WorksheetsGDII - 1st Semester Vocabulary 2025
Total questions: 111
Worksheet time: 56mins
Name
Class
Date
1.
1D Blend Tree
a)
Revenue from Unity Ads and verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
b)
The rate at which users are leaving your game during a specified period. Your user churn is important in estimating the lifetime value of your users. Mathematically, churn is the complement of retention (in other words: Churn + Retention = 100%).
c)
Having the same shape, size, and position on both sides of a dividing line.
d)
A blends motion according to a single Animation Parameter.
e)
A short-term memory that knows what you just did, and will repeat it to create patterns and repetition while copying objects.
2.
2D Blend Tree
a)
A blends motion according to two Animation Parameters.
b)
A tool that lets you describe what you want to make numerically and allows designers to change an entire object by changing only one of its attributes through assigning constraints.
c)
In App Purchase(s)
d)
Children's Online Privacy Protection Act: a law that intends to keep children under the age of 13 protected from the collection of private information and safety risks online.
e)
Revenue from verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
3.
3D Object
a)
The percentage of players who returned to your game one day after playing the first time.
b)
A form of parallel projection where the dimensions of a 3D object are projected onto a 2D plane, and the angles between all three axes are equal to each other.
c)
A technology that is used for industrial manufacturing applications and uses a laser to cut materials.
d)
By default, companies do not breakout analytics data for players under the age of 14.
e)
A GameObject such as a cube, terrain or ragdoll.
4.
Animation Blend Shape
a)
To examine and test a design through a computer-aided imitation of how it might function in the real world.
b)
The rate at which users are leaving your game during a specified period. Your user churn is important in estimating the lifetime value of your users. Mathematically, churn is the complement of retention (in other words: Churn + Retention = 100%).
c)
A process that creates a three-dimensional object by adding successive layers of material
d)
A 2D sketch that can be extruded to make a 3D object.
e)
Enables you to make an object change its form by blending between two separate meshes.
5.
Animation Blend Tree
a)
The number of video ads that started playing.
b)
(Lifetime Value) The estimated value of an average player over their lifetime with your application or game.
c)
Used for continuous blending between similar Animation Clips based on float Animation Parameters.
d)
Freeform events that you can dispatch when an appropriate standard event is not available. They can have any name and up to ten parameters. Use standard events in preference to custom events where possible.
e)
A technique for creating organic, aesthetic, and ergonomic shapes.
6.
Animation Clip
a)
(DAU/MAU) The percentage of monthly active users who play on a given day. Also known as Sticky Factor in the analytics and game industries, this metric is often used as one estimate of player engagement.
b)
By default, companies do not breakout analytics data for players under the age of 14.
c)
A modeling tool. You can use separate parts to add or remove geometry to achieve the final shape of your design.
d)
Animation data that can be used for animated characters or simple animations. It is a simple "unit" piece of motion, such as (one specific instance of) "Idle", "Walk" or "Run".
e)
The rate at which users are leaving your game during a specified period. Your user churn is important in estimating the lifetime value of your users. Mathematically, churn is the complement of retention (in other words: Churn + Retention = 100%).
7.
Animation Clip Node
a)
Players who have never spent real currency.
b)
A node in a Blend Tree graph that contains an animation clip, such as a run or walk animation.
c)
A scripting language for computers. It is often run in web browser applications to create dynamic content like a popup message or a live clock.
d)
A joint that allows two game objects controlled by Rigidbody physics to maintain in a position based on each other's location.
e)
(Average Revenue Per Paying User) Average verified IAP revenue per user who completed a verified IAP transaction.
8.
Animation compression
a)
The method of compressing animation data to significantly reduce file sizes without causing a noticeable reduction in motion quality. Animation compression is a trade off between saving on memory and image quality.
b)
Players who have spent at least $20 in their lifetime.
c)
The percentage of players who returned to your game thirty days after playing the first time.
d)
(Free to Play) A business model that offers users free access to a fully functional game and a significant portion of app content. Monetization strategies for these titles generally include microtransactions that allow users to access premium features and virtual goods.
e)
Users who played your game for the first time.
9.
Animation Curves
a)
Total Unity Ads revenue.
b)
Player segments based on country.
c)
To extend a profile along a curvy line into a 3D object.
d)
Application-specific events that you dispatch in response to important player actions or milestones. They have standardized names and defined parameter lists.
e)
Allows you to add data to an imported clip so you can animate the timings of other items based on the state of an animator. For example, for a game set in icy conditions, you could use an extra animation curve to control the emission rate of a particle system to show the player's condensing breath in the cold air.
10.
Animation Event
a)
Allows you to add data to an imported clip which determines when certain actions should occur in time with the animation. For example, for an animated character you might want to add events to walk and run cycles to indicate when the footstep sounds should play.
b)
The percentage of users who complete an action or sequence of actions.
c)
A modeling approach that creates organically shaped models using direct manipulation.
d)
A spatial visualization of analytics data.
e)
To balance, counteract or compensate for alignment.
11.
Total Sessions Today
a)
Enables you to make an object change its form by blending between two separate meshes.
b)
The average playing time of people playing on a given day.
c)
The number of times ads are seen in your game. It is counted even if the ad is not completed.
d)
Abbreviation of Unity In App Purchase
e)
The total number of sessions by all people playing on a given day. Also known as Total Sessions.
12.
Total Verified Revenue
a)
Defines a fixed behavior for a 2D Rigidbody.
b)
(Average Revenue Per Daily Active User) The average revenue per user who played on a given day.
c)
A term describing the extensive use of data, statistical and quantitative analysis, explanatory and predictive models, and fact-based management to drive decisions and actions.
d)
Player segments based on country.
e)
Revenue from Unity Ads and verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
13.
Unity Analytics
a)
Revenue from verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
b)
Player segments based on country.
c)
A data platform that provides analytics for your Unity game.
d)
(Average Revenue Per Paying User) Average verified IAP revenue per user who completed a verified IAP transaction.
e)
A joint that allows two game objects controlled by Rigidbody physics to maintain in a position based on each other's location.
14.
