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Game Design II Quizlet Review Q4

Total questions: 103

Worksheet time: 52mins

Name
Class
Date
1.
Heightmap
a)
A plane that limits how close a camera can see from its current position. The plane is perpendicular to the camera’s forward (Z) direction.
b)
Platform-specific settings that allow you to set the resolution, file size with associated memory size requirements, pixel dimensions, and quality of your Textures for each target platform.
c)
A common type of camera view used in games that give you a bird’s-eye view of the action, and is sometimes called “2.5D”.
d)
An advanced lighting model that simulates the interactions between materials and light in a way that mimics reality.
e)
A grayscale Texture that stores height data for an object. Each pixel stores the height difference perpendicular to the face that pixel represents.
2.
Irradiance Budget
a)
A lightmap property that determines the precision of the incoming light data used to light each texel in the lightmap.
b)
A component that simulates the effect of lights refracting inside a camera lens. Use a Lens Flare to represent very bright lights or add atmosphere to your scene.
c)
A Texture that shares the same UV layout and resolution with its corresponding lightmap.
d)
Identifies the workload data for a Unity subsystem (for example, Rendering, Scripting and Animation categories).
e)
Vertical blanking interval is the time between the end of the final visible line of a frame and the beginning of the first visible line of the next frame.
3.
Irradiance Quality
a)
A common type of camera view used in games that give you a bird’s-eye view of the action, and is sometimes called “2.5D”.
b)
A component that enables you to add Light Probes to GameObjects in your scene.
c)
A lightmap property that sets the number of rays that are cast and used to compute which clusters affect a given output lightmap texel.
d)
Each package has a manifest, which contains information such as the name of the package, its version, a description for users, dependencies on other packages (if any), and other details.
e)
A primitive object that resembles a plane but its edges are only one unit long, it uses only 4 vertices, and the surface is oriented in the XY plane of the local coordinate space.
4.
Layer
a)
Layers in Unity can be used to selectively opt groups of GameObjects in or out of certain processes or calculations.
b)
The process of generating an image by calculating pixels for each polygon or triangle in the geometry. This is an alternative to ray tracing.
c)
A JavaScript API that renders 2D and 3D graphics in a web browser. The Unity Web build option allows Unity to publish content as JavaScript programs to run Unity content in a web browser.
d)
A Unity Player that exists separately from the main Editor Player. Use a Virtual Player to test multiplayer gameplay on the same device without the need to create a build.
e)
These packages allow users to toggle Unity features on or off through the Package Manager. Enabling or disabling a package reduces the run-time build size.
5.
Lens Flare
a)
Unity automatically pre-installs a select number of default packages (for example, the Analytics Library, Unity Timeline, etc.) when you create a new project. This differs from a bundled package because you don’t need to install it.
b)
The direction perpendicular to the surface of a mesh, represented by a Vector. Unity uses normals to determine object orientation and apply shading.
c)
These packages allow users to toggle Unity features on or off through the Package Manager. Enabling or disabling a package reduces the run-time build size.
d)
A component that simulates the effect of lights refracting inside a camera lens. Use a Lens Flare to represent very bright lights or add atmosphere to your scene.
e)
A 3D texture, where each value represents a directional force that is applied to particles as they move through the field. A vector field is created in 3D animation software, such as Houdini.
6.
level of detail
a)
A primitive object that resembles a plane but its edges are only one unit long, it uses only 4 vertices, and the surface is oriented in the XY plane of the local coordinate space.
b)
Layers in Unity can be used to selectively opt groups of GameObjects in or out of certain processes or calculations.
c)
A component that allows you to use more lighting information for large dynamic GameObjects that cannot use baked lightmaps (for example, large Particle Systems or skinned Meshes).
d)
An instance of the Shader class, a Shader object is a container for shader programs and GPU instructions, and information that tells Unity how to use them.
e)
LOD technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases.
7.
Light Mode
a)
Identifies the workload data for a Unity subsystem (for example, Rendering, Scripting and Animation categories).
b)
Unity’s standard way of representing rotations as data. When writing code that deals with rotations, you should usually use the Quaternion class and its methods.
c)
A component that lets you display images as Sprites for use in both 2D and 3D scenes.
d)
Unity stores bundled packages in the global cache when you install Unity.
e)
A Light property that defines the use of the Light. Can be set to Realtime, Baked and Mixed.
8.
Light Probe
a)
A technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way.
b)
The amount of supporting code that the Profiler needs to run. This might affect the performance of your application.
c)
An indirect, or transitive dependency occurs when your project requests a package which itself “depends on” another package.
d)
It stores information about how light passes through space in your scene.
e)
A window that helps you to optimize your game. It shows how much time is spent in the various areas of your game.
9.
Light Probe Group
a)
A component that enables you to add Light Probes to GameObjects in your scene.
b)
The color of a specular highlight.
c)
Identifies the workload data for a Unity subsystem (for example, Rendering, Scripting and Animation categories).
d)
A component that lets you display images as Sprites for use in both 2D and 3D scenes.
e)
A program that runs on the GPU.
10.
Light Probe Proxy Volume
a)
A utility that packs several sprite textures tightly together within a single texture known as an atlas.
b)
A package is a mutable package that you store under the Packages directory at the root of a Unity project. This differs from most packages which you download from a package server and are immutable
c)
Light components whose Mode property is set to Realtime. Unity calculates and updates the lighting of Realtime Lights every frame at runtime. No Realtime Lights are precomputed.
d)
A component that allows you to use more lighting information for large dynamic GameObjects that cannot use baked lightmaps (for example, large Particle Systems or skinned Meshes).
e)
The Package Manager retrieves Git dependencies from a Git repository directly rather than from a package registry. It uses a Git URL reference instead of a version, and there’s no guarantee about the package quality, stability, or validity.
11.
Lightmap
a)
A preview package is in development and not yet ready for production. A package in preview might be at any stage of development, from the initial stages to near completion.
b)
A pre-rendered texture that contains the effects of light sources on static objects in the scene.
c)
A set of data associated with a Profiler marker, that the Profiler has recorded and collected.
d)
The direction perpendicular to the surface of a mesh, represented by a Vector. Unity uses normals to determine object orientation and apply shading.
e)
A shadow property that produces shadows with a soft edge. Soft shadows are more realistic compared to Hard Shadows and tend to reduce the “blocky” aliasing effect from the shadow map, but they require more processing.
