Unity Flash Cards - Dala

1
Q

fly through mode

A

right-clicking and using the keyboard controls (ie. q, w, e, a, s, d) to move through the scene.

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2
Q

perspective view

A

objects seen in real-life view; things that are farther away will appear smaller and vise versa for things that are closer.

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3
Q

orthogonal view

A

objects seen on a 2-dimensional plane; objects that are the same size look that way.

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4
Q

transform component

A

component that decides the position, rotation, and scale of every object.

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5
Q

surface snapping

A

Ctrl + shift- used to position one object to a surface.

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6
Q

vertex snapping

A

V- used to position one object to a specific vertex.

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7
Q

left-handed coordinate system

A

uses different axes as opposed to the right-hand coordinate system. 90% there to confuse you.

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8
Q

vertices

A

points

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9
Q

edges

A

joins together vertices

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10
Q

faces

A

different vertices and edges together into a surface.

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11
Q

unity unit

A

~1 meter

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12
Q

Euler angles

A

angles used to measure rotation

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13
Q

primitives(3D)

A

default shapes in unity

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14
Q

keyboard shortcut used to rename a GameObject

A

F2

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15
Q

shaders

A

scripts to determine which colors to which pixels

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16
Q

materials

A

defines how a surface is rendered/drawn onscreen

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17
Q

textures

A

an image

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18
Q

Start()

A

method for initialization in Unity

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19
Q

MonoBehavior class

A

base class for accessing c# scripts

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20
Q

variable

A

allow you to store/retrieve information from computer memory

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21
Q

implicit conversion

A

conversion is done for you by the computer

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22
Q

explicit conversion

A

requires a cast to work; isn’t done by the computer automatically

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23
Q

concatenate

A

to add variables up into a string; joining strings together.

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24
Q

class

A

a blueprint to define an object

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25
Q

member variables

A

variables that belong to a class

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26
Q

access modifier

A

keyword to determine what can access what

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27
Q

encapsulation

A

keeps data safe from outside interference and misuse based off of the access modifier

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28
Q

object

A

instance of a class

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29
Q

method arguments

A

values passed into the method’s parameters

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30
Q

method parameters

A

variable passed into the method definition

31
Q

Inheritance

A

create an object from which other objects can inherit its values/methods

32
Q

Collider

A

define the shape of an object for collision purposes

33
Q

pseudocode

A

explaining an algorithm in plain human language

34
Q

localScale

A

used in the Transform component to modify scale

35
Q

Game Design Document (GDD)

A

descriptive document detailing the concept and assets of a video game,

36
Q

vector

A

geometric object represented on the coordinate system with a magnitude and direction

37
Q

scaling a vector (vector multiplication)

A

changing the size of a vector by multiplying it with a separate variable

38
Q

vector’s magnitude

A

the length or distance of a vector

39
Q

unitary vector

A

magnitude of 1

40
Q

normalized vector

A

changing any vector into a unitary vector

41
Q

Vector class

A

class used to describe positions

42
Q

Update()

A

method executed in every frame of the game

43
Q

refactoring code

A

cleaning and organizing code

44
Q

speed formula

A

distance divided by time

45
Q

distance formula

A

speed multiplied by time

46
Q

time formula

A

distance divided by speed

47
Q

Time.deltaTime

A

makes the game’s frame rate independent from the computer it runs on

48
Q

Transform.Rotate

A

determines how an object rotates in-game

49
Q

Prefab

A

set properties to an object that can be added to multiple instances

50
Q

ternary operator

A

shorter form of a decision statement; consists of three parts and the character ‘?’ returns a true or false

51
Q

Input (Unity class)

A

provides API to access the input manager

52
Q

Horizontal Axis (Input Manager)

A

moves the player about the x axis

53
Q

Vertical Axis (Input Manager)

A

moves the player about the z axis

54
Q

Input.GetAxis()

A

method which returns a value based on the key pressed

55
Q

Rigidbody class

A

forces your game object to obey the laws of PHYSICS

56
Q

C# Generics

A

classes or methods where the data type can be used as a parameter

57
Q

GetComponent

A

access a game object component

58
Q

FixedUpdate()

A

used instead of Update() when using the Rigidbody class

59
Q

Rigidbody.AddForce()

A

method that applies force to the RigidBody

60
Q

Collider class (component)

A

used for collision detection; adjusted from the inspector

61
Q

Physics.Raycast()

A

Searches for a collider and returns a true/false value.

62
Q

Static objects

A

objects that won’t move

63
Q

Kinematic objects

A

the object is moving and doesn’t respond to forces; accessed from the transform component

64
Q

Trigger objects

A

game objects that play an event when you collide with it

65
Q

OnTriggerEnter(Collider other)

A

called when the trigger encounters another collider

66
Q

Awake()

A

monobehavior method that happens in the initialization before the Start()

67
Q

Static variables

A

variable that exists on a class level using the “static” keyword

68
Q

SceneManager class

A

class that handles the scene management at runtime

69
Q

HUD (heads up display) manager

A

2D text display for the user

70
Q

Text class

A

class used to draw font on the screen

71
Q

FindObjectOfType()

A

method that returns an object of the specified type

72
Q

Physics materials

A

changes how an object responds based off of real life forces (friction, bounciness)

73
Q

Camera.main

A

defaults to the first camera with the “Main Camera” tag