Unity IAP
a)
Your player population as a percentage. Typically only useful when combined with a segment. Calculated as the percentage of the Number of Users metric who are members of a specified segment.
b)
Abbreviation of Unity In App Purchase
c)
A dashboard page that allows you to build, view and export reports on your Analytics metrics and events. You can also see how metrics and custom events change over time.
d)
The percentage of users who complete an action or sequence of actions.
e)
Revenue from verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
15.
Unknown Gender
a)
By default, companies do not breakout analytics data for players under the age of 14.
b)
Players to whom you have assigned Gender.Unknown. (Players whose gender has not been reported at all are not included in this segment.)
c)
Revenue from verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
d)
The percentage of players who returned to your game one day after playing the first time.
e)
A process that creates a three-dimensional object by adding successive layers of material
16.
Unverified IAP Revenue
a)
The rate at which ads are available when you request one.
b)
A broad measure of how players enjoy, or are otherwise invested, in your game. Impossible to measure directly, the following metrics are frequently used to estimate engagement:
c)
A joint type which is completely constrained, allowing two objects to be held together. Implemented as a spring so some small motion may still occur.
d)
Average Unity Ads revenue per player.
e)
IAP revenue from sources that do not support verification and from transactions that failed verification. Transactions can fail verification because they are fraudulent or because of missing or malformed information.
17.
Verified IAP Revenue
a)
(Click Through Rate) The percentage of players who click a link in an ad displayed in your game.
b)
IAP revenue from sources that do not support verification and from transactions that failed verification. Transactions can fail verification because they are fraudulent or because of missing or malformed information.
c)
A setting that allows you to increase and adjust the precision by moving objects to the nearest grid location.
d)
Revenue from verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
e)
A line or plane touching, but not intersecting, a curve or curved surface.
18.
Verified Paying Users
a)
Players who made verified IAP purchases. IAP verification is currently supported by the Apple App Store and the Google Play Store.
b)
A group of players with at least one similar characteristic. You can define and analyze different cohorts of your user base with segments.
c)
Players to whom you have assigned Gender.Unknown. (Players whose gender has not been reported at all are not included in this segment.)
d)
The number of ads started per active player on a given day.
e)
Core events are the basic events dispatched by the Analytics code in your game. These events, and the analytics based on them, become available simply by turning on Unity Analytics for a project. Core events include: app running, app start, and device info.
19.
Whales
a)
Player segments based on application version or bundleid.
b)
Players who have spent at least $20 in their lifetime.
c)
The percentage of players who returned to your game seven days after playing the first time.
d)
They "containers" for other modeling entities, which can include sketches, construction geometry, bodies, and even other components.
e)
Transitioning from one shape to a different shape over a specified distance.
20.
Percentage of Population
a)
A broad measure of how players enjoy, or are otherwise invested, in your game. Impossible to measure directly, the following metrics are frequently used to estimate engagement:
b)
They "containers" for other modeling entities, which can include sketches, construction geometry, bodies, and even other components.
c)
The rate at which ads are available when you request one.
d)
Players to whom you have assigned Gender.Unknown. (Players whose gender has not been reported at all are not included in this segment.)
e)
Your player population as a percentage. Typically only useful when combined with a segment. Calculated as the percentage of the Number of Users metric who are members of a specified segment.
21.
Remote Settings
a)
To create a final image of a model that show sall of the surface properties that have been applied to an object.
b)
Abbreviation of Unity In App Purchase
c)
The percentage of players who returned to your game one day after playing the first time.
d)
A joint that allows two game objects controlled by Rigidbody physics to maintain in a position based on each other's location.
e)
Remote settings are game variables that you can set remotely on your Analytics Dashboard.
22.
Segment
a)
(DAU/MAU) The percentage of monthly active users who play on a given day. Also known as Sticky Factor in the analytics and game industries, this metric is often used as one estimate of player engagement.
b)
To extend a profile along a curvy line into a 3D object.
c)
Subsets of your player base, split apart by key differentiators. Viewing metrics and events by segment can reveal differences in-game behavior between different groups.
d)
By default, companies do not breakout analytics data for players under the age of 14.
e)
(Click Through Rate) The percentage of players who click a link in an ad displayed in your game.
23.
Session
a)
Average Unity Ads revenue per player.
b)
(Average Revenue Per Daily Active User) The average revenue per user who played on a given day.
c)
A spatial visualization of analytics data.
d)
A single play or usage period. A new session is counted when a player launches your game or brings a suspended game to the foreground after 30 minutes of inactivity.
e)
Your player population as a percentage. Typically only useful when combined with a segment. Calculated as the percentage of the Number of Users metric who are members of a specified segment.
24.
Sessions per User
a)
The average number of sessions per person playing on a given day. Also known as Average Number of Sessions per Daily Active Users.
b)
Average Unity Ads revenue per player.
c)
To divide a solid object into two or more separate 3D objects.
d)
Freeform events that you can dispatch when an appropriate standard event is not available. They can have any name and up to ten parameters. Use standard events in preference to custom events where possible.
e)
A player who has spent less than $5 in their lifetime.
25.
Standard event
a)
A linear sequence of standard or custom events that you expect a player to complete in order.
b)
Allows you to add data to an imported clip so you can animate the timings of other items based on the state of an animator. For example, for a game set in icy conditions, you could use an extra animation curve to control the emission rate of a particle system to show the player's condensing breath in the cold air.
c)
Application-specific events that you dispatch in response to important player actions or milestones. They have standardized names and defined parameter lists.
d)
Players who made verified IAP purchases. IAP verification is currently supported by the Apple App Store and the Google Play Store.
e)
To sweep a 2D object around an axis, resulting in a three-dimensional shape.
26.
Sticky Factor
a)
To unite two bodies or components into a single component.
b)
To cut an object off at right angles to an axis.
c)
A line or plane touching, but not intersecting, a curve or curved surface.
d)
An estimate of how compelling a game is to its players. A high "sticky factor" means that players stick with an app over time.
e)
Application-specific events that you dispatch in response to important player actions or milestones. They have standardized names and defined parameter lists.
27.