12.
Lightmapper
a)
A tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene.
b)
A component that lets you display images as Sprites for use in both 2D and 3D scenes.
c)
A special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture.
d)
A visual effect that lets you make trails behind GameObjects in the Scene as they move.
e)
A JavaScript API that renders 2D and 3D graphics in a web browser. The Unity Web build option allows Unity to publish content as JavaScript programs to run Unity content in a web browser.
13.
Line RendererA component that takes an array of two or more points in 3D space and draws a straight line between each one.
a)
A program that runs on each vertex of a 3D model when the model is being rendered.
b)
An asset that defines how a surface should be rendered.
c)
A static GameObject that is receiving a shadow from another static or dynamic GameObject
d)
A Unity API that allows you to record videos directly to the file system in the MP4 format.
e)
Line RendererA component that takes an array of two or more points in 3D space and draws a straight line between each one.
14.
LOD Group
a)
It stores information about how light passes through space in your scene.
b)
Identifies the workload data for a Unity subsystem (for example, Rendering, Scripting and Animation categories).
c)
A rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials.
d)
A component to manage level of detail (LOD) for GameObjects.
e)
A special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture.
15.
Material
a)
A 3D texture, where each value represents a directional force that is applied to particles as they move through the field. A vector field is created in 3D animation software, such as Houdini.
b)
3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling.
c)
An indirect, or transitive dependency occurs when your project requests a package which itself “depends on” another package.
d)
You cannot change the contents of a (read-only) package. Most packages are immutable, including packages downloaded from the package registry or by Git URL.
e)
An asset that defines how a surface should be rendered.
16.
Mesh
a)
A feature set is a collection of related packages that you can use to achieve specific results in the Unity Editor. You can manage feature sets directly in Unity’s Package Manager.
b)
A series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own.
c)
A shadow property that produces shadows with a soft edge. Soft shadows are more realistic compared to Hard Shadows and tend to reduce the “blocky” aliasing effect from the shadow map, but they require more processing.
d)
The main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons.
e)
3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling.
17.
Mesh Filter
a)
A visual effect that lets you make trails behind GameObjects in the Scene as they move.
b)
Each Unity project has a manifest, which acts as an entry point for the Package Manager.
c)
A special type of Material used to represent skies. Usually six-sided.
d)
An image used when rendering a GameObject, Sprite, or UI element. Textures are often applied to the surface of a mesh to give it visual detail.
e)
A mesh component that takes a mesh from your assets and passes it to the Mesh Renderer for rendering on the screen.
18.
Mesh Renderer
a)
A mesh component that takes a mesh from your assets and passes it to the Mesh Renderer for rendering on the screen.
b)
Unity’s standard way of representing rotations as data. When writing code that deals with rotations, you should usually use the Quaternion class and its methods.
c)
A series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own.
d)
A mesh component that takes the geometry from the Mesh Filter and renders it at the position defined by the object’s Transform component.
e)
A process that disables rendering GameObjects that are hidden (occluded) from the view of the camera.
19.
Near clipping plane
a)
A program that runs on the GPU.
b)
A Unity API that allows you to record videos directly to the file system in the MP4 format.
c)
You can change the contents of a package. This is the opposite of immutable. Only Local packages and Embedded packages are mutable.
d)
Vertical blanking interval is the time between the end of the final visible line of a frame and the beginning of the first visible line of the next frame.
e)
A plane that limits how close a camera can see from its current position. The plane is perpendicular to the camera’s forward (Z) direction.
20.
Normal
a)
Abbreviation of High Level API.
b)
Platform-specific settings that allow you to set the resolution, file size with associated memory size requirements, pixel dimensions, and quality of your Textures for each target platform.
c)
Unity automatically pre-installs a select number of default packages (for example, the Analytics Library, Unity Timeline, etc.) when you create a new project. This differs from a bundled package because you don’t need to install it.
d)
The direction perpendicular to the surface of a mesh, represented by a Vector. Unity uses normals to determine object orientation and apply shading.
e)
Vertical synchronization is a display setting that caps a game’s framerate to match the refresh rate of a monitor, to prevent image tearing.
21.
Normal map
a)
There are two types of manifest files: project manifests and package manifests.
b)
A type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry.
c)
A list of methods that were called at run time, organized as a last-in-first-out stack.
d)
A component that lets you display images as Sprites for use in both 2D and 3D scenes.
e)
Layers in Unity can be used to selectively opt groups of GameObjects in or out of certain processes or calculations.
22.
Occlusion culling
a)
A process that disables rendering GameObjects that are hidden (occluded) from the view of the camera.
b)
The landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape.
c)
A set of data associated with a Profiler marker, that the Profiler has recorded and collected.
d)
The process of remapping HDR values of an image into a range suitable to be displayed on screen.
e)
The Package Manager retrieves Git dependencies from a Git repository directly rather than from a package registry. It uses a Git URL reference instead of a version, and there’s no guarantee about the package quality, stability, or validity.
23.
Orthographic 3D
a)
The process of generating an image by tracing out rays from the Camera through each pixel and recording the color contribution at the hit point. This is an alternative to rasterization.
b)
A component that allows you to use more lighting information for large dynamic GameObjects that cannot use baked lightmaps (for example, large Particle Systems or skinned Meshes).
c)
A reference word that you can assign to a Virtual Player or the main Editor Player to use in a script. For example, you could define a “Red team” ot “Blue team” tag to assign Players to each team.
d)
A common type of camera view used in games that give you a bird’s-eye view of the action, and is sometimes called “2.5D”.
e)
In a multiplayer network game without a dedicated server, one of the peers in the game acts as the center of authority for the game. This peer is called the “host”.
24.
Particle
a)
The color of a specular highlight.
b)
A preview package is in development and not yet ready for production. A package in preview might be at any stage of development, from the initial stages to near completion.
c)
A small, simple image or mesh that is emitted by a particle system.
d)
An indirect, or transitive dependency occurs when your project requests a package which itself “depends on” another package.
e)
Each package has a manifest, which contains information such as the name of the package, its version, a description for users, dependencies on other packages (if any), and other details.
