CWC1 - Player Controller
Across
- 2. A fundamental component that is attached to every gameObject. Determines the position, rotation, and scale of a game object in the 3D space.
- 6. A window that displays a list of all GameObjects in the current scene, showing the parent-child relationships between them.
- 8. A command that you get to invent and name. It allows us to break our program into smaller parts, making the program easier to understand.
- 10. A technique used in Unity to cast a ray into the game world, often used for detecting objects or surfaces in a specific direction.
- 12. A piece of code written in a programming language (such as C#) that can be attached to GameObjects to add custom functionality.
- 13. A programming language often used with Unity for game development.
- 15. A number that can be positive, negative, or zero WITH a decimal component. 3.2; 0.0; 4.5652
- 17. A number that can be positive, negative, or zero WITHOUT a decimal component. -50; 0; 5
- 18. The process of identifying and fixing errors or bugs in code.
- 21. A special function in Unity scripts that is called every frame.
- 23. The visual elements through which players interact with a game.
- 24. either true or false.
Down
- 1. A Unity component that defines the shape of an object for the purpose of physical interactions, such as collisions with other objects.
- 3. The main view in Unity where you design and arrange your game world by placing and manipulating GameObjects.
- 4. A Unity component used for creating and controlling animations. In the context of a player controller, it's often used to transition between different animations based on player input.
- 5. A window that displays the assets in your Unity project, including scenes, scripts, textures, and other files.
- 7. A window that shows the properties and components of the selected GameObject, allowing you to modify them.
- 9. A symbol or container that holds a value.
- 11. Any resource or file (e.g., textures, models, scripts) that can be used in your Unity project.
- 14. Contains text or a sequence of letters, numbers, punctuation, spaces, etc. "Hello, world!"; "abc123"
- 16. A Unity component that allows a game object to respond to physics, including gravity, collisions, and forces.
- 19. A view that shows the game as it will appear when running, allowing you to preview and test your game.
- 20. A modular piece of functionality attached to a GameObject, such as a script, a collider, or a renderer.
- 22. The horizontal bar at the top of the Unity interface that contains various tools and controls for scene manipulation.