Unity Reviews Flashcards
the variable which is part of the method’s signature (method declaration)
method parameters
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
Inheritance
define the shape of an object for the purposes of physical collisions
Collider
an element, feature, or factor that is liable to vary or change
variable
describing an algorithm in plain human language
pseudocod
the scale of the transform relative to the parent
localScale
occurs when you use the CONVERT or CAST keywords explicitly in your query
explicit conversion
This structure is used throughout Unity to pass 3D positions and directions around
vector
multiplying a vector with a normal number
scaling a vector (vector multiplication)
length of a vector
vector’s magnitude
when a vector has a magnitude of 1
unitary vector
making any vector into a unitary vector
normalized vector
projected into a 2 dimensional plane
Orthogonal view
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Vector class
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Update() method
cleaning or organizing your code
refactoring code
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Game Design Document(GDD)
bitmap images
Textures
is associated with a specific object, and accessible for all its methods
member variables
The process of appending one string to the end of another string
concatenate
are keywords in object-oriented languages that set the accessibility of classes, methods, and other members
access modifier
the data you pass into a code block’s parameters, the actual value of this variable that gets passed to function
method arguments
the variable which is part of the method’s signature (method declaration)
method parameters
determines the Position, Rotation, and Scale of each object in the scene
transform component
the positive x, y and z axis point right, up and forward, respectively
left-handed coordinate system
the corner where the sides of three surfaces meet
vertices
the area where two surfaces’ sides meet to make an angle
edges
the surface of a shape like a cube
faces
object types that can be created directly within Unity; placeholders
primitives (3D)
definitions of how a surface should be rendered, including references to textures used, tilting information, colour tints and more
Materials
is used for initialization in Unity script/code
Start() method
also known as coercion, is an automatic type conversion by the compiler
implicit conversion
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
class
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
encapsulation
rename
F2
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
Shaders
a block of memory that has been allocated and configured according to the blueprint a class type variable, also called instance of the class
object
gives access to unity way of doing things/the base class from which every Unity script derives
MonoBehavior class
occurs when you use the CONVERT or CAST keywords explicitly in your query
explicit conversion
re keywords in object-oriented languages that set the accessibility of classes, methods, and other members
access modifier
Input (Unity class)
Use this class to read the axes set up in the input Manager, and to access multi-touch/accelerometer data on mobile devices.
Horizontal Axis (Input Manager)
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Vertical Axis (Input Manager)
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Input.GetAxis() method
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Rigidbody class
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C# Generics
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GetComponent
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FixedUpdate() method
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Rigidbody.AddForce()
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Collider class (component)
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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.
Physics.Raycast()
AddForce
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Static
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Kinematic
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Trigger
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OnTriggerEnter(Collider other) method
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Awake() method
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Static variables (class-level variables)
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SceneManager class
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