25.
particle system
a)
The smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel.
b)
A component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene
c)
Light components whose Mode property is set to Mixed. Some calculations for Mixed Lights are performed in advance, and some calculations for Mixed Lights are performed at runtime.
d)
You cannot change the contents of a (read-only) package. Most packages are immutable, including packages downloaded from the package registry or by Git URL.
e)
A technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way.
26.
Physically Based Shading
a)
Vertical blanking interval is the time between the end of the final visible line of a frame and the beginning of the first visible line of the next frame.
b)
An advanced lighting model that simulates the interactions between materials and light in a way that mimics reality.
c)
A visual effect that lets you make trails behind GameObjects in the Scene as they move.
d)
A memory store that holds an 8-bit per-pixel value. In Unity, you can use a stencil buffer to flag pixels, and then only render to pixels that pass the stencil operation.
e)
You can change the contents of a package. This is the opposite of immutable. Only Local packages and Embedded packages are mutable.
27.
Pixel
a)
The smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel.
b)
A special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture.
c)
A tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene.
d)
Placed in code to describe a CPU or GPU event that is then displayed in the Unity Profiler window.
e)
A technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way.
28.
Player Log
a)
A visual simulation of three-dimensional characteristics on a two-dimensional object or environment. This effect is sometimes called “2.5D”.
b)
A package is a mutable package that you store under the Packages directory at the root of a Unity project. This differs from most packages which you download from a package server and are immutable
c)
The smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel.
d)
A special type of Material used to represent skies. Usually six-sided.
e)
The .log file created by a Standalone Player that contains a record of events, such as script execution times, the compiler version, and AssetImport time.
29.
Post-processing
a)
A process that improves product visuals by applying filters and effects before the image appears on screen.
b)
A Light property that defines the use of the Light. Can be set to Realtime, Baked and Mixed.
c)
A window that helps you to optimize your game. It shows how much time is spent in the various areas of your game.
d)
A GameObject that adds the effect of wind to your terrain. For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses.
e)
A pre-rendered texture that contains the effects of light sources on static objects in the scene.
30.
Pseudo-depth
a)
Unity’s language for defining the structure of Shader objects.
b)
A Unity API that allows you to record videos directly to the file system in the MP4 format.
c)
3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling.
d)
A GameObject that allows you to quickly create 2D levels using tiles and a grid overlay.
e)
A visual simulation of three-dimensional characteristics on a two-dimensional object or environment. This effect is sometimes called “2.5D”.
31.
Quad
a)
Unity automatically pre-installs a select number of default packages (for example, the Analytics Library, Unity Timeline, etc.) when you create a new project. This differs from a bundled package because you don’t need to install it.
b)
Vertical synchronization is a display setting that caps a game’s framerate to match the refresh rate of a monitor, to prevent image tearing.
c)
The smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel.
d)
An asset that defines how a surface should be rendered.
e)
A primitive object that resembles a plane but its edges are only one unit long, it uses only 4 vertices, and the surface is oriented in the XY plane of the local coordinate space.
32.
Quaternion
a)
Unity’s standard way of representing rotations as data. When writing code that deals with rotations, you should usually use the Quaternion class and its methods.
b)
Unity’s language for defining the structure of Shader objects.
c)
A feature set is a collection of related packages that you can use to achieve specific results in the Unity Editor. You can manage feature sets directly in Unity’s Package Manager.
d)
The direction perpendicular to the surface of a mesh, represented by a Vector. Unity uses normals to determine object orientation and apply shading.
e)
A component that lets you display images as Sprites for use in both 2D and 3D scenes.
33.
Rasterization
a)
An advanced lighting model that simulates the interactions between materials and light in a way that mimics reality.
b)
A small, simple image or mesh that is emitted by a particle system.
c)
The process of generating an image by calculating pixels for each polygon or triangle in the geometry. This is an alternative to ray tracing.
d)
A local package already exists on the file system, usually outside the project folder. To install the package, notify the Package Manager of its location through the Packages window.
e)
A utility that packs several sprite textures tightly together within a single texture known as an atlas.
34.
Ray tracing
a)
Placed in code to describe a CPU or GPU event that is then displayed in the Unity Profiler window.
b)
Unity’s standard way of representing rotations as data. When writing code that deals with rotations, you should usually use the Quaternion class and its methods.
c)
A component that simulates the effect of lights refracting inside a camera lens. Use a Lens Flare to represent very bright lights or add atmosphere to your scene.
d)
A pre-rendered texture that contains the effects of light sources on static objects in the scene.
e)
The process of generating an image by tracing out rays from the Camera through each pixel and recording the color contribution at the hit point. This is an alternative to rasterization.
35.
Realtime Lights
a)
Unity stores bundled packages in the global cache when you install Unity.
b)
Light components whose Mode property is set to Realtime. Unity calculates and updates the lighting of Realtime Lights every frame at runtime. No Realtime Lights are precomputed.
c)
A special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture.
d)
A series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own.
e)
A lightmap property that determines the precision of the incoming light data used to light each texel in the lightmap.
36.
Reflection Probe
a)
The process of mapping real-world surfaces into the virtual world.
b)
The smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel.
c)
A small, simple image or mesh that is emitted by a particle system.
d)
3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling.
e)
A rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials.
37.
Render pipeline
a)
A package is a mutable package that you store under the Packages directory at the root of a Unity project. This differs from most packages which you download from a package server and are immutable
b)
Unity’s standard way of representing rotations as data. When writing code that deals with rotations, you should usually use the Quaternion class and its methods.
c)
A series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own.
d)
A 3D texture, where each value represents a directional force that is applied to particles as they move through the field. A vector field is created in 3D animation software, such as Houdini.
e)
A JavaScript API that renders 2D and 3D graphics in a web browser. The Unity Web build option allows Unity to publish content as JavaScript programs to run Unity content in a web browser.
38.
Render Texture
a)
A grayscale Texture that stores height data for an object. Each pixel stores the height difference perpendicular to the face that pixel represents.
b)
A lightmap property that sets the number of rays that are cast and used to compute which clusters affect a given output lightmap texel.
c)
A special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture.
d)
Vertical synchronization is a display setting that caps a game’s framerate to match the refresh rate of a monitor, to prevent image tearing.
e)
The Unity system that enables multiplayer gaming across a computer network.
39.
