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UNITY UI
Vocabulary Terms related to the Unity UI
Term | Definition |
---|---|
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. |