Total Daily Playing Time
a)
(Free to Play) A business model that offers users free access to a fully functional game and a significant portion of app content. Monetization strategies for these titles generally include microtransactions that allow users to access premium features and virtual goods.
b)
A line or plane touching, but not intersecting, a curve or curved surface.
c)
The percentage of users who complete an action or sequence of actions.
d)
The cumulative playing time of all people playing on a given day.
e)
A modeling approach that creates organically shaped models using direct manipulation.
28.
Total Daily Playing Time per Active User
a)
A player who has spent less than $5 in their lifetime.
b)
The average playing time of people playing on a given day.
c)
An estimate of how compelling a game is to its players. A high "sticky factor" means that players stick with an app over time.
d)
Average Unity Ads revenue per player.
e)
Defines a fixed behavior for a 2D Rigidbody.
29.
Total IAP Revenue
a)
A line or plane touching, but not intersecting, a curve or curved surface.
b)
The total revenue, including revenue from both verified and unverified transactions.
c)
To divide a solid object into two or more separate 3D objects.
d)
A spatial visualization of analytics data.
e)
The percentage of players who returned to your game thirty days after playing the first time.
30.
Funnel
a)
Average Unity Ads revenue per player.
b)
Revenue from verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
c)
To sweep a 2D object around an axis, resulting in a three-dimensional shape.
d)
The number of times ads are seen in your game. It is counted even if the ad is not completed.
e)
A linear sequence of standard or custom events that you expect a player to complete in order.
31.
Geography
a)
(Monthly Active Users) The number of players who started a session within the last 30 days.
b)
Player segments based on country.
c)
Where you can create your own shapes with a greater degree of flexibility in editing - including handles that allow for the creation of curves.
d)
Defines a fixed behavior for a 2D Rigidbody.
e)
By default, companies do not breakout analytics data for players under the age of 14.
32.
Heatmaps
a)
A spatial visualization of analytics data.
b)
A setting that allows you to increase and adjust the precision by moving objects to the nearest grid location.
c)
The number of times ads are seen in your game. It is counted even if the ad is not completed.
d)
Average Unity Ads revenue per player.
e)
A 2D sketch that can be extruded to make a 3D object.
33.
IAP
a)
Players who made verified IAP purchases. IAP verification is currently supported by the Apple App Store and the Google Play Store.
b)
Allows you to add data to an imported clip which determines when certain actions should occur in time with the animation. For example, for an animated character you might want to add events to walk and run cycles to indicate when the footstep sounds should play.
c)
In App Purchase(s)
d)
Subsets of your player base, split apart by key differentiators. Viewing metrics and events by segment can reveal differences in-game behavior between different groups.
e)
A data platform that provides analytics for your Unity game.
34.
In App Purchase
a)
Player segments based on country.
b)
A modeling approach that creates organically shaped models using direct manipulation.
c)
Transitioning from one shape to a different shape over a specified distance.
d)
Revenue from "micro-transactions" within a game.
e)
Core events are the basic events dispatched by the Analytics code in your game. These events, and the analytics based on them, become available simply by turning on Unity Analytics for a project. Core events include: app running, app start, and device info.
35.
Impressions
a)
The percentage of players who returned to your game seven days after playing the first time.
b)
Animation data that can be used for animated characters or simple animations. It is a simple "unit" piece of motion, such as (one specific instance of) "Idle", "Walk" or "Run".
c)
The number of times ads are seen in your game. It is counted even if the ad is not completed.
d)
Player segments based on application version or bundleid.
e)
To extend a profile along a curvy line into a 3D object.
36.
LTV
a)
A GameObject such as a cube, terrain or ragdoll.
b)
(Lifetime Value) The estimated value of an average player over their lifetime with your application or game.
c)
To cut an object off at right angles to an axis.
d)
Revenue from Unity Ads and verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
e)
The rate at which ads are available when you request one.
37.
MAU
a)
(Monthly Active Users) The number of players who started a session within the last 30 days.
b)
Where you can create your own shapes with a greater degree of flexibility in editing - including handles that allow for the creation of curves.
c)
A data platform that provides analytics for your Unity game.
d)
Players who have spent between $5 and $19.99.
e)
The cumulative number of unique players over the last 90 days. Users who have not played in more than 90 days are removed from the count.
38.
Minnow
a)
A line that appears when you sketch in 3D.
b)
A player who has spent less than $5 in their lifetime.
c)
Having the same shape, size, and position on both sides of a dividing line.
d)
The percentage of players who returned to your game seven days after playing the first time.
e)
A dashboard page that allows you to build, view and export reports on your Analytics metrics and events. You can also see how metrics and custom events change over time.
39.
Never Monetized
a)
The total number of IAP transactions, whether or not they have been verified.
b)
Revenue from "micro-transactions" within a game.
c)
Players who have never spent real currency.
d)
It is used to assemble components and create mechanical relationships between components, including defining movement.
e)
To sweep a 2D object around an axis, resulting in a three-dimensional shape.
40.
New Users
a)
A joint that allows two game objects controlled by Rigidbody physics to maintain in a position based on each other's location.
b)
The total number of sessions by all people playing on a given day. Also known as Total Sessions.
c)
By default, companies do not breakout analytics data for players under the age of 14.
d)
A form of parallel projection where the dimensions of a 3D object are projected onto a 2D plane, and only two of the three angles between the axes are equal to each other.
e)
Users who played your game for the first time.
41.
Number of Unverified Transactions
a)
The total number of IAP transactions, whether or not they have been verified.
b)
A broad measure of how players enjoy, or are otherwise invested, in your game. Impossible to measure directly, the following metrics are frequently used to estimate engagement:
c)
A technique for creating organic, aesthetic, and ergonomic shapes.
d)
Use to adjust the friction and bounce that occurs between 2D physics objects when they collide.
e)
A GameObject such as a cube, terrain or ragdoll.
42.
Number of Users
a)
The cumulative number of unique players over the last 90 days. Users who have not played in more than 90 days are removed from the count.
b)
The total number of IAP transactions, whether or not they have been verified.
c)
A line that appears when you sketch in 3D.
d)
The percentage of players who returned to your game thirty days after playing the first time.
e)
The percentage of users who complete an action or sequence of actions.
43.
