CWC1 - Player Controller

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