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UNITY UI

Vocabulary Terms related to the Unity UI

TermDefinition
Scene A container for your game or a level. It contains all the objects and environments that make up your game.
GameObject A container for your game or a level. It contains all the objects and environments that make up your game.
Component Components are the building blocks of GameObjects, defining their behavior and functionality. Examples include Transform, Rigidbody, and Collider.
Transform A component that defines the position, rotation, and scale of a GameObject.
Hierarchy A window that displays all GameObjects in the current scene in a hierarchical order. It allows you to organize and manage your GameObjects.
Inspector A window that allows you to view and edit the properties of the selected GameObject or asset. Each component of a GameObject can be modified here.
Project A window that shows all the assets in your project, such as scripts, textures, models, and prefabs.
Prefab A pre-configured GameObject that can be reused throughout your project. Changes made to a prefab are reflected in all instances of that prefab.
Script A piece of code written in C# that defines the behavior of a GameObject. Scripts are attached as components to GameObjects.
Collider A component that defines the shape of an object for the purposes of physical collisions.
Rigidbody A component that enables physical behavior on a GameObject, such as gravity and collisions.
Animator A window and a component used to control animations for GameObjects. It manages animation states and transitions.
Animation A sequence of frames or transformations that create movement or changes in a GameObject over time.
Asset Store An online marketplace where you can buy and sell assets, such as models, scripts, and tools.
Console A window that displays output from your game, such as error messages, warnings, and debug information.
Build Settings A window that displays output from your game, such as error messages, warnings, and debug information.
Lighting A set of settings and components that control how light is rendered in your scene, including shadows and reflections.
Material Defines the appearance of a GameObjects surface. Materials use shaders to define how they interact with light.
Shader A script that tells the GPU how to render pixels on the screen. Shaders can create complex visual effects.
Texture An image applied to the surface of a GameObject to give it color and detail.
UI (User Interface) Components and systems used to create menus, buttons, text, and other interactive elements in your game.
Canvas The area in the UI system where all UI elements are drawn.
Event System A component that manages input events for the UI, such as clicks and touch events.
Inspector Tab A part of the Inspector window that shows detailed settings and properties for the selected GameObject or asset.
Toolbar The bar at the top of the Unity editor containing buttons for commonly used actions, such as play, pause, and step.
Play Mode A mode where you can run and test your game within the Unity editor.
Viewport The area in the Scene view or Game view where you can see and interact with your game.
Asset Any resource used in your game, such as images, sounds, models, scripts, and prefabs.
Timeline A tool for creating cinematic content, gameplay sequences, and complex animations.
NavMesh A system for creating AI navigation areas that GameObjects can move within intelligently.
Created by: dmaww
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