Rendering Path
a)
The technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others.
b)
A visual simulation of three-dimensional characteristics on a two-dimensional object or environment. This effect is sometimes called “2.5D”.
c)
When a package passes release cycle testing for a specific version of Unity, it receives the Verified For designation.
d)
A visual effect that lets you make trails behind GameObjects in the Scene as they move.
e)
The direction perpendicular to the surface of a mesh, represented by a Vector. Unity uses normals to determine object orientation and apply shading.
40.
Shader
a)
A GameObject that allows you to quickly create 2D levels using tiles and a grid overlay.
b)
A program that runs on the GPU.
c)
A process that disables rendering GameObjects that are hidden (occluded) from the view of the camera.
d)
An indirect, or transitive dependency occurs when your project requests a package which itself “depends on” another package.
e)
A version of a shader program that Unity generates according to a specific combination of shader keywords and their status. A Shader object can contain multiple shader variants.
41.
Shader object
a)
A bright spot of light that appears on the surface of shiny objects when illuminated.
b)
An instance of the Shader class, a Shader object is a container for shader programs and GPU instructions, and information that tells Unity how to use them.
c)
Unity automatically pre-installs a select number of default packages (for example, the Analytics Library, Unity Timeline, etc.) when you create a new project. This differs from a bundled package because you don’t need to install it.
d)
The Unity system that enables multiplayer gaming across a computer network.
e)
A Light property that defines the use of the Light. Can be set to Realtime, Baked and Mixed.
42.
Shader variant
a)
A special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture.
b)
A simple class that allows a sprite to be rendered on a Tilemap
c)
A version of a shader program that Unity generates according to a specific combination of shader keywords and their status. A Shader object can contain multiple shader variants.
d)
A preview package is in development and not yet ready for production. A package in preview might be at any stage of development, from the initial stages to near completion.
e)
When a package passes release cycle testing for a specific version of Unity, it receives the Verified For designation.
43.
ShaderLab
a)
A process that improves product visuals by applying filters and effects before the image appears on screen.
b)
A preview package is in development and not yet ready for production. A package in preview might be at any stage of development, from the initial stages to near completion.
c)
A simple class that allows a sprite to be rendered on a Tilemap
d)
A 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development.
e)
Unity’s language for defining the structure of Shader objects.
44.
Shadowmask
a)
An image used when rendering a GameObject, Sprite, or UI element. Textures are often applied to the surface of a mesh to give it visual detail.
b)
A Texture that shares the same UV layout and resolution with its corresponding lightmap.
c)
An indirect, or transitive dependency occurs when your project requests a package which itself “depends on” another package.
d)
Identifies the workload data for a Unity subsystem (for example, Rendering, Scripting and Animation categories).
e)
An Inspector that allows you to define how your images are imported from your project’s Assets folder into the Unity Editor.
45.
Skybox
a)
A lightmap property that determines the precision of the incoming light data used to light each texel in the lightmap.
b)
A rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials.
c)
In a multiplayer network game without a dedicated server, one of the peers in the game acts as the center of authority for the game. This peer is called the “host”.
d)
A visual effect that lets you make trails behind GameObjects in the Scene as they move.
e)
A special type of Material used to represent skies. Usually six-sided.
46.
Soft Shadows
a)
A utility that packs several sprite textures tightly together within a single texture known as an atlas.
b)
A shadow property that produces shadows with a soft edge. Soft shadows are more realistic compared to Hard Shadows and tend to reduce the “blocky” aliasing effect from the shadow map, but they require more processing.
c)
A GameObject that adds the effect of wind to your terrain. For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses.
d)
A memory store that holds an 8-bit per-pixel value. In Unity, you can use a stencil buffer to flag pixels, and then only render to pixels that pass the stencil operation.
e)
A special type of Material used to represent skies. Usually six-sided.
47.
Spatial Mapping
a)
The process of mapping real-world surfaces into the virtual world.
b)
A direct dependency occurs when your project “requests” a specific package version.
c)
3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling.
d)
A program that runs on each vertex of a 3D model when the model is being rendered.
e)
A component that allows you to use more lighting information for large dynamic GameObjects that cannot use baked lightmaps (for example, large Particle Systems or skinned Meshes).
48.
specular color
a)
A shadow property that produces shadows with a soft edge. Soft shadows are more realistic compared to Hard Shadows and tend to reduce the “blocky” aliasing effect from the shadow map, but they require more processing.
b)
You cannot change the contents of a (read-only) package. Most packages are immutable, including packages downloaded from the package registry or by Git URL.
c)
The color of a specular highlight.
d)
A Mesh component that displays a Text string.
e)
A feature set is a collection of related packages that you can use to achieve specific results in the Unity Editor. You can manage feature sets directly in Unity’s Package Manager.
49.
specular highlight
a)
A bright spot of light that appears on the surface of shiny objects when illuminated.
b)
A 3D texture, where each value represents a directional force that is applied to particles as they move through the field. A vector field is created in 3D animation software, such as Houdini.
c)
A component that enables you to add Light Probes to GameObjects in your scene.
d)
Platform-specific settings that allow you to set the resolution, file size with associated memory size requirements, pixel dimensions, and quality of your Textures for each target platform.
e)
The process of remapping HDR values of an image into a range suitable to be displayed on screen.
50.
Sprite
a)
A Mesh component that displays a Text string.
b)
A 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development.
c)
Platform-specific settings that allow you to set the resolution, file size with associated memory size requirements, pixel dimensions, and quality of your Textures for each target platform.
d)
A Light property that defines the use of the Light. Can be set to Realtime, Baked and Mixed.
e)
The color of a specular highlight.
51.
Sprite Atlas
a)
A program that runs on each vertex of a 3D model when the model is being rendered.
b)
A utility that packs several sprite textures tightly together within a single texture known as an atlas.
c)
You can change the contents of a package. This is the opposite of immutable. Only Local packages and Embedded packages are mutable.
d)
The direction perpendicular to the surface of a mesh, represented by a Vector. Unity uses normals to determine object orientation and apply shading.
e)
A lightmap property that determines the precision of the incoming light data used to light each texel in the lightmap.
52.
Sprite Renderer
a)
An image used when rendering a GameObject, Sprite, or UI element. Textures are often applied to the surface of a mesh to give it visual detail.
b)
The .log file created by a Standalone Player that contains a record of events, such as script execution times, the compiler version, and AssetImport time.
c)
When a package passes release cycle testing for a specific version of Unity, it receives the Verified For designation.
d)
A common type of camera view used in games that give you a bird’s-eye view of the action, and is sometimes called “2.5D”.
e)
A component that lets you display images as Sprites for use in both 2D and 3D scenes.
