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Across
  1. 2. Up: Any item that can be collected, usually for some type of points, rewards, or penalty.
  2. 3. This function is called every fixed framerate frame, if the MonoBehaviour is enabled. FixedUpdate should be used instead of Update when dealing with Rigidbody.
  3. 6. A function that will activate or deactivate a GameObject. This is done using true (for activate) or false (for deactivate), which makes the GameObject visible or invisible, respectively.
  4. 8. A number that has no decimal portion, no decimal places.
  5. 10. In programming, a named section of a program that performs a specific task.
  6. 13. Rigidbodies enable your GameObjects to act under the control of physics. The Rigidbody can receive forces and torque to make your objects move in a realistic way.
  7. 14. This controls whether physics affects the rigidbody. If isKinematic is enabled, Forces, collisions or joints will not affect the rigidbody anymore. The rigidbody will be under full control of script and not physics.
  8. 17. A camera is a device through which the player views the world.
  9. 19. When something does not change, is not created, it is static.
  10. 20. A tag can be used to identify a game object. Tags must be declared in the Tags and Layers manager before using them.
  11. 21. Statement: An "if" test in scripting that evaluates a specific condition to see if it is true or false, and then performs procedures based on the response.
  12. 23. The colorful red/blue/yellow set of arrows that help you stretch or move an object.
  13. 24. Used both as a verb and noun, "to build" is to create a final software that you can deliver to others, as well as "a build" which refers to the software you are delivering.
  14. 29. This is the type of operating system and other factors used by different machines. This is key when creating a build, in choosing the right platform your users will need for Windows, Mac, Lunux, Android, or more.
  15. 31. A type of number with decimals, commonly used in programming.
  16. 33. This is an optional 'empty' graphic to show that the InputField text field is empty.
  17. 34. The "anchor" of the text, to connect it to a certain location on the canvas.
  18. 38. The component of a GameObject that controls the physical appearance such as color, texture, etc.
  19. 39. LateUpdate is called every frame, if the Behaviour is enabled. LateUpdate is called after all Update functions have been called. This is useful to order script execution.
  20. 41. View: The appearance of your work area in the scene, not necessarily what the player sees.
  21. 42. The EventSystem is responsible for processing and handling events in a Unity scene. A scene should only contain one EventSystem.
  22. 44. The default Graphic to draw font data to screen.
  23. 45. This represents everything in your game, and you should begin a new project every time you start a new game.
  24. 47. Update is called every frame, if the MonoBehaviour is enabled. Update is the most commonly used function to implement any kind of game behaviour.
Down
  1. 1. The base class for images & text strings displayed in a GUI.
  2. 4. Y, Z: The three dimensions of a 3D game. In Unity, Y is the vertical change, X and Z are the "flat" dimensions, similar to the X and Y when you look at a worksheet of a coordinate plane.
  3. 5. To change. The transform "component" in Unity is a place where all size and location changes are recorded and determines the Position, Rotation, and Scale of each object in the scene. Every GameObject has a Transform.
  4. 7. Element that can be used for screen rendering. Elements on a canvas are rendered AFTER scene rendering, either from an attached camera or using overlay mode.
  5. 9. The nuts & bolts of objects and behaviors in a game. They are the functional pieces of every GameObject, for programming, physics and more.
  6. 11. Variable: A variable marked as public within a script is displayed in the Unity component inspector, and its value can be changed in the Unity component inspector.
  7. 12. Anything that looks like a different location is a scene. In a game, the title intro is a scene, the instructions are a scene, level one is a scene, level two is a scene, and so on. All of the scenes in a project combine to make a game.
  8. 15. Application Programming Interface, the list of functions and other programming features of a computer language.
  9. 16. A function that removes a gameobject, component or asset.
  10. 18. The current status of an object or other item. For example, true or false, alive or dead, moving or not moving are information that would be contained in the "state" of a GameObject, if it wanted to keep track of them.
  11. 22. The prefab acts as a template from which you can create new object instances in the scene.
  12. 25. Abbreviation for User Interface. GUI is Graphical User Interface.
  13. 26. To send the software out to others.
  14. 27. View: A preview of what the game looks like at that time, in that scene, a separate tab you can select which is what the player sees.
  15. 28. A collider configured as a Trigger (using the Is Trigger property) does not behave as a solid object and will simply allow other colliders to pass through. When a collider enters its space, a trigger will call the OnTriggerEnter function on the trigger object's scripts.
  16. 30. A representation of 3D vectors and points. This structure is used throughout Unity to pass 3D positions and directions around. It also contains functions for doing common vector operations.
  17. 32. Any "thing" that is in the game, like blocks, planes, spheres, and more.
  18. 35. A Collider component defines the shape of an object for the purposes of physical collisions.
  19. 36. A flat surface with no depth, just length and width.
  20. 37. Variable: A variable marked as private within a script is not displayed in the Unity component inspector, it is private to the script of the GameObject.
  21. 40. Inheritance: Any edits made to a prefab asset are immediately reflected in all instances produced from it, but you can also override components and settings for each instance individually.
  22. 43. A namespace is simply a collection of classes that are referred to using a chosen prefix on the class name, used to avoid duplicate variable names from programmers.
  23. 46. (folder): The folder and directory where all of your game project information is stored. A good habit is to create a Unity folder on your computer, and then a folder before you ever start a project, so you can just select that folder when creating a new Unity project.