or your team. Things to include: description, concept art, assets game mechanics: controls, UI, and camera
44
speed distance and time formulas
The triangles will help you remember these 3 rules: Distance = Speed x Time.
45
Time.deltaTime
The time in seconds it took to complete the last frame (Read Only).
46
Transform.Rotate
Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order).
47
Prefab
Prefab asset type that allows you to store a GameObject object complete with components and properties.
48
Input (unity class)
Use this class to read the axes set up in the Input Manager, and to access multi-touch/accelerometer data on mobile devices.
49
Horizontal Axis (input manager)
commands that allow the player object to move horizontally
50
Vertical Axis (input manager)
commands that allow the player object to move vertically
51
Input.GetAxis() method
Returns the value of the virtual axis identified by axisName.
52
ternary operator
The conditional operator (?:) returns one of two values depending on the value of a Boolean expression.
53
Rigidbody class
Control of an object's position through physics simulation.
54
C# Generics
Generics allow you to define type-safe classes without compromising type safety, performance, or productivity.
55
GetComponent
Returns the component of Type type if the game object has one attached, null if it doesn't.
56
FixedUpdate() method
This function is called every fixed framerate frame, if the MonoBehaviour is enabled.
57
Rigidbody.AddForce()
Force is applied continuously along the direction of the force vector. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.
58
Collider class (component)
If the object with the Collider needs to be moved during gameplay then you should also attach a Rigidbody component to the object. The Rigidbody can be set to be kinematic if you don't want the object to have physical interaction with other objects.
59
physics.Raycast()
Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the scene.
60
Static objects
The inspector for a GameObject has a Static checkbox and menu in the extreme top-right, which is used to inform various different systems in Unity that the object will not move.
61
Kinematic objects (isKinematic boolean on RIgidBody object)
Controls whether physics affects the rigidbody.
62
Trigger objects (isTrigger boolean on Collider Object)
detect when an object is within a particular space in the game world.
63
OnTriggerEnter(Collider other) method
OnTriggerEnter is called when the Collider other enters the trigger
64
Awake() method
Awake is called when the script instance is being loaded.
65
static variables (class level variables)
static - the same variable is shared by all instances of the class that are created, and can be private, protected or public.
66
Scene manager class
Scene management at run-time.
67
HUD (heads up display) manager
The NetworkManagerHUD allows you to see many details in the editor, such as connections, lists of known networked objects, and active player objects.
68
Text Class
The default Graphic to draw font data to screen.
69
FindObjectOfType() method
Returns the first active loaded object of Type type.