53.
Static Batching
a)
A preview package is in development and not yet ready for production. A package in preview might be at any stage of development, from the initial stages to near completion.
b)
A technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way.
c)
An asset that defines how a surface should be rendered.
d)
A GameObject that allows you to quickly create 2D levels using tiles and a grid overlay.
e)
A special type of Material used to represent skies. Usually six-sided.
54.
Static receiver
a)
A Unity Player that exists separately from the main Editor Player. Use a Virtual Player to test multiplayer gameplay on the same device without the need to create a build.
b)
A rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials.
c)
LOD technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases.
d)
A static GameObject that is receiving a shadow from another static or dynamic GameObject
e)
A GameObject that adds the effect of wind to your terrain. For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses.
55.
stencil buffer
a)
Platform-specific settings that allow you to set the resolution, file size with associated memory size requirements, pixel dimensions, and quality of your Textures for each target platform.
b)
A feature set is a collection of related packages that you can use to achieve specific results in the Unity Editor. You can manage feature sets directly in Unity’s Package Manager.
c)
A component that simulates the effect of lights refracting inside a camera lens. Use a Lens Flare to represent very bright lights or add atmosphere to your scene.
d)
A program that runs on the GPU.
e)
A memory store that holds an 8-bit per-pixel value. In Unity, you can use a stencil buffer to flag pixels, and then only render to pixels that pass the stencil operation.
56.
Surface Shader
a)
A primitive object that resembles a plane but its edges are only one unit long, it uses only 4 vertices, and the surface is oriented in the XY plane of the local coordinate space.
b)
The Unity Player that exists in the main Unity Editor.
c)
The direction perpendicular to the surface of a mesh, represented by a Vector. Unity uses normals to determine object orientation and apply shading.
d)
A streamlined way of writing shaders for the Built-in Render Pipeline.
e)
3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling.
57.
Terrain
a)
A component to manage level of detail (LOD) for GameObjects.
b)
The landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape.
c)
A special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture.
d)
You can change the contents of a package. This is the opposite of immutable. Only Local packages and Embedded packages are mutable.
e)
Vertical synchronization is a display setting that caps a game’s framerate to match the refresh rate of a monitor, to prevent image tearing.
58.
Text Mesh
a)
A Mesh component that displays a Text string.
b)
A Unity API that allows you to record videos directly to the file system in the MP4 format.
c)
There are two types of manifest files: project manifests and package manifests.
d)
An Inspector that allows you to define how your images are imported from your project’s Assets folder into the Unity Editor.
e)
A version of a shader program that Unity generates according to a specific combination of shader keywords and their status. A Shader object can contain multiple shader variants.
59.
Texture
a)
An image used when rendering a GameObject, Sprite, or UI element. Textures are often applied to the surface of a mesh to give it visual detail.
b)
A special type of Material used to represent skies. Usually six-sided.
c)
A series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own.
d)
A Texture that shares the same UV layout and resolution with its corresponding lightmap.
e)
A simple class that allows a sprite to be rendered on a Tilemap
60.
Texture Compression
a)
A special type of Material used to represent skies. Usually six-sided.
b)
3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling.
c)
A shadow property that produces shadows with a soft edge. Soft shadows are more realistic compared to Hard Shadows and tend to reduce the “blocky” aliasing effect from the shadow map, but they require more processing.
d)
A 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development.
e)
A GameObject that allows you to quickly create 2D levels using tiles and a grid overlay.
61.
Texture Import Inspector
a)
A mesh component that takes a mesh from your assets and passes it to the Mesh Renderer for rendering on the screen.
b)
A component that lets you display images as Sprites for use in both 2D and 3D scenes.
c)
A direct dependency occurs when your project “requests” a specific package version.
d)
A Texture that shares the same UV layout and resolution with its corresponding lightmap.
e)
An Inspector that allows you to define how your images are imported from your project’s Assets folder into the Unity Editor.
62.
Texture Overrides
a)
A bright spot of light that appears on the surface of shiny objects when illuminated.
b)
A static GameObject that is receiving a shadow from another static or dynamic GameObject
c)
A component that simulates the effect of lights refracting inside a camera lens. Use a Lens Flare to represent very bright lights or add atmosphere to your scene.
d)
Identifies the workload data for a Unity subsystem (for example, Rendering, Scripting and Animation categories).
e)
Platform-specific settings that allow you to set the resolution, file size with associated memory size requirements, pixel dimensions, and quality of your Textures for each target platform.
63.
Tile
a)
A simple class that allows a sprite to be rendered on a Tilemap
b)
The process of mapping real-world surfaces into the virtual world.
c)
Vertical synchronization is a display setting that caps a game’s framerate to match the refresh rate of a monitor, to prevent image tearing.
d)
Platform-specific settings that allow you to set the resolution, file size with associated memory size requirements, pixel dimensions, and quality of your Textures for each target platform.
e)
Unity stores bundled packages in the global cache when you install Unity.
64.
Tilemap
a)
A GameObject that allows you to quickly create 2D levels using tiles and a grid overlay.
b)
Layers in Unity can be used to selectively opt groups of GameObjects in or out of certain processes or calculations.
c)
The process of remapping HDR values of an image into a range suitable to be displayed on screen.
d)
A component that enables you to add Light Probes to GameObjects in your scene.
e)
A Texture that shares the same UV layout and resolution with its corresponding lightmap.
65.
Tonemapping
a)
A streamlined way of writing shaders for the Built-in Render Pipeline.
b)
A process that disables rendering GameObjects that are hidden (occluded) from the view of the camera.
c)
A memory store that holds an 8-bit per-pixel value. In Unity, you can use a stencil buffer to flag pixels, and then only render to pixels that pass the stencil operation.
d)
The process of remapping HDR values of an image into a range suitable to be displayed on screen.
e)
A 3D texture, where each value represents a directional force that is applied to particles as they move through the field. A vector field is created in 3D animation software, such as Houdini.
66.
