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Unity3D基本术语
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更新于2023-03-16
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这是一个关于Unity3D的基本术语的pdf文件,里面的内容有助于我们理解Unity3D中的基本技术。尤其适合于做面试Unity3D工程师的参考资料。
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Glossary
Aliasing—Jagged edges that appear in the rendering of polygon edges.
Alpha blending—Blending of transparent to non-transparent areas in materials.
Alpha value—The visibility of a renderer, often used to fade out a part of the game.
Alpha version—A build you may distribute amongst developers or early
trusted partners.
Animation Wrap Mode—The mode in which the animation is played back, for
example, looping, once, ping pong (back and forth).
Anisotropic ltering—A method that improves the quality rendering of textures
shown at oblique angles.
Anti-aliasing—The smoothening of jagged edges that appear in the rendering of
polygon edges.
Array—A way of storing multiple entries of similar data in a single variable.
Assets—Models, scripts, images, sounds, and other items, stored in your project or
'assets' folder.
Bake (noun)—A nished lightmap, often used to refer to the nished texture or look
of the environment.
Bake (verb)—The process of saving the lighting of a scene to a texture to optimize
performance, aka lightmapping.
Batching—The act of grouping computing tasks together.
Behaviors—Scripts that you write to dene how an object responds to
certain situations.
Glossary
[ 2 ]
Beta version—A build that is more feature complete, that you are likely to release to
the public. See also Alpha version.
Boo—A scripting language used by Unity, but much less popular than C# and
Javascript, due to its lack of mobile support. See also C# and Javascript. Also, an
exclamation used by ghosts!
Boolean variables—True or false variables, often referred to as a 'ag', these are
often used simply to check if something has already happened.
Bottlenecks—Points in a piece of software or hardware that slow down performance
by being slower than other elements in the system.
Bug—A problem in your script or game's design that needs xing!
Build—A nished or test version of the game exported by Unity.
Build settings—The panel in Unity used to choose the platform to build to, and
some additional settings for building.
C#—A scripting language used by Unity. See also JavaScript and Boo.
Caffeine—A substance useful around deadlines in your development!
Camera—Your viewpoint on the world. More than one camera can be used in a
scene for rendering additional details.
Cartesian coordinate system—Coordinates expressed in X, Y, and Z format, for
example Vector3 (5,10,5).
Child—An object nested beneath a parent object in a hierarchy.
Class—A way of grouping data within a script; variables, functions, and co-routines
can also be part of a class and called as such.
Clip planes—The two planes of view that the 3D world is rendered within, by a
camera.
Clones—Duplicates of a game object or a prefab.
Code embedding—Taking code, such as HTML, and placing it inside another page,
such as you might need to do when embedding a YouTube video in another website.
Collider—Colliders give mesh objects in Unity a physical presence, so they can
interact with other objects.
Collider scaling—The act of redening the boundary of a collider, in order to alter
where collisions with it occur.
Glossary
[ 3 ]
Collision detection—The act of detecting when two object's colliders bump into one
another, known as a collision.
Collision event—The occurrence of a collision, or often used as shorthand for the
variable storing collision data.
Comments—Code that has been disabled from being executed within a script.
Component—Components add behavior to your objects; they may be part of Unity
or scripts.
Concatenation—Adding together the values of variables to create a larger string
of data.
Console—The error reporting window in Unity—the most important window there
is! See Window | Console or use Ctrl + Shift + C (PC)/Command + Shift + C (Mac) to
open it.
Co-routine—A function that may run in parallel to current functions to perform
other instructions outside of the current execution order.
Crosshair—A texture used to render 'sights' onscreen, as a way of helping the player
aim in shooter games.
CSS—Cascading Style Sheets; these are used to style web pages in web design.
Cubemap—A material made up of six textures sometimes used to create effects such
as skyboxes.
Cut-scene—Part of a game that interrupts play to present a piece of narrative or view
of a part of the environment (generally something that a character cannot currently
see), to help the game progress.
Damping—A blanket term used to describe the phenomenon of the value getting
attenuated to a lower value.
Dashboard—A separate screen of mini-applications built in to Mac OS X.
Debugging—The process of hunting for errors in a script.
Deployment—The act of building and providing your game to users.
Development cycle—A phase of a game's development. This could be a Prototyping
Cycle in which mechanics are tested, or it could be a Final Cycle in which nishing
graphical polish is added.
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