Unity Flashcards
one declares an instance, the other references the component shared on all versions. This is used on materials.
.mat vs .sharedmat
used to store data we reference repeatedly that changes infrequently.
caching
data containers, reduce project memory by avoiding value copies.
scriptable object
Scenes, prefabs, and other unity files(assets) reference _____ to uniquely identify files within a single project, and between different projects.
GUID(Globally Unique Identifier)
Temporary heap allocations, instantiations, coroutines, passing strings around, using .material or .tag calls are what common pitfalls when using Unity’s API?
common garbage collection pitfalls
is a function that can suspend its execution (yield) until the given Yield-Instruction finishes. Yield where you dictate, acting like jugglers that hand off at rehearsed points. Threads, however, are auto-managed by the operating system.
coroutine
Used in creating a basic asset menu tool that updates certain object components. Like lights, transforms, etc.
Editor scripting
object interpolates between start and end point, with third value being rate of interpolation.
Mathf.lerp
assets referenced and loaded into the scene take this. Additionally pre-baking or mesh optimization on build can affect this. Static and baked objects, especially lightmap data have this.
Load times
Clones the object original and returns the clone.
Instantiation
Element that can be used for screen rendering. Elements on the ______ are rendered AFTER Scene rendering, either from an attached camera or using overlay mode.
Canvas
a process which prevents Unity from performing rendering calculations for GameObjects
that are completely hidden from view by other GameObjects. Every frame, Cameras
perform these operations that examine the Renderers in the Scene
and exclude those that do not need to be drawn.
Occlusion culling
Two colliders can’t have collision Behavior without this?
Rigidbody on at least one of the objects
Why should moving colliders have a rigidbody?
when there is no rigidbody, then unity assumes the object is static. Unity doesn’t bother testing collisions between static objects. As a result, this is very efficient for objects in the world the player can bump into. Having kinematic rigidbodies rather than none, is to turn on collision detection between this object and all other colliders in the scene. Effectively you are letting unity know that this object moves around, so unity will then do collision detection between it and everything else.
character joints, configurable joints, fixed joints, hinge joints, and spring joints are all under this umbrella term?
Physics Joints
This type of joint is used to simulate chains, and for break-action shotguns.
Hinge joints
this type of joint can be used for webs shooter slinging.
Spring joints
Used to represent rotations. They are compact, don’t suffer from gimbal lock and can easily be interpolated. Unity internally uses ______ to represent all rotations.
Quaternion
max amount unity allows of these is things is 32 (0-31).
physics layers