Trail Renderer
a)
A local package already exists on the file system, usually outside the project folder. To install the package, notify the Package Manager of its location through the Packages window.
b)
A primitive object that resembles a plane but its edges are only one unit long, it uses only 4 vertices, and the surface is oriented in the XY plane of the local coordinate space.
c)
Abbreviation of High Level API.
d)
A visual effect that lets you make trails behind GameObjects in the Scene as they move.
e)
A component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene
67.
vector field
a)
A 3D texture, where each value represents a directional force that is applied to particles as they move through the field. A vector field is created in 3D animation software, such as Houdini.
b)
A local package already exists on the file system, usually outside the project folder. To install the package, notify the Package Manager of its location through the Packages window.
c)
Abbreviation of High Level API.
d)
The direction perpendicular to the surface of a mesh, represented by a Vector. Unity uses normals to determine object orientation and apply shading.
e)
The .log file created by a Standalone Player that contains a record of events, such as script execution times, the compiler version, and AssetImport time.
68.
vertex shader
a)
Unity automatically pre-installs a select number of default packages (for example, the Analytics Library, Unity Timeline, etc.) when you create a new project. This differs from a bundled package because you don’t need to install it.
b)
A special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture.
c)
A program that runs on each vertex of a 3D model when the model is being rendered.
d)
The amount of supporting code that the Profiler needs to run. This might affect the performance of your application.
e)
A special type of Material used to represent skies. Usually six-sided.
69.
VideoCapture
a)
A Unity API that allows you to record videos directly to the file system in the MP4 format.
b)
The Unity Player that exists in the main Unity Editor.
c)
A streamlined way of writing shaders for the Built-in Render Pipeline.
d)
A direct dependency occurs when your project “requests” a specific package version.
e)
A local package already exists on the file system, usually outside the project folder. To install the package, notify the Package Manager of its location through the Packages window.
70.
WebGL
a)
It stores information about how light passes through space in your scene.
b)
A version of a shader program that Unity generates according to a specific combination of shader keywords and their status. A Shader object can contain multiple shader variants.
c)
An advanced lighting model that simulates the interactions between materials and light in a way that mimics reality.
d)
Identifies the workload data for a Unity subsystem (for example, Rendering, Scripting and Animation categories).
e)
A JavaScript API that renders 2D and 3D graphics in a web browser. The Unity Web build option allows Unity to publish content as JavaScript programs to run Unity content in a web browser.
71.
wind zone
a)
A grayscale Texture that stores height data for an object. Each pixel stores the height difference perpendicular to the face that pixel represents.
b)
A set of data associated with a Profiler marker, that the Profiler has recorded and collected.
c)
A GameObject that adds the effect of wind to your terrain. For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses.
d)
When a package passes release cycle testing for a specific version of Unity, it receives the Verified For designation.
e)
LOD technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases.
72.
Mixed Lights
a)
A component to manage level of detail (LOD) for GameObjects.
b)
An asset that defines how a surface should be rendered.
c)
A Mesh component that displays a Text string.
d)
A static GameObject that is receiving a shadow from another static or dynamic GameObject
e)
Light components whose Mode property is set to Mixed. Some calculations for Mixed Lights are performed in advance, and some calculations for Mixed Lights are performed at runtime.
73.
HLAPI
a)
The process of generating an image by tracing out rays from the Camera through each pixel and recording the color contribution at the hit point. This is an alternative to rasterization.
b)
Abbreviation of High Level API.
c)
A utility that packs several sprite textures tightly together within a single texture known as an atlas.
d)
The Unity Player that exists in the main Unity Editor.
e)
Each Unity project has a manifest, which acts as an entry point for the Package Manager.
74.
Host
a)
A GameObject that adds the effect of wind to your terrain. For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses.
b)
The technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others.
c)
The Unity system that enables multiplayer gaming across a computer network.
d)
In a multiplayer network game without a dedicated server, one of the peers in the game acts as the center of authority for the game. This peer is called the “host”.
e)
A shadow property that produces shadows with a soft edge. Soft shadows are more realistic compared to Hard Shadows and tend to reduce the “blocky” aliasing effect from the shadow map, but they require more processing.
75.
Main Editor Player
a)
A reference word that you can assign to a Virtual Player or the main Editor Player to use in a script. For example, you could define a “Red team” ot “Blue team” tag to assign Players to each team.
b)
Platform-specific settings that allow you to set the resolution, file size with associated memory size requirements, pixel dimensions, and quality of your Textures for each target platform.
c)
The Unity Player that exists in the main Unity Editor.
d)
A primitive object that resembles a plane but its edges are only one unit long, it uses only 4 vertices, and the surface is oriented in the XY plane of the local coordinate space.
e)
A common type of camera view used in games that give you a bird’s-eye view of the action, and is sometimes called “2.5D”.
76.
Networking
a)
A Unity Player that exists separately from the main Editor Player. Use a Virtual Player to test multiplayer gameplay on the same device without the need to create a build.
b)
The process of generating an image by tracing out rays from the Camera through each pixel and recording the color contribution at the hit point. This is an alternative to rasterization.
c)
Line RendererA component that takes an array of two or more points in 3D space and draws a straight line between each one.
d)
The Unity system that enables multiplayer gaming across a computer network.
e)
A program that runs on the GPU.
77.
Virtual Player
a)
A visual effect that lets you make trails behind GameObjects in the Scene as they move.
b)
A Unity Player that exists separately from the main Editor Player. Use a Virtual Player to test multiplayer gameplay on the same device without the need to create a build.
c)
A reference word that you can assign to a Virtual Player or the main Editor Player to use in a script. For example, you could define a “Red team” ot “Blue team” tag to assign Players to each team.
d)
A Unity API that allows you to record videos directly to the file system in the MP4 format.
e)
A small, simple image or mesh that is emitted by a particle system.
78.
Tag
a)
An Inspector that allows you to define how your images are imported from your project’s Assets folder into the Unity Editor.
b)
A component that simulates the effect of lights refracting inside a camera lens. Use a Lens Flare to represent very bright lights or add atmosphere to your scene.
c)
Identifies the workload data for a Unity subsystem (for example, Rendering, Scripting and Animation categories).
d)
A reference word that you can assign to a Virtual Player or the main Editor Player to use in a script. For example, you could define a “Red team” ot “Blue team” tag to assign Players to each team.
e)
Light components whose Mode property is set to Mixed. Some calculations for Mixed Lights are performed in advance, and some calculations for Mixed Lights are performed at runtime.
79.
