unit 8: let's make a game
scene editor (3D) view in this view you can see your game and physically manipulate the
assets in your scene. using your mouse and a few keyboard keys, you can move, scale, rotate,
and place objects.
objects items that have states (properties like position and color) and behaviors (actions that
object can do).
inspector view you can see information on the properties and components of any object you have
selected, such as its current position, collision (how the object will behave when it crashes into
another object), mesh data (its 3D modeling map), or materials.
project/console view has an exhaustive list of all available assets within the project. had two
tabs at the top so you can toggle between project view or console view. project view shows you
the file structure for everything that has been created in the project. console view displays errors,
warnings, and any other messages. this information helps with debugging and testing your code.
hierarchy viewsimilar to the project view, but shows you only what is in your current scene, or
level. useful for selecting by specific objects, or groups of objects, within the level.
scene in unity contains the environments, obstacles, menus, and other pieces for each level of
your game. scenes are always marked by a Unity icon.
transform a unit of information containing the object's position, rotation, and scale values.
playfield area in which the game action occurs
material a type of texture that is mapped to, or placed on, the surface of polygons
zero transform center at the origin, half sunken into the plane.
binary two digits; 0 and 1
EDVAC Computer 1944; binary computer 1st generation
assembly languages: 2nd generation required detailed knowledge of computers hardware and
spare time to write
data types defines the attributes of the inputs and signals the computer so that it knows
whether to expect alphanumeric characters or integers to be entered, or some other type of data.
can be stored in a variable
variable a reserved location in memory that had a data type specified along with it,
allowing computer programs to store and update information as they processed instructions.
control structures sets of instructions that could easily be referenced with a single word and
reused again and again without rewriting all the instructions
object-oriented programming language designed to make programming feel more intuitive and to
imitate more closely the way we view and interact with the real world
data modeling building programs out of data objects with state and behavior which can interact
with each other according to the parameters set
encapsulation each object is self-contained, or encapsulated, so as you create more objects, they
each have their own behaviors and states within your larger code
polymorphism )the ability for one thing to morph into poly, meaning many things) refers to how
the same method, or procedure, can cause different behaviors in two different objects
classes categories that have similar procedures for was of coding, can be arranged into
hierarchical relationships of parents and children
inheritance all related sub-parts, or children, of an object inherit the properties of their patent,
meaning that a change to a parent object automatically applies to all of its children
scene editor (3D) view in this view you can see your game and physically manipulate the
assets in your scene. using your mouse and a few keyboard keys, you can move, scale, rotate,
and place objects.
objects items that have states (properties like position and color) and behaviors (actions that
object can do).
inspector view you can see information on the properties and components of any object you have
selected, such as its current position, collision (how the object will behave when it crashes into
another object), mesh data (its 3D modeling map), or materials.
project/console view has an exhaustive list of all available assets within the project. had two
tabs at the top so you can toggle between project view or console view. project view shows you
the file structure for everything that has been created in the project. console view displays errors,
warnings, and any other messages. this information helps with debugging and testing your code.
hierarchy viewsimilar to the project view, but shows you only what is in your current scene, or
level. useful for selecting by specific objects, or groups of objects, within the level.
scene in unity contains the environments, obstacles, menus, and other pieces for each level of
your game. scenes are always marked by a Unity icon.
transform a unit of information containing the object's position, rotation, and scale values.
playfield area in which the game action occurs
material a type of texture that is mapped to, or placed on, the surface of polygons
zero transform center at the origin, half sunken into the plane.
binary two digits; 0 and 1
EDVAC Computer 1944; binary computer 1st generation
assembly languages: 2nd generation required detailed knowledge of computers hardware and
spare time to write
data types defines the attributes of the inputs and signals the computer so that it knows
whether to expect alphanumeric characters or integers to be entered, or some other type of data.
can be stored in a variable
variable a reserved location in memory that had a data type specified along with it,
allowing computer programs to store and update information as they processed instructions.
control structures sets of instructions that could easily be referenced with a single word and
reused again and again without rewriting all the instructions
object-oriented programming language designed to make programming feel more intuitive and to
imitate more closely the way we view and interact with the real world
data modeling building programs out of data objects with state and behavior which can interact
with each other according to the parameters set
encapsulation each object is self-contained, or encapsulated, so as you create more objects, they
each have their own behaviors and states within your larger code
polymorphism )the ability for one thing to morph into poly, meaning many things) refers to how
the same method, or procedure, can cause different behaviors in two different objects
classes categories that have similar procedures for was of coding, can be arranged into
hierarchical relationships of parents and children
inheritance all related sub-parts, or children, of an object inherit the properties of their patent,
meaning that a change to a parent object automatically applies to all of its children