This glossary simplifies essential vocabulary and commonly used terms to help you better understand fellow creators and developers.

Keep it handy as a quick reference! πŸ€“

A

  • Asset – Any visual, audio, or text content used in a game, such as sprites, sound effects, and textures.
  • Animation – The process of creating motion for characters, objects, or backgrounds in a game.
  • API (Application Programming Interface) – A set of functions and protocols that allow different software components to communicate. In Unity, APIs enable interaction with the engine’s features.

B

  • Build – A version of the game that has been compiled and packaged for testing or release.
  • Bug – An error or flaw in the game’s code or design that causes unintended behavior.
πŸ’‘
Some bugs might add value to your game – consider implementing them as features.
  • Blend Tree – A feature in Unity’s Animator that allows blending between multiple animations smoothly.

C

  • Component – A functional piece attached to a GameObject in Unity, defining its behavior (e.g. Rigidbody, Collider).
  • Collider – A component that defines the shape of an object for physical collisions.
  • C# – The primary programming language used for scripting in Unity.

D

  • Debugging – The process of finding and fixing bugs or errors in the game.
  • Delta Time – The time elapsed between the current and previous frame, used to ensure smooth and consistent movement regardless of frame rate.
  • Prefab – A pre-configured GameObject in Unity that can be reused throughout the project.

E

  • Editor – The interface where developers create and modify their Unity projects.
  • Event – A messaging system in Unity that allows different parts of the game to communicate when certain actions occur.
  • FBX – A file format (.fbx) used to import and export 3D models and animations into Unity.

F

  • Frame Rate – The speed at which frames (images) are displayed in a game, measured in frames per second (FPS). A higher frame rate means smoother gameplay.

G

  • GameObject – The fundamental objects in Unity that represent characters, props, and scenery.
  • Genre
  • Gizmo – Visual aids in the Unity Editor that help developers position and manipulate objects.
  • GUI (Graphical User Interface) – The visual elements through which a user interacts with the game, such as buttons and menus.
  • Godot

H

  • Hierarchy – A panel in Unity that displays all GameObjects in the current Scene, showing their parent-child relationships.
  • HUD (Heads-Up Display) – On-screen elements that display information to the player, such as health, score, or inventory.

I

  • Inspector – A panel in Unity that allows developers to view and edit the properties of selected GameObjects and components.
  • Instantiate – The process of creating an instance of a Prefab or GameObject during runtime.

J

  • JSON

L

  • Lighting – The setup of light sources in a scene to create the desired visual effect.
  • LOD (Level of Detail) – Techniques used to decrease the complexity of 3D models as they become more distant from the camera to improve performance.

M

  • Material – Defines how a surface appears by combining textures and shaders.
  • Mesh – A collection of vertices, edges, and faces that define the shape of a 3D object.
  • MonoBehaviour – The base class from which every Unity script derives, allowing it to be attached to GameObjects.

P

  • Physics Engine – The part of a game engine that simulates physical behaviors like gravity, collisions, and movement.
  • Play Mode – A mode in the Unity Editor that allows developers to test and play their game within the editor.
  • Project – A collection of assets, scenes, and settings that make up a Unity game.

R

  • Rigidbody – A component that enables a GameObject to be affected by Unity’s physics engine, allowing for realistic movement and collisions.
  • Raycasting – A technique of projecting an invisible ray to detect objects along its path, commonly used for line-of-sight checks and shooting mechanics.
  • Raytracing

S

  • Scene – A level or environment in Unity where GameObjects are placed and arranged.
  • Script – A file containing code that defines how specific objects or mechanics behave in a game.
  • Shader – A program used to calculate how surfaces appear in a game, affecting lighting, textures, and effects.

T

  • Tag – A label assigned to GameObjects to identify and group them for scripting purposes.
  • Texture – An image applied to a 3D model’s surface to give it color and detail.
  • Tilemap – A grid-based system for creating 2D environments, often used in platformers and top-down games.

U

  • UI (User Interface) – The elements of a game that allow the player to interact with it, such as menus, buttons, and HUD elements.
  • Unity – A popular game engine used to create 2D and 3D games, known for its beginner-friendly approach.
  • Unreal Engine

V

  • Vertex – A point in 3D space used to define the shape of a 3D model.
  • Version Control – A system for tracking changes to a project, allowing developers to revert to earlier versions if needed (e.g., Git).
  • Viewport – The visible area of the game as seen through the camera or editor.

W

  • Walk Cycle – An animation sequence that shows a character walking.
  • Waypoint – A designated point in a game level, often used to guide AI movement or pathfinding.
  • World Space – A coordinate system used to define positions and movements relative to the entire game world, as opposed to local space, which is relative to an object.

Z

  • Z-Fighting – A graphical glitch where two surfaces are so close that the engine can’t determine which one to render on top, causing flickering.

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