Built-in package
a)
A primitive object that resembles a plane but its edges are only one unit long, it uses only 4 vertices, and the surface is oriented in the XY plane of the local coordinate space.
b)
A small, simple image or mesh that is emitted by a particle system.
c)
Placed in code to describe a CPU or GPU event that is then displayed in the Unity Profiler window.
d)
A Unity Player that exists separately from the main Editor Player. Use a Virtual Player to test multiplayer gameplay on the same device without the need to create a build.
e)
These packages allow users to toggle Unity features on or off through the Package Manager. Enabling or disabling a package reduces the run-time build size.
80.
Bundled package
a)
The process of generating an image by calculating pixels for each polygon or triangle in the geometry. This is an alternative to ray tracing.
b)
A shadow property that produces shadows with a soft edge. Soft shadows are more realistic compared to Hard Shadows and tend to reduce the “blocky” aliasing effect from the shadow map, but they require more processing.
c)
Unity stores bundled packages in the global cache when you install Unity.
d)
A Unity Player that exists separately from the main Editor Player. Use a Virtual Player to test multiplayer gameplay on the same device without the need to create a build.
e)
Unity’s standard way of representing rotations as data. When writing code that deals with rotations, you should usually use the Quaternion class and its methods.
81.
Default package
a)
Line RendererA component that takes an array of two or more points in 3D space and draws a straight line between each one.
b)
A primitive object that resembles a plane but its edges are only one unit long, it uses only 4 vertices, and the surface is oriented in the XY plane of the local coordinate space.
c)
A component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene
d)
Unity automatically pre-installs a select number of default packages (for example, the Analytics Library, Unity Timeline, etc.) when you create a new project. This differs from a bundled package because you don’t need to install it.
e)
Each Unity project has a manifest, which acts as an entry point for the Package Manager.
82.
Direct dependency
a)
A tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene.
b)
A mesh component that takes a mesh from your assets and passes it to the Mesh Renderer for rendering on the screen.
c)
In a multiplayer network game without a dedicated server, one of the peers in the game acts as the center of authority for the game. This peer is called the “host”.
d)
Light components whose Mode property is set to Mixed. Some calculations for Mixed Lights are performed in advance, and some calculations for Mixed Lights are performed at runtime.
e)
A direct dependency occurs when your project “requests” a specific package version.
83.
Embedded package
a)
An instance of the Shader class, a Shader object is a container for shader programs and GPU instructions, and information that tells Unity how to use them.
b)
A bright spot of light that appears on the surface of shiny objects when illuminated.
c)
A 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development.
d)
A series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own.
e)
A package is a mutable package that you store under the Packages directory at the root of a Unity project. This differs from most packages which you download from a package server and are immutable
84.
Feature set
a)
A process that improves product visuals by applying filters and effects before the image appears on screen.
b)
When a package passes release cycle testing for a specific version of Unity, it receives the Verified For designation.
c)
There are two types of manifest files: project manifests and package manifests.
d)
An instance of the Shader class, a Shader object is a container for shader programs and GPU instructions, and information that tells Unity how to use them.
e)
A feature set is a collection of related packages that you can use to achieve specific results in the Unity Editor. You can manage feature sets directly in Unity’s Package Manager.
85.
Git dependency
a)
You can change the contents of a package. This is the opposite of immutable. Only Local packages and Embedded packages are mutable.
b)
The Package Manager retrieves Git dependencies from a Git repository directly rather than from a package registry. It uses a Git URL reference instead of a version, and there’s no guarantee about the package quality, stability, or validity.
c)
A bright spot of light that appears on the surface of shiny objects when illuminated.
d)
A direct dependency occurs when your project “requests” a specific package version.
e)
A component that allows you to use more lighting information for large dynamic GameObjects that cannot use baked lightmaps (for example, large Particle Systems or skinned Meshes).
86.
Immutable
a)
The color of a specular highlight.
b)
A special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture.
c)
The process of generating an image by tracing out rays from the Camera through each pixel and recording the color contribution at the hit point. This is an alternative to rasterization.
d)
Placed in code with the ProfilerCounter API to track metrics, such as the number of enemies spawned in your game.
e)
You cannot change the contents of a (read-only) package. Most packages are immutable, including packages downloaded from the package registry or by Git URL.
87.
Indirect dependency
a)
Unity stores bundled packages in the global cache when you install Unity.
b)
An indirect, or transitive dependency occurs when your project requests a package which itself “depends on” another package.
c)
A special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture.
d)
A GameObject that adds the effect of wind to your terrain. For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses.
e)
An instance of the Shader class, a Shader object is a container for shader programs and GPU instructions, and information that tells Unity how to use them.
88.
Local package
a)
A utility that packs several sprite textures tightly together within a single texture known as an atlas.
b)
Light components whose Mode property is set to Realtime. Unity calculates and updates the lighting of Realtime Lights every frame at runtime. No Realtime Lights are precomputed.
c)
An asset that defines how a surface should be rendered.
d)
Layers in Unity can be used to selectively opt groups of GameObjects in or out of certain processes or calculations.
e)
A local package already exists on the file system, usually outside the project folder. To install the package, notify the Package Manager of its location through the Packages window.
89.
Manifest
a)
A rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials.
b)
An indirect, or transitive dependency occurs when your project requests a package which itself “depends on” another package.
c)
There are two types of manifest files: project manifests and package manifests.
d)
Unity stores bundled packages in the global cache when you install Unity.
e)
A mesh component that takes the geometry from the Mesh Filter and renders it at the position defined by the object’s Transform component.
90.
Mutable
a)
Unity automatically pre-installs a select number of default packages (for example, the Analytics Library, Unity Timeline, etc.) when you create a new project. This differs from a bundled package because you don’t need to install it.
b)
Unity’s standard way of representing rotations as data. When writing code that deals with rotations, you should usually use the Quaternion class and its methods.
c)
You can change the contents of a package. This is the opposite of immutable. Only Local packages and Embedded packages are mutable.
d)
An asset that defines how a surface should be rendered.
e)
A special type of Material used to represent skies. Usually six-sided.
91.
Package manifest
a)
A visual simulation of three-dimensional characteristics on a two-dimensional object or environment. This effect is sometimes called “2.5D”.
b)
Each package has a manifest, which contains information such as the name of the package, its version, a description for users, dependencies on other packages (if any), and other details.
c)
A component that simulates the effect of lights refracting inside a camera lens. Use a Lens Flare to represent very bright lights or add atmosphere to your scene.
d)
A list of methods that were called at run time, organized as a last-in-first-out stack.
e)
The color of a specular highlight.
