Technical Terms Flashcards
fly-through mode
using right click + Q W E A S D on the keyboard to move 3D objects in Unity
perspective view
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.
orthogonal view
how objects are seen when projected into an imaginary 2D plane
transform component
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
surface snapping
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.
vertex snapping
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:
- Select the object you want to change, and make sure that the Move tool is active.
- Press and hold the V key to activate the vertex snapping mode.
- Move your cursor over a vertex of the object that you want to use as the pivot point.
- Hold down the left mouse button and drag that vertex next to any other vertex on a different object.
- Release the mouse button and the V key when you are done. (You can also use Shift+V for this)
vertices
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.
edges
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.
faces
Created by vertices closed by segments (or edges) on an object.
Euler Angles
Use them to rotate an object on the x, y, or z axis
Primitive (3D)
The basic forms or shapes when creating a 3D game object (ex. cube, sphere, cylinder, etc.)
Rename GameObject (Keyboard Shortcut)
F2
Hotkeys for Toolbar
Q W E R T
Unity Unit
1 Unit = 1 meter (3.26 in)
Scale Measuring
Scale > 1 = Increase Size
Scale < 1 = Decrease Size
Parent-Child Relationship
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.
Shaders
Scripts (HSLS code) that determines the color of each pixel in a 3D object.
The basic shader we will use in Unity is Standard.
Material
Defines how a surface should be rendered on the screen. A material has a shader assigned and sets its options.
Texture
Bitmap images that can be used in materials.
Albedo
Base color of the surface
Metallic Parameter
How much the object reflects the environment (almost like a glass ball or marble)
Emission
Material emits its own light.
Start() Method
The entry point for a Unity game.
MonoBehavior Class
Provides the functionality for the Start() method and other methods.
Variable
Created to hold a data type and value
Implicit Conversion
Converting from integer (int) to float
Explicit Conversion
Converting from float to int; causes an error
Concatenate
Linking strings with a variable
Class
A blueprint that defines an object
Member Variables
Variables created as members of a created class
Access Modifier
Keyword that determines the access level of a variable (ex: private, public, etc.)