Number of Verified Transactions
a)
To unite two bodies or components into a single component.
b)
The average number of sessions per person playing on a given day. Also known as Average Number of Sessions per Daily Active Users.
c)
In App Purchase transactions that have been verified through the appropriate app store.
d)
A single play or usage period. A new session is counted when a player launches your game or brings a suspended game to the foreground after 30 minutes of inactivity.
e)
Players who have made any verified or unverified in-app purchases in their lifetime.
44.
CTR
a)
Player segments based on country.
b)
Players who have made any verified or unverified in-app purchases in their lifetime.
c)
Your player population as a percentage. Typically only useful when combined with a segment. Calculated as the percentage of the Number of Users metric who are members of a specified segment.
d)
(Click Through Rate) The percentage of players who click a link in an ad displayed in your game.
e)
Players who recently played your game, as someone who has played within the last 90 calendar days.
45.
Custom Events
a)
A camera view that shows one side of an object or scene (front, side, top, back, and so on) so it appears projected on a plane without the effect of perspective
b)
Events dispatched to the Analytics Service by instances of your applications. Analytics events contain the data that is processed and aggregated to provide insights into player behavior.
c)
Freeform events that you can dispatch when an appropriate standard event is not available. They can have any name and up to ten parameters. Use standard events in preference to custom events where possible.
d)
A single play or usage period. A new session is counted when a player launches your game or brings a suspended game to the foreground after 30 minutes of inactivity.
e)
The cumulative number of unique players over the last 90 days. Users who have not played in more than 90 days are removed from the count.
46.
Data Explorer
a)
A tool that lets you describe what you want to make numerically and allows designers to change an entire object by changing only one of its attributes through assigning constraints.
b)
A dashboard page that allows you to build, view and export reports on your Analytics metrics and events. You can also see how metrics and custom events change over time.
c)
They "containers" for other modeling entities, which can include sketches, construction geometry, bodies, and even other components.
d)
A mesh that Unity generates to approximate the walkable areas and obstacles in your environment for path finding and AI-controlled navigation.
e)
The number of video ads that started playing.
47.
DAU
a)
Your player population as a percentage. Typically only useful when combined with a segment. Calculated as the percentage of the Number of Users metric who are members of a specified segment.
b)
By default, companies do not breakout analytics data for players under the age of 14.
c)
The number of ads started per active player on a given day.
d)
Average Unity Ads revenue per player.
e)
(Daily Active Users) The number of different players who started a session on a given day. It includes both new and returning players.
48.
DAU per MAU
a)
A form of parallel projection where the dimensions of a 3D object are projected onto a 2D plane, and the angles between all three axes are equal to each other.
b)
(DAU/MAU) The percentage of monthly active users who play on a given day. Also known as Sticky Factor in the analytics and game industries, this metric is often used as one estimate of player engagement.
c)
A short-term memory that knows what you just did, and will repeat it to create patterns and repetition while copying objects.
d)
To examine and test a design through a computer-aided imitation of how it might function in the real world.
e)
(Lifetime Value) The estimated value of an average player over their lifetime with your application or game.
49.
Day 1 Retention
a)
A spatial visualization of analytics data.
b)
A player who has spent less than $5 in their lifetime.
c)
To remove material from a part interior, creating a hollow cavity with walls of a specified thickness.
d)
The percentage of players who returned to your game one day after playing the first time.
e)
A texture that is composed of several smaller textures.
50.
Day 30 Retention
a)
The percentage of players who returned to your game thirty days after playing the first time.
b)
A texture that is composed of several smaller textures.
c)
A setting that allows you to increase and adjust the precision by moving objects to the nearest grid location.
d)
IAP revenue from sources that do not support verification and from transactions that failed verification. Transactions can fail verification because they are fraudulent or because of missing or malformed information.
e)
Transitioning from one shape to a different shape over a specified distance.
51.
Day 7 Retention
a)
Core events are the basic events dispatched by the Analytics code in your game. These events, and the analytics based on them, become available simply by turning on Unity Analytics for a project. Core events include: app running, app start, and device info.
b)
In App Purchase transactions that have been verified through the appropriate app store.
c)
A form of parallel projection where the dimensions of a 3D object are projected onto a 2D plane, and only two of the three angles between the axes are equal to each other.
d)
A tool that lets you describe what you want to make numerically and allows designers to change an entire object by changing only one of its attributes through assigning constraints.
e)
The percentage of players who returned to your game seven days after playing the first time.
52.
Demographics
a)
Player segments based on reported demographics.
b)
Abbreviation of Unity In App Purchase
c)
The percentage of users who complete an action or sequence of actions.
d)
The number of ads started per active player on a given day.
e)
Animation data that can be used for animated characters or simple animations. It is a simple "unit" piece of motion, such as (one specific instance of) "Idle", "Walk" or "Run".
53.
Dolphins
a)
A player who has spent less than $5 in their lifetime.
b)
Abbreviation of Unity In App Purchase
c)
A scripting language for computers. It is often run in web browser applications to create dynamic content like a popup message or a live clock.
d)
Players who have spent between $5 and $19.99.
e)
(Free to Play) A business model that offers users free access to a fully functional game and a significant portion of app content. Monetization strategies for these titles generally include microtransactions that allow users to access premium features and virtual goods.
54.
eCPM
a)
(estimated Cost Per Mille) The estimated revenue for 1000 ad impressions for your app.
b)
The percentage of players who returned to your game thirty days after playing the first time.
c)
(Click Through Rate) The percentage of players who click a link in an ad displayed in your game.
d)
The average number of sessions per person playing on a given day. Also known as Average Number of Sessions per Daily Active Users.
e)
Enables you to make an object change its form by blending between two separate meshes.
55.
Engagement
a)
Remote settings are game variables that you can set remotely on your Analytics Dashboard.
b)
Players who have spent between $5 and $19.99.
c)
A broad measure of how players enjoy, or are otherwise invested, in your game. Impossible to measure directly, the following metrics are frequently used to estimate engagement:
d)
The method of compressing animation data to significantly reduce file sizes without causing a noticeable reduction in motion quality. Animation compression is a trade off between saving on memory and image quality.
e)
Players who have never spent real currency.
56.
