Across
- 2. A program that determines how the graphics hardware should render a 3D object. Shaders can be attached to Materials.
- 5. A container for all the GameObjects, assets, and settings that make up a particular level or section of a game.
- 9. A window in the Unity Editor displaying the properties and components of the currently selected GameObject, allowing for modification.
- 11. Modular pieces of functionality that can be attached to GameObjects to define their behavior or appearance. Examples include scripts, colliders, and renderers.
- 13. A way to categorize GameObjects, useful for selectively including or excluding them from various aspects of the game, like physics or rendering.
- 15. A component that defines the shape of a GameObject for the purposes of physics interactions.
- 16. A component of a GameObject that defines its position, rotation, and scale in the 3D space.
- 18. Window A window in the Unity Editor displaying the assets in your project, including scenes, scripts, textures, and other files.
Down
- 1. The basic building block in Unity scenes, representing entities in the game world. GameObjects can have components attached to define their behavior and appearance.
- 3. A window in the Unity Editor displaying a tree-like view of all GameObjects in the current scene, organized by their parent-child relationships.
- 4. A component that allows a GameObject to respond to physics, simulating forces like gravity and collisions.
- 6. A compressed file containing Unity assets, scenes, and metadata, simplifying the sharing and distribution of projects and resources.
- 7. A pre-configured, reusable GameObject or collection of GameObjects saved as an asset, facilitating efficient object instantiation and reuse.
- 8. Any resource or file used in Unity, such as textures, models, scripts, or scenes.
- 10. A label that can be assigned to GameObjects for organizational purposes or to identify specific types of objects.
- 12. A sequence of keyframes that define the motion or changes in appearance of a GameObject over time.
- 14. A piece of code written in a programming language (such as C#) that can be attached to GameObjects to add custom functionality.
- 17. An asset that defines the visual appearance of a GameObject, including its color, texture, and how it responds to lighting.
