Unity Flash Cards

1
Q

navigate the Scene View by flying around in first-person, similar to how you would navigate in many games

A

fly through mode

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2
Q

gives a sense of depth

A

perspective view

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3
Q

projected into a 2 dimensional plane

A

orthogonal view

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4
Q

determines the Position, Rotation, and Scale of each object in the scene

A

transform component

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5
Q

quickly snap the GameObject to the intersection of any Collider

A

surface snapping

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6
Q

take any angular point from a given Mesh and place that angular point in the same position as any angular point from any other Mesh you choose

A

vertex snapping

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7
Q

the positive x, y and z axis point right, up and forward, respectively

A

left-handed coordinate system

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8
Q

the corner where the sides of three surfaces meet

A

vertices

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9
Q

the area where two surfaces’ sides meet to make an angle

A

edges

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10
Q

the surface of a shape like a cube

A

faces

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11
Q

object types that can be created directly within Unity; placeholders

A

primitives (3D)

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12
Q

rename

A

F2

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13
Q

small scripts that contain the mathematical calculations and algorithms for calculating the colour of each pixel rendered, based on the lighting input and the Material configuration

A

Shaders

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14
Q

definitions of how a surface should be rendered, including references to textures used, tilting information, colour tints and more

A

Materials

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15
Q

bitmap images

A

Textures

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16
Q

is used for initialization in Unity script/code

A

Start() method

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17
Q

gives access to unity way of doing things/the base class from which every Unity script derives

A

MonoBehavior class

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18
Q

an element, feature, or factor that is liable to vary or change

A

variable

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19
Q

also known as coercion, is an automatic type conversion by the compiler

A

implicit conversion

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20
Q

occurs when you use the CONVERT or CAST keywords explicitly in your query

A

explicit conversion

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21
Q

The process of appending one string to the end of another string

A

concatenate

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22
Q

a construct that enables you to create your own custom types by grouping together variables of other types, methods, and events. … It defines the data and behavior of a type

A

class

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23
Q

is associated with a specific object, and accessible for all its methods

A

member variables

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24
Q

are keywords in object-oriented languages that set the accessibility of classes, methods, and other members

A

access modifier

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25
Q

an object’s ability to hide data and behavior that are not necessary to its user
enables a group of properties, methods, and other members to be considered a single unit or object

A

encapsulation

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26
Q
a block of memory that has been allocated and configured according to the blueprint
a class type variable, also called instance of the class
A

object

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27
Q

the data you pass into a code block’s parameters, the actual value of this variable that gets passed to function

A

method arguments

28
Q

the variable which is part of the method’s signature (method declaration)

A

method parameters

29
Q

the ability to create a class from another class, the “parent” class, extending the functionality and state of the parent in the derived, or “child” class. It allows derived classes to overload methods from their parent class

A

Inheritance

30
Q

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

A

Collider

31
Q

describing an algorithm in plain human language

A

pseudocode

32
Q

the scale of the transform relative to the parent

A

localScale

33
Q

This structure is used throughout Unity to pass 3D positions and directions around

A

vector

34
Q

multiplying a vector with a normal number

A

scaling a vector (vector multiplication)

35
Q

length of a vector

A

vector’s magnitude

36
Q

when a vector has a magnitude of 1

A

unitary vector

37
Q

making any vector into a unitary vector

A

normalized vector

38
Q

a template class of sequence containers that arrange elements of a given type in a linear arrangement and allow fast random access to any element

A

Vector class

39
Q

anything that needs to be changed or adjusted regularly happens here; called every frame

A

Update() method

40
Q

cleaning or organizing your code

A

refactoring code

41
Q

is a highly descriptive living design document of the design for a video game

A

Game Design Document

42
Q

v = d / t ; d = v * t

A

speed, distance and time formulas

43
Q

the time passed since last frame

A

Time.deltaTime

44
Q

Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order)

A

Transform.Rotate

45
Q

a type of asset – a reusable GameObject stored in Project View

A

Prefab

46
Q

an operator that takes three arguments. The first argument is a comparison argument, the second is the result upon a true comparison, and the third is the result upon a false comparison
shortened way of writing an if-else statement

A

ternary operator

47
Q

Class that links actions to game controls

A

Input (Unity class)

48
Q

A

Horizontal Axis (Input Manager)

49
Q

A

Vertical Axis (Input Manager)

50
Q

Returns the value of the virtual axis identified by axisName

A

Input.GetAxis() method

51
Q

Control of an object’s position through physics simulation

A

RigidBody class

52
Q
// The type is correctly inferred since it is defined in the function call.
//In C#
var obj = GetComponent();
A

C# Generics

53
Q

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

A

GetComponent

54
Q

This function is called every fixed framerate frame, if the MonoBehaviour is enabled; should be used instead of Update when dealing with Rigidbody.

A

FixedUpdate() method

55
Q

Adds a force to the Rigidbody.

A

RigidBody.AddForce

56
Q

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

A

Collider class (component)

57
Q

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

A

Physics.Raycast()

58
Q

is used to inform various different systems in Unity that the object will not move

A

Static objects

59
Q

Controls whether physics affects the rigidbody.

A

Kinematic objects

60
Q

The scripting system can detect when collisions occur and initiate actions using the OnCollisionEnter function

A

Trigger objects

61
Q

is called when the Collider other enters the trigger

A

OnTriggerEnter(Collider other) method

62
Q

is called when the script instance is being loaded;

used to initialize any variables or game state before the game starts

A

Awake() method

63
Q

lives on a level with the class template, not with the individual instances of a class. It is a single entity which is shared by all class instances.

A

Static Variables

64
Q

provides global properties and functionality that apply to all Scenes

A

SceneManager Class

65
Q

A

HUD (Heads Up Display) manager

66
Q

A

Text class

67
Q

A

FindObjectOfType() method