F2P
a)
(Free to Play) A business model that offers users free access to a fully functional game and a significant portion of app content. Monetization strategies for these titles generally include microtransactions that allow users to access premium features and virtual goods.
b)
A 2D sketch that can be extruded to make a 3D object.
c)
A form of parallel projection where the dimensions of a 3D object are projected onto a 2D plane, and the angles between all three axes are equal to each other.
d)
Revenue from "micro-transactions" within a game.
e)
Application-specific events that you dispatch in response to important player actions or milestones. They have standardized names and defined parameter lists.
57.
Fill Rate
a)
The rate at which ads are available when you request one.
b)
A linear sequence of standard or custom events that you expect a player to complete in order.
c)
The method of compressing animation data to significantly reduce file sizes without causing a noticeable reduction in motion quality. Animation compression is a trade off between saving on memory and image quality.
d)
A short-term memory that knows what you just did, and will repeat it to create patterns and repetition while copying objects.
e)
A blends motion according to two Animation Parameters.
58.
Age 14 and Under
a)
Use to adjust the friction and bounce that occurs between 2D physics objects when they collide.
b)
Revenue from Unity Ads and verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
c)
A technology that is used for industrial manufacturing applications and uses a laser to cut materials.
d)
The method of compressing animation data to significantly reduce file sizes without causing a noticeable reduction in motion quality. Animation compression is a trade off between saving on memory and image quality.
e)
By default, companies do not breakout analytics data for players under the age of 14.
59.
All Spenders
a)
Players who have made any verified or unverified in-app purchases in their lifetime.
b)
A spatial visualization of analytics data.
c)
Enables you to make an object change its form by blending between two separate meshes.
d)
To balance, counteract or compensate for alignment.
e)
A GameObject such as a cube, terrain or ragdoll.
60.
Analytics
a)
IAP revenue from sources that do not support verification and from transactions that failed verification. Transactions can fail verification because they are fraudulent or because of missing or malformed information.
b)
The percentage of players who returned to your game thirty days after playing the first time.
c)
A term describing the extensive use of data, statistical and quantitative analysis, explanatory and predictive models, and fact-based management to drive decisions and actions.
d)
A dashboard page that allows you to build, view and export reports on your Analytics metrics and events. You can also see how metrics and custom events change over time.
e)
(Click Through Rate) The percentage of players who click a link in an ad displayed in your game.
61.
Analytics Events
a)
Events dispatched to the Analytics Service by instances of your applications. Analytics events contain the data that is processed and aggregated to provide insights into player behavior.
b)
Subsets of your player base, split apart by key differentiators. Viewing metrics and events by segment can reveal differences in-game behavior between different groups.
c)
Revenue from Unity Ads and verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
d)
The average playing time of people playing on a given day.
e)
To extend a profile along a curvy line into a 3D object.
62.
Application version
a)
The number of times ads are seen in your game. It is counted even if the ad is not completed.
b)
(Daily Active Users) The number of different players who started a session on a given day. It includes both new and returning players.
c)
Revenue from "micro-transactions" within a game.
d)
Enables you to make an object change its form by blending between two separate meshes.
e)
Player segments based on application version or bundleid.
63.
ARPDAU
a)
Use to adjust the friction and bounce that occurs between 2D physics objects when they collide.
b)
The total number of IAP transactions, whether or not they have been verified.
c)
(Average Revenue Per Daily Active User) The average revenue per user who played on a given day.
d)
To balance, counteract or compensate for alignment.
e)
The total revenue, including revenue from both verified and unverified transactions.
64.
ARPPU
a)
Animation data that can be used for animated characters or simple animations. It is a simple "unit" piece of motion, such as (one specific instance of) "Idle", "Walk" or "Run".
b)
(Average Revenue Per Paying User) Average verified IAP revenue per user who completed a verified IAP transaction.
c)
Abbreviation of Unity In App Purchase
d)
A modeling tool. You can use separate parts to add or remove geometry to achieve the final shape of your design.
e)
Enables you to make an object change its form by blending between two separate meshes.
65.
Churn
a)
A technology that is used for industrial manufacturing applications and uses a laser to cut materials.
b)
The average playing time of people playing on a given day.
c)
The rate at which users are leaving your game during a specified period. Your user churn is important in estimating the lifetime value of your users. Mathematically, churn is the complement of retention (in other words: Churn + Retention = 100%).
d)
Player segments based on country.
e)
(Average Revenue Per Daily Active User) The average revenue per user who played on a given day.
66.
Cohort
a)
Revenue from "micro-transactions" within a game.
b)
In App Purchase(s)
c)
A group of players with at least one similar characteristic. You can define and analyze different cohorts of your user base with segments.
d)
A line that appears when you sketch in 3D.
e)
By default, companies do not breakout analytics data for players under the age of 14.
67.
Conversion Rate
a)
(Lifetime Value) The estimated value of an average player over their lifetime with your application or game.
b)
A joint type which is completely constrained, allowing two objects to be held together. Implemented as a spring so some small motion may still occur.
c)
The percentage of users who complete an action or sequence of actions.
d)
A modeling tool. You can use separate parts to add or remove geometry to achieve the final shape of your design.
e)
A line or plane touching, but not intersecting, a curve or curved surface.
68.
COPPA
a)
Total Unity Ads revenue.
b)
A collection of vertices, edges, and faces that can describe the shape of a 3D object.
c)
Children's Online Privacy Protection Act: a law that intends to keep children under the age of 13 protected from the collection of private information and safety risks online.
d)
A single play or usage period. A new session is counted when a player launches your game or brings a suspended game to the foreground after 30 minutes of inactivity.
e)
(DAU/MAU) The percentage of monthly active users who play on a given day. Also known as Sticky Factor in the analytics and game industries, this metric is often used as one estimate of player engagement.
69.
Core Events
a)
Core events are the basic events dispatched by the Analytics code in your game. These events, and the analytics based on them, become available simply by turning on Unity Analytics for a project. Core events include: app running, app start, and device info.
b)
A single play or usage period. A new session is counted when a player launches your game or brings a suspended game to the foreground after 30 minutes of inactivity.
c)
Total Unity Ads revenue.
d)
Player segments based on application version or bundleid.
e)
An estimate of how compelling a game is to its players. A high "sticky factor" means that players stick with an app over time.
