
Terminology and Info
Game Engine Terms
Prefabs - Instance of a group of assets within a project that can be changed and applied to other instances.
Assets - Things that are used to create your game (models, music, scripts, etc).
Audio - The sound within your game.
Hierarchy - Window that lists all assets in your current scene.
Scene - Stage of your game.
Project - File that holds your entire game.
UI - User Interface
Inspector - Window that displays information on things selected in the scene.
Game - Window that previews a running scene.
Asset Store - Window that links you to the Unity Asset Store.
GameObject - Object or visible asset in a scene.
Model - 3D object in a digital space.
Nav Mesh Agent - Component used for AI movement.
Navigation - Window that shows settings for baking the nav mesh.
Occlusion - Window that shows settings for baking Occlusion Culling.
Occlusion Culling - Function that sets a scene to render elements only within the Main Camera's view.
Main Camera - The camera the player will primarily view the game through.
Project(Window) - Window that displays the current project's assets.
Console - Window that shows debug notes, warnings, and errors.
Script - Game asset that holds code for controlling the functions of the game.
Component - A feature that adds scripts, particle effects, colliders, or other Unity functions to a game asset.
Colliders - A component used for collision detection or trigger events.
Particle System - A component used for particle effects in the game (rain, explosions, fire, etc.)
Terrain - Unity GameObject that serves as the ground of your environment.
Texture - A map that can be applied to a material and then a 3D GameObject. Changes the appearance of the object.
Material - Component that can be added to 3D GameObjects which changes its color and substance (transparent, metallic, glossy,
glowing, etc)
​
C# Coding Terms
Variable - Holds data/information.
Int - Variable that holds a positive or negative numerical value of 1 or more. Does not hold decimal value.
Float - Variable that holds a numerical value. Includes decimal values.
Private - Sets variables or methods to only be accessed by the script it is in.
Public - Sets variables or methods to be accessed outside of the script it is in.
Method - Calls a portion of the code to be executed.
Class - Space that holds a script's code.
Void - Used with methods to keep them from returning values.
GetComponent - Function used in the Start/Awake method to find a component in the game to use in the code.
SetActive - Function that controls whether or not something is visible.
True/False - A value used for Bool variables. Often used to turn things off and on.
Bool - Variable type that holds true and false values.
Time.timeScale - Function that controls the runtime of the scene. Can be used to slow down or stop runtime elements in the game.
using - Statement that can be used to call in functions of other game elements (NavMesh, Audio, UI, SceneManager, etc.)
SceneManager - Function that manages the activity of the current scene.
If - Statement that sets a condition for something to happen if the condition is met.
Else - Statement used if the "If" statement's condition isn't met.
Parenthesis - Used to set values for methods or statements.
Curly Brackets - Used to group multiple lines of code for its corresponding method or statement
Semicolon - Used to end a line of code. Must use to avoid run errors.
Functions - Used to control Identifiers.
== - Used to compare two Identifiers to see if they are equal.
|| - Used with If statements to set multiple possible conditions.
&& - Used with If statements to set multiple necessary conditions.
-= - Used to decrease numerical values in the Update method.
+= - Used to increase numerical values in the Update method.
NavMeshAgent - Component that represents the NavMeshAgent in the UnityEditor.
Identifier - Represents variables, GameObjects, and other elements in code.