Technical Terms Flashcards

1
Q

fly through mode

A

Hold down right click and use WASDQE to navigate your game

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2
Q

perspective mode

A

Real life view, gives a sense of depth

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3
Q

orthogonal mode

A

A 2-dimensional view

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4
Q

transform component

A

Defines the position of the object in space, the rotation, and scale

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5
Q

surface snapping

A

Using control + shift snap an object to a surface

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6
Q

vertex snapping

A

Pressing v snaps an object’s vertex to another vertex

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7
Q

left-handed coordinate system

A

The x-axis goes left, the y-axis goes up, and the z-axis goes back and forth

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8
Q

vertices

A

Points in space

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9
Q

edges

A

Connect two vertices to each other

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10
Q

faces

A

Is made when multiple vertices and edges connect to each other

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11
Q

primitives (3D)

A

The basic shapes (cube, sphere, cylinder)

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12
Q

keyboard shortcut used to rename a GameObject

A

F2

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13
Q

Shaders

A

Scripts that describe the color of each pixel

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14
Q

Textures

A

An image

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15
Q

Materials

A

Defines how a surface will be rendered

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16
Q

Start() Method

A

Used for initialization

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17
Q

MonoBehavior class

A

Allows you use Unity’s method

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18
Q

variable

A

Allow you to store and retrieve information

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19
Q

implicit conversion

A

C# does the conversion for you

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20
Q

explicit conversion

A

Manually converting

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21
Q

concatenate

A

Using ‘+’ to join different strings

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22
Q

class

A

a blueprint created to define an object

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23
Q

member variables

A

variables used to define an object

24
Q

access modifier

A

determines what can access variables

25
Q

encapsulation

A

if public anything can access it, if private they can only be accessed through a method

26
Q

object

A

instance of a class

27
Q

method arguments

A

values that are passed to a parameter

28
Q

method parameters

A

used to pass values or variable references to methods

29
Q

pseudocode

A

writing code in English statements

30
Q

localScale

A

scale of the transform relative to the parent.

31
Q

Collider

A

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

32
Q

vector

A

has magnitude and direction

33
Q

scaling a vector

A

Vector(3,4,5) would sen it right 3 points, up 4 poins, and forward 5 points

34
Q

vector’s magnitude

A

returns the length of a vector

35
Q

unitary vector

A

has a vector of 1

36
Q

normalized vector

A

makes the vector have a magnitude of 1

37
Q

Vector class

A

Vector3(x,y,z)

38
Q

refactoring code

A

Cleaning and organizing code

39
Q

Update() method

A

updates the game every frame

40
Q

Game Design Document (GDD)

A

Short document that describes the main concept of your game

41
Q

speed, distance, and time formula

A

The triangles will help you remember these 3 rules: Distance = Speed x Time

42
Q

Time.deltaTime

A

The time in seconds it took to complete the last frame (Read Only)

43
Q

Transform.Rotate

A

Applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order)

44
Q

Prefab

A

A way to save a GameObject with all of its properties

45
Q

Ternary Operator

A

Condensed way of writing an if-else statement

46
Q

Input (Unity class)

A

Used to read axes

47
Q

Horizontal Axis (Input Manager)

A

Accessed by the left and right keys

48
Q

Vertical Axis (Input Manager)

A

Accessed by the up and down keys

49
Q

Input.GetAxis() method

A

Returns the value of the virtual axis identified by axisName

50
Q

Rigidbody class

A

enables your GameObjects to act under the control of physics

51
Q

GetComponent

A

Returns the component of Type type if the game object has one attached, null if it doesn’t

52
Q

FixedUpdate() method

A

This function is called every fixed framerate frame, if the MonoBehaviour is enabled, should be used when dealing with RigidBody

53
Q

Rigidbody.AddForce()

A

Force is applied continuously along the direction of the force vector

54
Q

Collider class

A

A base class of all colliders

55
Q

Physics.Raycast()

A

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

56
Q

Static

A

A non-moving object

57
Q

Kinematic

A

Forces, collisions or joints will not affect the rigidbody anymore