Unity Reviews Flashcards

1
Q

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

A

method parameters

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2
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

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3
Q

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

A

Collider

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4
Q

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

A

variable

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5
Q

describing an algorithm in plain human language

A

pseudocod

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6
Q

the scale of the transform relative to the parent

A

localScale

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7
Q

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

A

explicit conversion

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8
Q

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

A

vector

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9
Q

multiplying a vector with a normal number

A

scaling a vector (vector multiplication)

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10
Q

length of a vector

A

vector’s magnitude

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11
Q

when a vector has a magnitude of 1

A

unitary vector

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12
Q

making any vector into a unitary vector

A

normalized vector

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13
Q

projected into a 2 dimensional plane

A

Orthogonal view

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14
Q

A

Vector class

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15
Q

A

Update() method

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16
Q

cleaning or organizing your code

A

refactoring code

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17
Q

A

Game Design Document(GDD)

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18
Q

bitmap images

A

Textures

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19
Q

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

A

member variables

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20
Q

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

A

concatenate

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21
Q

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

A

access modifier

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22
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

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23
Q

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

A

method parameters

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24
Q

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

A

transform component

25
Q

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

A

left-handed coordinate system

26
Q

the corner where the sides of three surfaces meet

A

vertices

27
Q

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

A

edges

28
Q

the surface of a shape like a cube

A

faces

29
Q

object types that can be created directly within Unity; placeholders

A

primitives (3D)

30
Q

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

A

Materials

31
Q

is used for initialization in Unity script/code

A

Start() method

32
Q

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

A

implicit conversion

33
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

34
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

35
Q

rename

A

F2

36
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

37
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

38
Q

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

A

MonoBehavior class

39
Q

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

A

explicit conversion

40
Q

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

A

access modifier

41
Q

Input (Unity class)

A

Use this class to read the axes set up in the input Manager, and to access multi-touch/accelerometer data on mobile devices.

42
Q

Horizontal Axis (Input Manager)

A

..

43
Q

Vertical Axis (Input Manager)

A

..

44
Q

Input.GetAxis() method

A

.

45
Q

Rigidbody class

A

..

46
Q

C# Generics

A

..

47
Q

GetComponent

A

..

48
Q

FixedUpdate() method

A

..

49
Q

Rigidbody.AddForce()

A

50
Q

Collider class (component)

A

..

51
Q

Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the scene.
You may optionally provide a LayerMask, to filter out any Colliders you aren’t interested in generating collisions with.
Specifying queryTriggerInteraction allows you to control whether or not Trigger colliders generate a hit, or whether to use the global Physics.queriesHitTriggers setting.

A

Physics.Raycast()

52
Q

AddForce

A

….

53
Q

Static

A

54
Q

Kinematic

A

..

55
Q

Trigger

A

..

56
Q

OnTriggerEnter(Collider other) method

A

..

57
Q

Awake() method

A

..

58
Q

Static variables (class-level variables)

A

..

59
Q

SceneManager class

A

……