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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)

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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.

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