| 2D |
Stands for two dimensions. A flat coordinate system using only the X and Y axis. Objects are flat and have only two dimensions: length and width, with no thickness. |
| 3D |
Stands for three dimensions. A coordinate system using X, Y, and Z axes. Objects have length, width, and depth. |
| Assets |
Files used in a project, such as sprites, audio files, scripts, and models that make up the game. |
| AR |
Stands for augmented reality. A technology that overlays digital information (images, 3D models) onto the real world using cameras. |
| C# |
Unity's scripting language. A general-purpose, high-level, object-oriented language developed by Microsoft. |
| Canvas |
Area where all visible elements are located. |
| Collider |
An invisible shape that defines the physical boundaries of a GameObject for the purpose of allowing the physics engine to calculate when objects touch or overlap. |
| Component |
A modular piece of functionality that can be attached to a GameObject to define its behavior or properties. |
| A pop-up menu that provides a set of options relevant to the current context. It appears typically by right-clicking. |
| Dedicated Graphics Card |
A separate component installed in a computer that handles all visual processing tasks, providing better performance for graphic-intensive applications compared to integrated graphics. |
| GameObject |
The fundamental object in Unity that represents anything in a scene. It acts as a container for components. |
| LTS |
Stands for Long-Term Support. It is a stable version maintained for an extended period of time with minimal changes. |
| The top section of the editor window that contains options like File, Edit, View, and other controls. |
| MonoBehaviour |
A base class in Unity used to create scripts that can be attached to GameObjects. |
| OOP |
Stands for Object-Oriented Programming. A programming model that organizes software design around data, or objects, rather than functions and logic. It allows developers to create programs that are modular, reusable, and easier to maintain by bundling related properties and behaviors into individual objects. |
| Prefab |
A reusable template of a GameObject and its components that can be instantiated multiple times. |
| Render Pipeline |
A series of operations that take the contents of a scene and display them on a screen. Unity provides several pipelines to balance visual fidelity with performance. |
| Rigidbody2D |
A component that puts a GameObject under the control of Unity's physics engine, allowing it to respond to gravity and forces. |
| Scene |
A container that holds a specific part of your game, such as a level, a main menu, or a loading screen. |
| Script |
A file containing code. |
| Sprite |
A 2D image or animation computer graphic used to represent objects in a game. |
| Trigger |
A specialized collider component that allows objects to pass through it while triggering events or gameplay actions. |
| TextMeshPro |
An easy-to-use system for high-quality text and UI included with the Unity Editor. |
| UI |
Stands for User Interface. The space where users interact with a device or software, including elements like screens, buttons, and menus. |
| Universal Render Pipeline (URP) |
A multi-platform Render Pipeline that allows for high-quality graphics and fast performance across a wide range of devices, from mobile phones to high-end consoles. |
| Vector2 |
Used to represent 2D vectors and points, consisting of two values: X and Y. |
| VR |
Stands for virtual reality. A computer-generated environment with scenes and objects that appear to be real. |
| X |
Refers to the horizontal axis. |
| Y |
Refers to the vertical axis. |
| Z |
Refers to the depth axis. |
| Z Rotation |
Rotation of an object around the Z-axis. |