GDes Chapter 3 Vocab

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