70.
Body Type
a)
Defines a fixed behavior for a 2D Rigidbody.
b)
A technology that is used for industrial manufacturing applications and uses a laser to cut materials.
c)
A modeling approach that creates organically shaped models using direct manipulation.
d)
A GameObject such as a cube, terrain or ragdoll.
e)
Revenue from Unity Ads and verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
71.
Fixed Joint 2D
a)
A form of parallel projection where the dimensions of a 3D object are projected onto a 2D plane, and the angles between all three axes are equal to each other.
b)
The percentage of players who returned to your game one day after playing the first time.
c)
A short-term memory that knows what you just did, and will repeat it to create patterns and repetition while copying objects.
d)
A joint type which is completely constrained, allowing two objects to be held together. Implemented as a spring so some small motion may still occur.
e)
Player segments based on application version or bundleid.
72.
Physics Material 2D
a)
Use to adjust the friction and bounce that occurs between 2D physics objects when they collide.
b)
(Free to Play) A business model that offers users free access to a fully functional game and a significant portion of app content. Monetization strategies for these titles generally include microtransactions that allow users to access premium features and virtual goods.
c)
A spatial visualization of analytics data.
d)
The average playing time of people playing on a given day.
e)
To extend a profile along a curvy line into a 3D object.
73.
Relative Joint 2D
a)
(Average Revenue Per Paying User) Average verified IAP revenue per user who completed a verified IAP transaction.
b)
Players who have spent at least $20 in their lifetime.
c)
To unite two bodies or components into a single component.
d)
A joint that allows two game objects controlled by Rigidbody physics to maintain in a position based on each other's location.
e)
In App Purchase transactions that have been verified through the appropriate app store.
74.
NavMesh
a)
(Free to Play) A business model that offers users free access to a fully functional game and a significant portion of app content. Monetization strategies for these titles generally include microtransactions that allow users to access premium features and virtual goods.
b)
A tool that lets you describe what you want to make numerically and allows designers to change an entire object by changing only one of its attributes through assigning constraints.
c)
(Average Revenue Per Daily Active User) The average revenue per user who played on a given day.
d)
The total number of sessions by all people playing on a given day. Also known as Total Sessions.
e)
A mesh that Unity generates to approximate the walkable areas and obstacles in your environment for path finding and AI-controlled navigation.
75.
Active Users
a)
A joint type which is completely constrained, allowing two objects to be held together. Implemented as a spring so some small motion may still occur.
b)
Defines a fixed behavior for a 2D Rigidbody.
c)
Players who recently played your game, as someone who has played within the last 90 calendar days.
d)
A term describing the extensive use of data, statistical and quantitative analysis, explanatory and predictive models, and fact-based management to drive decisions and actions.
e)
A technology that is used for industrial manufacturing applications and uses a laser to cut materials.
76.
Ad ARP
a)
The number of video ads that started playing.
b)
Average Unity Ads revenue per player.
c)
In App Purchase transactions that have been verified through the appropriate app store.
d)
Allows you to add data to an imported clip so you can animate the timings of other items based on the state of an animator. For example, for a game set in icy conditions, you could use an extra animation curve to control the emission rate of a particle system to show the player's condensing breath in the cold air.
e)
Players to whom you have assigned Gender.Unknown. (Players whose gender has not been reported at all are not included in this segment.)
77.
Ad Revenue
a)
Players who have never spent real currency.
b)
Total Unity Ads revenue.
c)
Abbreviation of Unity In App Purchase
d)
To cut an object off at right angles to an axis.
e)
To extend a profile along a curvy line into a 3D object.
78.
Ad Starts
a)
In App Purchase(s)
b)
The percentage of players who returned to your game thirty days after playing the first time.
c)
A short-term memory that knows what you just did, and will repeat it to create patterns and repetition while copying objects.
d)
A 2D sketch that can be extruded to make a 3D object.
e)
The number of video ads that started playing.
79.
Ads per DAU
a)
A GameObject such as a cube, terrain or ragdoll.
b)
The total number of sessions by all people playing on a given day. Also known as Total Sessions.
c)
The number of video ads that started playing.
d)
The number of ads started per active player on a given day.
e)
A modeling approach that creates organically shaped models using direct manipulation.
80.
Profile
a)
A 2D sketch that can be extruded to make a 3D object.
b)
A form of parallel projection where the dimensions of a 3D object are projected onto a 2D plane, and only two of the three angles between the axes are equal to each other.
c)
A form of parallel projection where the dimensions of a 3D object are projected onto a 2D plane, and the angles between all three axes are equal to each other.
d)
Used for continuous blending between similar Animation Clips based on float Animation Parameters.
e)
A spatial visualization of analytics data.
81.
Render
a)
The total number of sessions by all people playing on a given day. Also known as Total Sessions.
b)
To create a final image of a model that show sall of the surface properties that have been applied to an object.
c)
The rate at which ads are available when you request one.
d)
The percentage of players who returned to your game seven days after playing the first time.
e)
A joint that allows two game objects controlled by Rigidbody physics to maintain in a position based on each other's location.
82.
Revolve
a)
Total Unity Ads revenue.
b)
A modeling approach that creates organically shaped models using direct manipulation.
c)
The average number of sessions per person playing on a given day. Also known as Average Number of Sessions per Daily Active Users.
d)
To sweep a 2D object around an axis, resulting in a three-dimensional shape.
e)
In App Purchase(s)
83.
Sculpt
a)
Revenue from Unity Ads and verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
b)
Players who recently played your game, as someone who has played within the last 90 calendar days.
c)
A data platform that provides analytics for your Unity game.
d)
Where you can create your own shapes with a greater degree of flexibility in editing - including handles that allow for the creation of curves.
e)
A modeling approach that creates organically shaped models using direct manipulation.
84.
Shell
a)
To remove material from a part interior, creating a hollow cavity with walls of a specified thickness.
b)
The percentage of players who returned to your game seven days after playing the first time.
c)
The method of compressing animation data to significantly reduce file sizes without causing a noticeable reduction in motion quality. Animation compression is a trade off between saving on memory and image quality.
d)
Player segments based on application version or bundleid.
e)
Application-specific events that you dispatch in response to important player actions or milestones. They have standardized names and defined parameter lists.
