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Unity basics
Term | Definition |
---|---|
Animation Layer | managing complex state machines for different body parts. |
Aspect Ration | By default the aspect ratio is automatically calculated from the screen's aspect ratio, even if the camera is not rendering to full area. |
Asset Store | A Unity asset is an item that you can use in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file, an image, or any of the other types of file that Unity supports. |
Assets | an item that you can use in your game or Project. |
Component | To give functionality to a certain GameObject, you attach different components to it. |
Flythrough mode | When you move around in the scene view by holding right mouse button and using WASD keys to move around |
GameObject | GameObjects are the fundamental objects in Unity that represent characters, props and scenery. |
Gizmo | Gizmos are used to give visual debugging or setup aids in the Scene view. |
Inspector | The Inspector displays detailed information about your currently selected GameObject, including all attached Components and their properties. |
Layers | Use these throughout the Unity Editor as a way to create groups of objects that share particular characteristics |
Mesh Collider | The Mesh Collider builds its collision representation from the Mesh attached to the GameObject, and reads the properties of the attached Transform to set its position and scale correctly. |
Mesh | The shape of a 3D object is defined by its mesh. A mesh is like a net of points, or vertices. |
Parent | objects follow a Hierarchy system. Using this system, GameObjects can become “parents" of other GameObjects. When a GameObject has a parent, it will perform all its transform changes with respect to another GameObject instead of the game world. |
Project View | The Project window displays all of the files related to your Project and is the main way you can navigate and find Assets and other Project files in your application. |
Rigid Body | Rigidbodies are components that allow a GameObject to react to real-time physics. |
Scene | Scenes contain the objects of your game. |
Scripts | A script makes its connection with the internal workings of Unity by implementing a class which derives from the built-in class called MonoBehaviour. |
Scene View | The Scene view is your interactive view into the world you are creating. |
Texture | Textures are image or movie files that lay over or wrap around your GameObjects to give them a visual effect. |
Toggle | The Toolbar consists of seven basic controls. Each relate to different parts of the Editor. Cloud Button - opens the Unity Services Window. |
Toolbar | The Toolbar consists of seven basic controls. Each relate to different parts of the Editor. Cloud Button - opens the Unity Services Window. |
Transform Tool | Transform tools are used to move, rotate, scale or Rect Transform selected GameObjects in the scene. |
Tags | The tag of this game object. A tag can be used to identify a game object. Tags must be declared in the Tags and Layers manager before using them. |