92.
Preview package
a)
The technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others.
b)
A program that runs on the GPU.
c)
A preview package is in development and not yet ready for production. A package in preview might be at any stage of development, from the initial stages to near completion.
d)
Vertical blanking interval is the time between the end of the final visible line of a frame and the beginning of the first visible line of the next frame.
e)
A 3D texture, where each value represents a directional force that is applied to particles as they move through the field. A vector field is created in 3D animation software, such as Houdini.
93.
Project manifest
a)
A process that improves product visuals by applying filters and effects before the image appears on screen.
b)
Vertical blanking interval is the time between the end of the final visible line of a frame and the beginning of the first visible line of the next frame.
c)
A mesh component that takes a mesh from your assets and passes it to the Mesh Renderer for rendering on the screen.
d)
Each Unity project has a manifest, which acts as an entry point for the Package Manager.
e)
A lightmap property that sets the number of rays that are cast and used to compute which clusters affect a given output lightmap texel.
94.
Verified package
a)
A 3D texture, where each value represents a directional force that is applied to particles as they move through the field. A vector field is created in 3D animation software, such as Houdini.
b)
The Unity Player that exists in the main Unity Editor.
c)
3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling.
d)
A component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene
e)
When a package passes release cycle testing for a specific version of Unity, it receives the Verified For designation.
95.
Profiler category
a)
The process of generating an image by tracing out rays from the Camera through each pixel and recording the color contribution at the hit point. This is an alternative to rasterization.
b)
The process of remapping HDR values of an image into a range suitable to be displayed on screen.
c)
A special type of Material used to represent skies. Usually six-sided.
d)
Identifies the workload data for a Unity subsystem (for example, Rendering, Scripting and Animation categories).
e)
Each package has a manifest, which contains information such as the name of the package, its version, a description for users, dependencies on other packages (if any), and other details.
96.
Profiler marker
a)
A JavaScript API that renders 2D and 3D graphics in a web browser. The Unity Web build option allows Unity to publish content as JavaScript programs to run Unity content in a web browser.
b)
The Unity Player that exists in the main Unity Editor.
c)
A component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene
d)
Placed in code to describe a CPU or GPU event that is then displayed in the Unity Profiler window.
e)
A component that lets you display images as Sprites for use in both 2D and 3D scenes.
97.
Profiler counter
a)
A package is a mutable package that you store under the Packages directory at the root of a Unity project. This differs from most packages which you download from a package server and are immutable
b)
A 3D texture, where each value represents a directional force that is applied to particles as they move through the field. A vector field is created in 3D animation software, such as Houdini.
c)
Placed in code with the ProfilerCounter API to track metrics, such as the number of enemies spawned in your game.
d)
A feature set is a collection of related packages that you can use to achieve specific results in the Unity Editor. You can manage feature sets directly in Unity’s Package Manager.
e)
A list of methods that were called at run time, organized as a last-in-first-out stack.
98.
Profiler sample
a)
When a package passes release cycle testing for a specific version of Unity, it receives the Verified For designation.
b)
These packages allow users to toggle Unity features on or off through the Package Manager. Enabling or disabling a package reduces the run-time build size.
c)
A GameObject that adds the effect of wind to your terrain. For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses.
d)
A set of data associated with a Profiler marker, that the Profiler has recorded and collected.
e)
A component that simulates the effect of lights refracting inside a camera lens. Use a Lens Flare to represent very bright lights or add atmosphere to your scene.
99.
Profiler
a)
An indirect, or transitive dependency occurs when your project requests a package which itself “depends on” another package.
b)
An instance of the Shader class, a Shader object is a container for shader programs and GPU instructions, and information that tells Unity how to use them.
c)
A window that helps you to optimize your game. It shows how much time is spent in the various areas of your game.
d)
A plane that limits how close a camera can see from its current position. The plane is perpendicular to the camera’s forward (Z) direction.
e)
You cannot change the contents of a (read-only) package. Most packages are immutable, including packages downloaded from the package registry or by Git URL.
100.
VSync
a)
When a package passes release cycle testing for a specific version of Unity, it receives the Verified For designation.
b)
A special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture.
c)
A common type of camera view used in games that give you a bird’s-eye view of the action, and is sometimes called “2.5D”.
d)
Light components whose Mode property is set to Mixed. Some calculations for Mixed Lights are performed in advance, and some calculations for Mixed Lights are performed at runtime.
e)
Vertical synchronization is a display setting that caps a game’s framerate to match the refresh rate of a monitor, to prevent image tearing.
101.
VBlank
a)
The main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons.
b)
A technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way.
c)
Vertical blanking interval is the time between the end of the final visible line of a frame and the beginning of the first visible line of the next frame.
d)
An advanced lighting model that simulates the interactions between materials and light in a way that mimics reality.
e)
An image used when rendering a GameObject, Sprite, or UI element. Textures are often applied to the surface of a mesh to give it visual detail.
102.
Call stack
a)
An asset that defines how a surface should be rendered.
b)
Unity automatically pre-installs a select number of default packages (for example, the Analytics Library, Unity Timeline, etc.) when you create a new project. This differs from a bundled package because you don’t need to install it.
c)
The process of generating an image by calculating pixels for each polygon or triangle in the geometry. This is an alternative to ray tracing.
d)
A list of methods that were called at run time, organized as a last-in-first-out stack.
e)
A memory store that holds an 8-bit per-pixel value. In Unity, you can use a stencil buffer to flag pixels, and then only render to pixels that pass the stencil operation.
103.
Overhead
a)
Light components whose Mode property is set to Realtime. Unity calculates and updates the lighting of Realtime Lights every frame at runtime. No Realtime Lights are precomputed.
b)
The process of remapping HDR values of an image into a range suitable to be displayed on screen.
c)
The amount of supporting code that the Profiler needs to run. This might affect the performance of your application.
d)
An advanced lighting model that simulates the interactions between materials and light in a way that mimics reality.
e)
A shadow property that produces shadows with a soft edge. Soft shadows are more realistic compared to Hard Shadows and tend to reduce the “blocky” aliasing effect from the shadow map, but they require more processing.