85.
Simulate
a)
A dashboard page that allows you to build, view and export reports on your Analytics metrics and events. You can also see how metrics and custom events change over time.
b)
Application-specific events that you dispatch in response to important player actions or milestones. They have standardized names and defined parameter lists.
c)
To examine and test a design through a computer-aided imitation of how it might function in the real world.
d)
In App Purchase(s)
e)
To balance, counteract or compensate for alignment.
86.
Slice
a)
Players who made verified IAP purchases. IAP verification is currently supported by the Apple App Store and the Google Play Store.
b)
Players to whom you have assigned Gender.Unknown. (Players whose gender has not been reported at all are not included in this segment.)
c)
To divide a solid object into two or more separate 3D objects.
d)
The percentage of players who returned to your game thirty days after playing the first time.
e)
The percentage of players who returned to your game one day after playing the first time.
87.
Sweep
a)
To extend a profile along a curvy line into a 3D object.
b)
A term describing the extensive use of data, statistical and quantitative analysis, explanatory and predictive models, and fact-based management to drive decisions and actions.
c)
Use to adjust the friction and bounce that occurs between 2D physics objects when they collide.
d)
A line that appears when you sketch in 3D.
e)
(DAU/MAU) The percentage of monthly active users who play on a given day. Also known as Sticky Factor in the analytics and game industries, this metric is often used as one estimate of player engagement.
88.
Dimetric Projection
a)
They "containers" for other modeling entities, which can include sketches, construction geometry, bodies, and even other components.
b)
A node in a Blend Tree graph that contains an animation clip, such as a run or walk animation.
c)
A form of parallel projection where the dimensions of a 3D object are projected onto a 2D plane, and only two of the three angles between the axes are equal to each other.
d)
To remove material from a part interior, creating a hollow cavity with walls of a specified thickness.
e)
Events dispatched to the Analytics Service by instances of your applications. Analytics events contain the data that is processed and aggregated to provide insights into player behavior.
89.
Isometric Projection
a)
IAP revenue from sources that do not support verification and from transactions that failed verification. Transactions can fail verification because they are fraudulent or because of missing or malformed information.
b)
Players who have never spent real currency.
c)
The total number of IAP transactions, whether or not they have been verified.
d)
The percentage of players who returned to your game one day after playing the first time.
e)
A form of parallel projection where the dimensions of a 3D object are projected onto a 2D plane, and the angles between all three axes are equal to each other.
90.
Sprite Atlas
a)
A tool that lets you describe what you want to make numerically and allows designers to change an entire object by changing only one of its attributes through assigning constraints.
b)
A texture that is composed of several smaller textures.
c)
A broad measure of how players enjoy, or are otherwise invested, in your game. Impossible to measure directly, the following metrics are frequently used to estimate engagement:
d)
A node in a Blend Tree graph that contains an animation clip, such as a run or walk animation.
e)
To balance, counteract or compensate for alignment.
91.
Body
a)
Revenue from Unity Ads and verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
b)
(Free to Play) A business model that offers users free access to a fully functional game and a significant portion of app content. Monetization strategies for these titles generally include microtransactions that allow users to access premium features and virtual goods.
c)
Where you can create your own shapes with a greater degree of flexibility in editing - including handles that allow for the creation of curves.
d)
Players who have never spent real currency.
e)
A modeling tool. You can use separate parts to add or remove geometry to achieve the final shape of your design.
92.
Combine
a)
To unite two bodies or components into a single component.
b)
A scripting language for computers. It is often run in web browser applications to create dynamic content like a popup message or a live clock.
c)
To extend a profile along a curvy line into a 3D object.
d)
In App Purchase(s)
e)
Players who have spent at least $20 in their lifetime.
93.
Components
a)
The percentage of players who returned to your game seven days after playing the first time.
b)
A group of players with at least one similar characteristic. You can define and analyze different cohorts of your user base with segments.
c)
Players who have spent between $5 and $19.99.
d)
An estimate of how compelling a game is to its players. A high "sticky factor" means that players stick with an app over time.
e)
They "containers" for other modeling entities, which can include sketches, construction geometry, bodies, and even other components.
94.
Cross section
a)
To remove material from a part interior, creating a hollow cavity with walls of a specified thickness.
b)
Where you can create your own shapes with a greater degree of flexibility in editing - including handles that allow for the creation of curves.
c)
To cut an object off at right angles to an axis.
d)
A linear sequence of standard or custom events that you expect a player to complete in order.
e)
Player segments based on application version or bundleid.
95.
Freeform
a)
Allows you to add data to an imported clip so you can animate the timings of other items based on the state of an animator. For example, for a game set in icy conditions, you could use an extra animation curve to control the emission rate of a particle system to show the player's condensing breath in the cold air.
b)
Your player population as a percentage. Typically only useful when combined with a segment. Calculated as the percentage of the Number of Users metric who are members of a specified segment.
c)
Players who have spent at least $20 in their lifetime.
d)
A technique for creating organic, aesthetic, and ergonomic shapes.
e)
Revenue from verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
96.
Joint
a)
Transitioning from one shape to a different shape over a specified distance.
b)
It is used to assemble components and create mechanical relationships between components, including defining movement.
c)
A 2D sketch that can be extruded to make a 3D object.
d)
The percentage of players who returned to your game seven days after playing the first time.
e)
(DAU/MAU) The percentage of monthly active users who play on a given day. Also known as Sticky Factor in the analytics and game industries, this metric is often used as one estimate of player engagement.
97.
Loft
a)
A group of players with at least one similar characteristic. You can define and analyze different cohorts of your user base with segments.
b)
Transitioning from one shape to a different shape over a specified distance.
c)
(estimated Cost Per Mille) The estimated revenue for 1000 ad impressions for your app.
d)
To create a final image of a model that show sall of the surface properties that have been applied to an object.
e)
The percentage of players who returned to your game seven days after playing the first time.
98.
