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
encapsulation
if public anything can access it, if private they can only be accessed through a method
26
object
instance of a class
27
method arguments
values that are passed to a parameter
28
method parameters
used to pass values or variable references to methods
29
pseudocode
writing code in English statements
30
localScale
scale of the transform relative to the parent.
31
Collider
define the shape of an object for the purposes of physical collisions
32
vector
has magnitude and direction
33
scaling a vector
Vector(3,4,5) would sen it right 3 points, up 4 poins, and forward 5 points
34
vector's magnitude
returns the length of a vector
35
unitary vector
has a vector of 1
36
normalized vector
makes the vector have a magnitude of 1
37
Vector class
Vector3(x,y,z)
38
refactoring code
Cleaning and organizing code
39
Update() method
updates the game every frame
40
Game Design Document (GDD)
Short document that describes the main concept of your game
41
speed, distance, and time formula
The triangles will help you remember these 3 rules: Distance = Speed x Time
42
Time.deltaTime
The time in seconds it took to complete the last frame (Read Only)
43
Transform.Rotate
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
Prefab
A way to save a GameObject with all of its properties
45
Ternary Operator
Condensed way of writing an if-else statement
46
Input (Unity class)
Used to read axes
47
Horizontal Axis (Input Manager)
Accessed by the left and right keys
48
Vertical Axis (Input Manager)
Accessed by the up and down keys
49
Input.GetAxis() method
Returns the value of the virtual axis identified by axisName
50
Rigidbody class
enables your GameObjects to act under the control of physics
51
GetComponent
Returns the component of Type type if the game object has one attached, null if it doesn't
52
FixedUpdate() method
This function is called every fixed framerate frame, if the MonoBehaviour is enabled, should be used when dealing with RigidBody
53
Rigidbody.AddForce()
Force is applied continuously along the direction of the force vector
54
Collider class
A base class of all colliders
55
Physics.Raycast()
Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the scene
56
Static
A non-moving object
57
Kinematic
Forces, collisions or joints will not affect the rigidbody anymore