Mesh
a)
Allows you to add data to an imported clip so you can animate the timings of other items based on the state of an animator. For example, for a game set in icy conditions, you could use an extra animation curve to control the emission rate of a particle system to show the player's condensing breath in the cold air.
b)
Players who have spent at least $20 in their lifetime.
c)
A collection of vertices, edges, and faces that can describe the shape of a 3D object.
d)
The total number of IAP transactions, whether or not they have been verified.
e)
Use to adjust the friction and bounce that occurs between 2D physics objects when they collide.
99.
Parametric modeling
a)
A tool that lets you describe what you want to make numerically and allows designers to change an entire object by changing only one of its attributes through assigning constraints.
b)
Enables you to make an object change its form by blending between two separate meshes.
c)
A player who has spent less than $5 in their lifetime.
d)
A collection of vertices, edges, and faces that can describe the shape of a 3D object.
e)
The number of video ads that started playing.
100.
Path
a)
A tool that lets you describe what you want to make numerically and allows designers to change an entire object by changing only one of its attributes through assigning constraints.
b)
A technology that is used for industrial manufacturing applications and uses a laser to cut materials.
c)
Animation data that can be used for animated characters or simple animations. It is a simple "unit" piece of motion, such as (one specific instance of) "Idle", "Walk" or "Run".
d)
A modeling tool. You can use separate parts to add or remove geometry to achieve the final shape of your design.
e)
A line that appears when you sketch in 3D.
101.
JavaScript
a)
The percentage of users who complete an action or sequence of actions.
b)
A scripting language for computers. It is often run in web browser applications to create dynamic content like a popup message or a live clock.
c)
The rate at which ads are available when you request one.
d)
The cumulative playing time of all people playing on a given day.
e)
It is used to assemble components and create mechanical relationships between components, including defining movement.
102.
Laser cutting
a)
Player segments based on country.
b)
A line or plane touching, but not intersecting, a curve or curved surface.
c)
A technology that is used for industrial manufacturing applications and uses a laser to cut materials.
d)
Players who have spent between $5 and $19.99.
e)
(Free to Play) A business model that offers users free access to a fully functional game and a significant portion of app content. Monetization strategies for these titles generally include microtransactions that allow users to access premium features and virtual goods.
103.
Offset
a)
To balance, counteract or compensate for alignment.
b)
A form of parallel projection where the dimensions of a 3D object are projected onto a 2D plane, and only two of the three angles between the axes are equal to each other.
c)
The average number of sessions per person playing on a given day. Also known as Average Number of Sessions per Daily Active Users.
d)
Average Unity Ads revenue per player.
e)
A texture that is composed of several smaller textures.
104.
Orthographic view
a)
A line that appears when you sketch in 3D.
b)
A camera view that shows one side of an object or scene (front, side, top, back, and so on) so it appears projected on a plane without the effect of perspective
c)
(Average Revenue Per Paying User) Average verified IAP revenue per user who completed a verified IAP transaction.
d)
Use to adjust the friction and bounce that occurs between 2D physics objects when they collide.
e)
Abbreviation of Unity In App Purchase
105.
Perspective view
a)
Core events are the basic events dispatched by the Analytics code in your game. These events, and the analytics based on them, become available simply by turning on Unity Analytics for a project. Core events include: app running, app start, and device info.
b)
Freeform events that you can dispatch when an appropriate standard event is not available. They can have any name and up to ten parameters. Use standard events in preference to custom events where possible.
c)
A 3D representation of an object as it looks to the eye from a particular viewpoint. The pictorial drawing type that is the most natural in appearance.
d)
The cumulative number of unique players over the last 90 days. Users who have not played in more than 90 days are removed from the count.
e)
Abbreviation of Unity In App Purchase
106.
Shape generator
a)
Where you can create your own shapes with a greater degree of flexibility in editing - including handles that allow for the creation of curves.
b)
A camera view that shows one side of an object or scene (front, side, top, back, and so on) so it appears projected on a plane without the effect of perspective
c)
Use to adjust the friction and bounce that occurs between 2D physics objects when they collide.
d)
A group of players with at least one similar characteristic. You can define and analyze different cohorts of your user base with segments.
e)
To examine and test a design through a computer-aided imitation of how it might function in the real world.
107.
Smart duplicate
a)
A short-term memory that knows what you just did, and will repeat it to create patterns and repetition while copying objects.
b)
Players who recently played your game, as someone who has played within the last 90 calendar days.
c)
The percentage of users who complete an action or sequence of actions.
d)
The rate at which ads are available when you request one.
e)
The percentage of players who returned to your game one day after playing the first time.
108.
Snap grid
a)
The rate at which ads are available when you request one.
b)
They "containers" for other modeling entities, which can include sketches, construction geometry, bodies, and even other components.
c)
The percentage of players who returned to your game seven days after playing the first time.
d)
(Free to Play) A business model that offers users free access to a fully functional game and a significant portion of app content. Monetization strategies for these titles generally include microtransactions that allow users to access premium features and virtual goods.
e)
A setting that allows you to increase and adjust the precision by moving objects to the nearest grid location.
109.
Symmetry
a)
The cumulative number of unique players over the last 90 days. Users who have not played in more than 90 days are removed from the count.
b)
The total number of sessions by all people playing on a given day. Also known as Total Sessions.
c)
Revenue from "micro-transactions" within a game.
d)
In App Purchase(s)
e)
Having the same shape, size, and position on both sides of a dividing line.
110.
Tangent
a)
They "containers" for other modeling entities, which can include sketches, construction geometry, bodies, and even other components.
b)
The total revenue, including revenue from both verified and unverified transactions.
c)
A broad measure of how players enjoy, or are otherwise invested, in your game. Impossible to measure directly, the following metrics are frequently used to estimate engagement:
d)
A line or plane touching, but not intersecting, a curve or curved surface.
e)
Defines a fixed behavior for a 2D Rigidbody.
111.
3D printing
a)
The percentage of users who complete an action or sequence of actions.
b)
A process that creates a three-dimensional object by adding successive layers of material
c)
(Daily Active Users) The number of different players who started a session on a given day. It includes both new and returning players.
d)
To examine and test a design through a computer-aided imitation of how it might function in the real world.
e)
Children's Online Privacy Protection Act: a law that intends to keep children under the age of 13 protected from the collection of private information and safety risks online.
100 %
